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What would each class do when you give them the finger?
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<blockquote data-quote="Allegro" data-source="post: 4796376" data-attributes="member: 38814"><p>The previously presented options seem very Wild West where everyone is willing to fight and kill. Most NPCs are not going to be inclined or capable of fighting the PCs. To simulate this create a few named factions like Kordite, merchant, beggar, working class, criminals and politico. Every NPC is a member of at least 1 faction. Different people have different strengths in the faction. Angering the mayor will hurt you with the politicos more than angering the town clerk. The NPC can still become indignant and flustered but the actions have consequences and rewards. </p><p> </p><p> </p><ul> <li data-xf-list-type="ul">Kordites: healing and services disappear, are available, are free depending on connection</li> <li data-xf-list-type="ul">Merchants: neutral ratings sell at 50%, hostile sell at 30%, and friendly sells at 70%.</li> <li data-xf-list-type="ul">Beggar: if hostile nasty rumors circulate about the PCs, if good warnings about events are given</li> <li data-xf-list-type="ul">Working class: if hostile bars and other stores clear out when the PCs enter. This will generally infuriate the owner. All rumors and other information must be purchased. If positive bars fill up with patrons wanting to hear about the latest adventure.</li> <li data-xf-list-type="ul">Criminals: If hostile the local thief guild will sanction thefts, inn keepers will demand more money because they don’t want trouble. A loud construction project is started in front of every inn the PCs stay in; making a good nights rest impossible.</li> <li data-xf-list-type="ul">Politico: guards will harass them as they enter and leave the city. We need to check the packs to make sure no kobolds are sneaking into the town. Permits and regulations will be enforced. Merchants will require proof of lawful possession to sell a looted sword and other such inconveniences.</li> </ul></blockquote><p></p>
[QUOTE="Allegro, post: 4796376, member: 38814"] The previously presented options seem very Wild West where everyone is willing to fight and kill. Most NPCs are not going to be inclined or capable of fighting the PCs. To simulate this create a few named factions like Kordite, merchant, beggar, working class, criminals and politico. Every NPC is a member of at least 1 faction. Different people have different strengths in the faction. Angering the mayor will hurt you with the politicos more than angering the town clerk. The NPC can still become indignant and flustered but the actions have consequences and rewards. [LIST] [*]Kordites: healing and services disappear, are available, are free depending on connection [*]Merchants: neutral ratings sell at 50%, hostile sell at 30%, and friendly sells at 70%. [*]Beggar: if hostile nasty rumors circulate about the PCs, if good warnings about events are given [*]Working class: if hostile bars and other stores clear out when the PCs enter. This will generally infuriate the owner. All rumors and other information must be purchased. If positive bars fill up with patrons wanting to hear about the latest adventure. [*]Criminals: If hostile the local thief guild will sanction thefts, inn keepers will demand more money because they don’t want trouble. A loud construction project is started in front of every inn the PCs stay in; making a good nights rest impossible. [*]Politico: guards will harass them as they enter and leave the city. We need to check the packs to make sure no kobolds are sneaking into the town. Permits and regulations will be enforced. Merchants will require proof of lawful possession to sell a looted sword and other such inconveniences. [/LIST] [/QUOTE]
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What would each class do when you give them the finger?
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