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The Defense of Grass River - A Free D20 Adventure
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<blockquote data-quote="joshuakanton" data-source="post: 3421729" data-attributes="member: 27536"><p>The mechanical theory behind it was that the characters would cut a deal with three groups. If they did less, then the fight would be more difficult and if they could manage more, it would be easier. Therefore, any three groups would provide enough support to defeat the goblins, but not the Barghest.</p><p></p><p>Personally, I prefer a less dice intensive method. Every faction would have a history and motivation. The faction’s history dictates its allies and enemies and its motivation dictates what it wants. By cutting a deal with one faction you upset its enemies and grow closer to its allies.</p><p></p><p>I view it like a spider web, pull on one strand and you move the entire web.</p><p></p><p>What I use to detail a faction.</p><p>Name – The name of the group and is it secretive or public</p><p>Leader – Who runs the group, what is their level and what are their personal goals</p><p>Major members – Who are the important members of the group, their levels and personal goals</p><p>Alignment – The over all alignment of the group, as a role-playing tool</p><p>Allies – Whom do they get along with, why and is the information known</p><p>Enemies – Whom do they not get along with, why and is the information known</p><p>Motivation – What are the group’s overall goals</p><p>Resources – What resources does the group possess?</p><p></p><p>It is a lot of up front work, but the characters have the option to deal with anyone and it is easier to figure out the ramifications of their actions.</p></blockquote><p></p>
[QUOTE="joshuakanton, post: 3421729, member: 27536"] The mechanical theory behind it was that the characters would cut a deal with three groups. If they did less, then the fight would be more difficult and if they could manage more, it would be easier. Therefore, any three groups would provide enough support to defeat the goblins, but not the Barghest. Personally, I prefer a less dice intensive method. Every faction would have a history and motivation. The faction’s history dictates its allies and enemies and its motivation dictates what it wants. By cutting a deal with one faction you upset its enemies and grow closer to its allies. I view it like a spider web, pull on one strand and you move the entire web. What I use to detail a faction. Name – The name of the group and is it secretive or public Leader – Who runs the group, what is their level and what are their personal goals Major members – Who are the important members of the group, their levels and personal goals Alignment – The over all alignment of the group, as a role-playing tool Allies – Whom do they get along with, why and is the information known Enemies – Whom do they not get along with, why and is the information known Motivation – What are the group’s overall goals Resources – What resources does the group possess? It is a lot of up front work, but the characters have the option to deal with anyone and it is easier to figure out the ramifications of their actions. [/QUOTE]
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