Monday, January 28, 2019

Stealing ideas from video games.

So while playing the lite-RPG that is Ghost Recon Wildlands -yes it is, and even a sandbox one at that- I was letting my thoughts wander as I flew yet another aircraft 5 to 10 km across digital Bolivia. I realized while doing this that the system for gaining and calling in rebel support could be partially ported over to a short set of rules and tables. Which then lead me to the fact that no matter what you do to the cartel or corrupt military force, your always hip deep in both with the slightest blunder. At max for the military, you have cobra gunships circling you like sharks, and a whole lot of troops. Fixes to this have occupied most of my time at loading screens since I first started playing the game.

First off, the basic frame for the influence system would start with a paired down version of DCC's dice chain mechanic: D6-D8-D10-D12-D20. Most people have a basic dice set that includes these, so this system is not going to require more than they already have. However, if you do have a full set of DCC dice, I wouldn't go under D6 and I certainly would not go above D30. This die would then be rolled against a fixed table consisting of "Opposite of Request", "Nothing Happens", "Request Fulfilled", and "More Then Requested".


Now every group the players could influence or be influenced by, gets a dice (D6 to D20). What die -high or low- they start with, depends on the circumstances of the area and whether the players are trying to work with or against them.

For example, if the players headed over to medieval Nottinghamshire and set themselves up as Robin Hood and his merry men, interacting with the peasantry and the Sheriff and his men. To start the groups there would get:

  • Peasants - D6
  • Sheriff and his men - D20
The peasants aren't to sure about this whole idea of robbing people on the road (and they certainly don't think they'll see any of the money), and the Sheriff and his men are no worse then most at this point. So if the players request aid or a favor from them, their still iffy about it. On the otherhand, if the Sheriff or his men tell them to do something, they'll most likely do it.



Now after several weeks of robbing the rich and giving to the poor, the Sheriff's overreacting, and the players generally making him and his men look like fools, things might shift:

  • Peasants - D12
  • Sheriff and his men - D10
The peasants are now more likely to assist the players and not the Sheriff. Its now sure bet, but at least they won't be ratted out at every turn.

When the Sheriff is finally run off or killed -and his men as well- things might look like this:
  • Peasants - D20
  • Sheriff - N/A
Cue the wedding music and the return of King Richard, and roll credits on the this adventure.


All of this can fit on a 3x5 card, doesn't require remembering any modifiers or what not. Short and simple.

So what do ya think?

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