Bookmarks tagged solo
11 Sep 2023 •
wanderinggamist.blogspot.com
Another way of figuring out what factions are up to.
11 Sep 2023 •
www.reddit.com
ok, here's a system that shouldn't take too much effort:
list your 6 important factions and number them. if you have less than 6 factions that's probably fine. if you have more, cross out the isolationist ones or the ones that you don't really care if they are movers/shakers in the setting. for example, the factions could be: 1) Men of Lake-Town, 2) Elves of Mirkwood, 3) the White Council, 4) Goblins of the Misty Mountains, 5) the Eagles, and 6) Smaug the Dragon. next list 6 broad concepts that each of your factions will care about. for example: 1) food, 2) wealth, 3) power, 4) magic, 5) culture, and 6) personal. then (at the beginning of the game) roll a red d6 and a black d6. the numbers that come up are the 2 factions that are interacting during this game. the red one is the instigator. if both dice come up the same number, then the conflict is internal. then roll a white d6, this determines what the nature of the conflict is. so, using my examples above, lets say the dice i roll come up: red 4, black 1, white 6. This would mean the Goblins have initiated conflict with the Men of Lake-Town over some personal matter. as dungeon master i then interpret this however i like, maybe a troupe of lecherous Goblins kidnapped the Master's favorite concubine, and so he has mustered the Men into a warband to rescue her. this is what is going on in the background during the game, and if the players become involved, then they may influence the outcome. finally, at the end of the session, if the players were not involved in the resolution of this situation, roll to see how the situation resolved itself. again, this list is just an example: 1) black wins, matter is settled; 2) black wins, feud ongoing; 3) red wins, matter is settled; 4)red wins, feud ongoing; 5) matter is unresolved, carries on into next session; 6) black and red form a truce. so, if the players kept out of the matter between the Lake-Men and the Goblins (or if they had no idea it was even happening) and i roll a 5 at the end of the session, it means the Men failed to rescue the captive, but their crusade against the Misty Mountains will continue during the next game. but i will also roll a new conflict next game, so the world becomes gradually a little more complicated every time, and it keeps moving on with or without the players' input.
list your 6 important factions and number them. if you have less than 6 factions that's probably fine. if you have more, cross out the isolationist ones or the ones that you don't really care if they are movers/shakers in the setting. for example, the factions could be: 1) Men of Lake-Town, 2) Elves of Mirkwood, 3) the White Council, 4) Goblins of the Misty Mountains, 5) the Eagles, and 6) Smaug the Dragon. next list 6 broad concepts that each of your factions will care about. for example: 1) food, 2) wealth, 3) power, 4) magic, 5) culture, and 6) personal. then (at the beginning of the game) roll a red d6 and a black d6. the numbers that come up are the 2 factions that are interacting during this game. the red one is the instigator. if both dice come up the same number, then the conflict is internal. then roll a white d6, this determines what the nature of the conflict is. so, using my examples above, lets say the dice i roll come up: red 4, black 1, white 6. This would mean the Goblins have initiated conflict with the Men of Lake-Town over some personal matter. as dungeon master i then interpret this however i like, maybe a troupe of lecherous Goblins kidnapped the Master's favorite concubine, and so he has mustered the Men into a warband to rescue her. this is what is going on in the background during the game, and if the players become involved, then they may influence the outcome. finally, at the end of the session, if the players were not involved in the resolution of this situation, roll to see how the situation resolved itself. again, this list is just an example: 1) black wins, matter is settled; 2) black wins, feud ongoing; 3) red wins, matter is settled; 4)red wins, feud ongoing; 5) matter is unresolved, carries on into next session; 6) black and red form a truce. so, if the players kept out of the matter between the Lake-Men and the Goblins (or if they had no idea it was even happening) and i roll a 5 at the end of the session, it means the Men failed to rescue the captive, but their crusade against the Misty Mountains will continue during the next game. but i will also roll a new conflict next game, so the world becomes gradually a little more complicated every time, and it keeps moving on with or without the players' input.
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