|
|
|
#11 |
|
Banned
Join Date: Jun 2005
Location: Bristol
|
You could try modelling it on either Venice or Dijon, both were duchies.
Another conflict would be the wrangling over old ties to the region (Veneto or Burgundy) and a new greater national identity. Merchants have banks and allies across regions and the ancien regime have old family ties. |
|
|
|
|
|
#12 |
|
Join Date: Mar 2009
Location: Detroit
|
Let me just say, one of the funnest campaigns me & my players ever had was an old school D&D hack-n-slash fest that turned into political maneuvering by accident. The characters eventually became baron of the land, guildmasters of the mage's guild and thieve's guild, abbot of a cathedral... All high-profile positions, every one of them. It was a blast, and they ended up working hard to gain those positions. Intrigue, contacts, fighting off monsters... It led to dozens of adventures once I figured out what position I had in mind for them (I was DM). For example, one of the things that still sticks in the paladin and cleric player's craws, is the old head of the cathedral being a vampire. Both the same religion as the cathedral, when they were vampire-hunting because of the tide of bloodless bodies, the last one they suspected was their superior and confidant in the church. "Yes, my son, going to the graveyard tonight is a good idea. Here is some holy water." Of course, he could no longer bless, so the water was merely wet, and he knew better than to go there that night... They had all sorts of headaches with just that one mini-adventure. Most of which, led to more hack-n-slash.
Definitely let them have those skills! Just have in mind where you're taking them... and you'll be surprised, with that tiny bit of planning, how many evil and nefarious adventures sudden;y pop in mind. I had clues for almost every character thrown in with the adventure designed to further a specific one's goals. sometimes, like the paladin & cleric, an adventure would further more than one of their goals, and then I tried to make it harder. However- I never told them what they were aiming for. When the vampire-priest was defeated, it was, "Oh dear. We need someone to perform our religious services. And maybe it would be a good idea if he had a protector..." Of course, they stepped up, and eventually the cleric was running the cathedral and the church hierarchy for the whole country, but gradual rewards kept them coming back. Fun times. I still think, 15 maybe 20 years later, that was probably my most memorable campaign. It was because I let them do what they wanted, but threw obstacles in their way. Figure out what they want- maybe even talk about it with them. They'll forget or not realize, if you do small enough chunks on the way there, what they told you anyhow. Especially if you ask them something like, "Just what are your character's goals now? I was thinking of letting you guys get into politics, but..." |
|
|
|
|
|
#13 |
|
Join Date: Mar 2006
Location: Lyon, France
|
Well I've had think and written some guidelines for the PCs. Here they are:
Social Dungeon Fantasy The idea of the following guidelines is to open up Dungeon Fantasy to the full social interaction and lifestyle rules of GURPS without spoiling the careful niche protection represented by the Dungeon Fantasy templates. If you want to know more check the rulebooks, there is nothing here that isn’t in the rules already. How to learn skills: 1. If the skill you want is on your template pay the points and you can have the skill. 2. If the skill is on another player’s template ask their character in-game to teach your character, in-game. 3. If it is on no-one’s template find an NPC teacher, buy them as a Contact [1] or pay them money and then study which might cost more money.
__________________
"wars and storms are best to be read of, but peace and calms are better to endure" Jeremy Bentham Last edited by Azinctus; 09-25-2010 at 02:57 AM. |
|
|
|
|
|
#14 |
|
Join Date: Mar 2006
Location: Lyon, France
|
Template Jobs and Social Standing
How can I live in the city without going bankrupt? The answer is depressingly real world: get a job. Fortunately this is Dungeon Fantasy and jobs won’t get in the way of adventuring. They might reduce the lure of dank treasure laden dungeons though, but that’s ok too, I like the idea of career adventurers wondering if a day job is better than wading through neck deep filth to fight monsters for pennies. The next part is important too – don’t live beyond your means. Each Status level comes with a monthly cost of living. Each job has a wealth level. If the wealth level of you job equals your status level you’ll have enough cash to pay your cost of living with a little pocket money left over. Of course that only works with a settled way of life. Living in hotels costs a fortune. So for 15 points you can buy Status 1 [5] and Wealth Comfortable [10], get a job at wealth level one and you are set. Assuming you’ve got some spare cash (in this case $1,600) to invest in a settled way of life (the deposit for a flat etc) you can live in the city indefinitely. Job prospects are not the same for each character, if you don’t have a trade or profession some doors will remain closed for you. Often it is necessary to buy rank in some group before you can access higher paying jobs. I’ve compiled some basic figures for each of your characters, organised by template. Wizard Rank 0 [0], Wealth (Average) [0], Status 0 [0] Pocket money $100 per month Rank 1 (Arch-mage) [5], Status 1 [5], Wealth (comfortable) [10], Pocket money $400 per month Rank (Guild Master) 2 [10], Master Status 4 [20], Wealth (wealthy) [20], pocket money $1,000 per month At master rank the guild makes up the difference in cost of living and wealth. Thief Join a secret gang Rank 0 [0], Wealth (Average) [0], Status 0 [0] Pocket money $100 per month Rank 1 [5] Wealth (Comfortable) [10], Status 1 [5] Pocket money $400 per month Rank 2 [10] Wealth (Wealthy) ¬[20], Status 1 [5] Pocket money $2,800 per month Or Wealth (Very Wealthy) [30], Status 1 [5] Pocket money $14,800 per month Cleric Rank 0 (Acolyte) [0], Status 0 [0], Wealth (Average) [0], Pocket money $100 per month Rank 1 (Priest) [5], Status 1 [5], Wealth (Average) [0], Pocket money $100 per month Rank 2 (Prelate) [10], Status 2 [10], Wealth (Average) [0], Pocket money $100 per month Rank 3 (Pontiff) [15] Status 3 [15] Wealth (comfortable) [10] Pocket money $400 per month Rank 4 (High Priest) [20], Status 4 (40) Wealth (Wealthy) ¬[20] Pocket money $1000 per month¬ The church provides accommodation, clothes or servants to make up the difference between wealth and the cost of living at the status listed. Scout Get job - Archer, Dog Catcher etc. Rank 0 [0], Wealth (Average) [0], Status 0 [0] Pocket money $100 per month Shaman Rank 0 [0], Wealth (Average) [0], Status 0 [0] Pocket money $100 per month can be easily maintained by peddling fortunes and communing with spirits. Rising to higher earnings probably requires showmanship and marketing skills or joining the circus. Swashbuckler Ranking mercenary or sailor Invovles a duty to go fighting or sailing and perhaps isn’t ideal, also requires Leadership & tactics, perhaps even dual classing as a knight. Tailors Guild Rank 0 (guildsman) [0], Wealth (Comfortable) [10], Status 1 [5] Pocket money $400 per month Rank 1 (artisan) [5] Wealth (Comfortable) [10], Status 1 [5] Pocket money $400 per month Or Wealth (Wealthy) ¬[20], Status 1 [5] Pocket money $2,800 per month Rank 2 (Master) [10] Wealth (Wealthy), [20] Status 2 [10] pocket money $1,000 Or Wealth (Very Wealthy) [30], Status 2 [10] pocket money $13,000 Rank 3 (Guild Master) [15], Wealth (Filthy Rich) [50], Status 2 [10] pocket money $77,000
__________________
"wars and storms are best to be read of, but peace and calms are better to endure" Jeremy Bentham |
|
|
|
![]() |
| Tags |
| df to fantasy, dungeon fantasy |
|
|