I posted earlier on the Family Creation system I’m using for our upcoming L5R campaign. That borrows heavily from John Wick’s Blood & Honor. The flow of the game
will also borrow from that and The Great
Pendragon Campaign. We will have adventures within a season and then move
forward a season when we hit a break point. In between each of the characters
will be able to choose a “seasonal action” representing where they put the bulk
of their non-adventuring, non-duty hours. The group will also be able to
suggest an action for their daimyo, which they may or may not do depending on
their personality.
I will be borrowing much of the “structural system” for groups
and areas from the excellent Legends of Angelerre. That game offers an easy and
simple means of tracking and advancing those institutions without massive
amounts of bookkeeping. The Province (and sub-groups in the province) may gain
special aspects or even stunts- things like an Expert Architect who reduces
costs. Most of these concepts I want to handle in the abstract. Some of your
actions have a concrete benefit, but others (like staff training) offer intangible
benefits like skills and aspects. Players can invoke or apply these when making
argument or carrying out actions later.
Part of the reason I'm spending so much time on this is that I plan on adapting this eventually for an epic Fading Suns campaign, where players build a new family line within one of the Houses.
Act as Patron: You can commission an artisan or craftsman to
create a work for you. This could be practical- a sword or armor are obvious.
But you could also have a significant work of art crafted which could be used
to gain honor, be given as a gift, or act as a temporary aspect for someone.
The patronage also raises your reputation among artisans.
Construct Holding: Some holdings can be created after the
campaign begins. These require several investments. Holdings will require wood,
stone, and/or wealth in various ranges. Labor is assumed to be generally
available. It also requires the investment of a certain number of seasonal
actions by PCs and/or the daimyo. This represents the characters working and
pushing attention on the project forward. Only one new holding may be under
construction in a season. It may take longer than a season for something to be
built. All new holdings begin at Rank One.
Diplomacy: Diplomacy happens all the time. This represents a
specific mission to another family or clan with a particular objective defined
by the player. Gifts and wealth can offer an advantage. The GM will set a
difficulty and have a check or series of checks.
Espionage: There are several kinds of spies. The daimyo and the
spy-master have access to all five types at the beginning of the campaign. All
players can use and access the most basic type of spies- local spies who can
report on general feeling, offer specific knowledge of the region, and give
insight into specific problems. If another player wants to create their own
network of spies outside the province, they will have to spend a seasonal
action assembling it.
Friends and Festivals: The character can trade wealth for a
positive reaction from a group or the population in general. Often this means
investing in various local practices and celebrations. For example, if the
player wishes to reduce peasant, merchant, or retainer unrest in one of the
areas of the province. Alternately, the character may wish to curry favor with
a particular group (monks of an order, peasants in a village, the family of a
samurai). In this case the benefit will be more significant, but with a smaller
group.
Group Training: Troops or other units may be trained. This can
increase their effectiveness. General rank may be increased, or a particular
role may be taught (for example training Ashigaru to be Ashigaru Archers).
Larger groups with a pseudo-military role may also be trained (for example
Magistrates or Road Wardens).
Healing: Characters who have taken Severe Wound consequences
may spend a seasonal action to recovery. This can be done for either Physical
or Composure consequences. You may also, with the GM’s permission, recover from
Extreme Consequences, by taking this action and paying the points to rewrite
the transformed aspect.
Improve Holding: You may raise the rank of an existing holding.
In some cases, this simply means an expansion of benefits- more food, more
bonuses, etc. You may also add aspects to holdings to give them a benefit if
they come under fire. Adding an aspect is reasonably easy. Other developments
cost more in wood, stone, and/or wealth in various ranges. They also require a
certain number of seasonal actions by PCs and/or the daimyo.
Increase Troops: At the beginning of the campaign, the province
has five points worth of troops. One for the daimyo household, and one each for
the four sections of the province, NSEW. The number of troops can be increased
with a base cost for recruitment, followed by increasing the upkeep costs each
season. Particular types may be recruited as well.
Job Duties: Each character has a particular giri or duty. They
are generally expected to be carrying that out. They may, as a seasonal action,
focus on that duty to the exclusion of all else. This can be used to answer a
question, create a temporary aspect, increase reputation, or have another
benefit. The player and GM can negotiate on this.
Learn the Land: The character may travel and familiarize
themselves with one of the four sections of the province. They may define a
plot aspect based on that. Such aspects are permanent, but may require
refreshing though actions.
Oversee: The character may push harder on a particular facet of
the province- a mine, construction of a holding, a dojo’s training- to increase
output, but at the risk of causing problems. The benefit will be proportional
to the risk and costs.
Personal Training: This includes exercises, mediation, and
prayer. You may change an existing non-trouble aspect on your character.
Alternately, you may change up to three skills for other skills. You may also
spend points to buy an ability, even without a learning experience. The GM may
also allow you to add a temporary aspect for use in the following season (one
with stress boxes). Most importantly, if you wish to increase your school rank,
you must pay the points and take this action between seasons. Only one rank of
a school may be purchased in a season.
Recruit Officer/Expert: At the start of the campaign, the key
roles within the province are filled by the PCs, plus two NPCs. Seasonal
actions may be spent tracking down, wooing, and recruiting new persons to the
clan. This is a difficult challenge, as it often requires gaining their release
from current service. Each character’s attempt to recruit generates successes
towards the process. For example, a “Great” result would add +2 points to the
total. The GM sets the difficulty of recruitment- and may allow players to opt
out with a lesser success or press on for a greater result. This action can
also be used to attract holding “persons” like Artisans. Alternately, players
may use this to add a person who acts as an aspect or talent for the province
(like an Architect who oversees construction and reduces holding building
time).
Research: The character may spend time in research, uncovering
a specific and permanent aspect to be added to something. This may replace
existing aspects permanently. The GM and player can negotiate on this.
Romance: Courting your heart’s desire or, more likely, making
arrangements for a favorable marriage for yourself or another person.
Staff Training: You may add or raise a skill for your “staff”.
Alternately, you can add a temporary aspect to them. The more training done
with them, the more stress boxes on the temporary aspect.
Stockpile: Making efforts to prepare for winter acts as an
advantage when checking for spoilage, starvation, and family suffering in the
Winter.
Trade: Generally the province generates no surplus wealth or
more likely loses some. If the family wishes to generate some additional
capital, a focused trade can convert goods into wealth. This gives a bonus to
such exchanges, with other holdings acting as advantages.
War: Moving troops to skirmish with groups, either in defense
of a particular area or to fight skirmishes with neighbors. Peasant rebellions,
monster swarms, and/or organized bandits may require the use of this action to
bring them to heel.
I like this. I like it a lot.
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