An Adenturer's Charter: Why party members trust each other. [Archive] - Wizards Community

Post/Author/DateTimePost
robertliguori

05-12-06, 12:57 AM
Idea I've been kicking around: Adventurers can usually find a reason to form. What they sometimes need is a reason to stick together. So, given that magically-enforcable contracts exist in D&D, I decided to write one up for adventurers.

The following to be written on a Contract of Nepthas:

"We, the undersigned, hereby agree to form the company of adventurers known as _________ (referred hereafterto as 'the party' in this document)."


"We agree that all assets and funds gained in the couse of offical party business are to be divided and distributed according to the methods detailed on page 2 of this document, and that we will not work to conceal the gains of such assets from other party members".

"We agree to avoid engaging in actions likely to cause serious harm or injury to another party member without due cause or express permission from the party member, given not more than one week from the incident . See pages 3 and 4 for a list of examples of serious harm and injury and specifically prohibited methods of causation."

"We agree to contribute such resources and skills that we have available to the benefit of the party and its members. We agree that extraordinary sacrifice of resources (such as the crafting of magical items) for the party's benefit is not an ordinary circumstance, and therefore will result in the giver being reimbursed fairly by the party, unless said giver should choose to waive this reimbursment. Page 5 lists resources and skills, that, if possessed by a party member, may be expected to be called upon for the good of the party without further recompense."

"We agree that any member of the party may signal his intention to leave by formally announcing his desire to all members of the party. One week after he has done so, his name will vanish from this contract, and he will neither be bound nor be protected by its strictures."

Page 2 can be round-robin choosing of various loot items, equitable gold-piece shares of all treasure gained (with floating debts in case of indivisible treasure items and insuffient coinage to make up the difference), or any other agreed-upon system.

Pages 3 and 4 include attacking, theft, kidnapping, inprisonment, or the undesired casting of certain spells, as well as a few wide categories of acts performed with intention or knowledge of harm occurring to party members. Planting evidence of a party member's involvement on a murder scene is an example thereof.

Page 5 details that rogues don't get extra treasure for disarming traps, nor clerics extra resources for healing party members, and so on and so forth.

So, any obvious loopholes, or any other sections that should be added to a contract like this? I will point out that in a world filled with illusion magic, dopplegangers, succubi, and other fun hazards, it makes sense (in the absence of an extended background check) for adventuring bands who have made a lot of enemies to have some sort of way of checking if the people who want to join them actually have their best interests at heart.
SoldierOfFortune187

05-12-06, 01:42 AM
While I don't dislike your idea, I think players need to be mature enough not to stab eachother in the back (metaphorically or literally) if they are choosing to team together.

This is a sort of unspoken understanding between my players that it should be them vs. me (the DM), not them vs. themselves. Their plates are full enough of problems without creating more for eachother.

Stealing, betraying or otherwise performing actions that would make a fellow player stop and say, "Wait, you're doing WHAT to us!?" are just not tolerated (there are always exception, acting/lying to NPC's for the sake of a plan... let common sense rule).

It never should fall to me to say, "No, you can't do that" because they should be checking themselves on their actions.
Tempest Stormwind

05-12-06, 02:35 AM
Even though not every party needs it, a contract is a nice thing to have, and I like this one in general. I can also think of a use for it beyond the party of disruptive players -- screening new people for entry. If a swindler joins (even an NPC), there's repurcussions built-in, similar to a probation period in a job. The trustworthy party members probably don't need the contract for themselves, but remain bound by it so that it can protect them from newcomers (be they new PC or NPC).

The only loophole I see on a cursory reading is a party announcing he wants to leave, monologuing for a few minutes, and then saying he's joking. One week later, the contact is nulled for him, but the party believes he was joking. Insert a simple clause to say that the removal from the party and the contract can be cancelled if the decision to leave is reversed by the adventurer in question.

Additionally, add a section dealing with adding new party members. A contract of Nepthas cannot be modified unless there's a clause in it that directly modifies it at a later date (such as your removal clause). Finally, the contract also only operates for a distinct period of time unless a terminating condition is explicitly provided; I would suggest that the contract continue to exist (and thus the party) until the 'party' as defined in the contract consists of only one person, who may then declare that the party is dissolved. (Side note: What about character death? Would death release you from your bind to one of these things?)
Tikokura

05-12-06, 02:55 AM
my current gaming group has 2 DM's and 3 campaigns.

each of which is significantly different from the other.

I like your idea, and it could be incorporated well.

Good PC's...a well written charter about forming a group written by an adventurous character and posted on the wall of an inn....sweet. Roleplaying, diction, delivery a must..... I can see it now... a young upstart with a twinkle in his eye advertises for friends to descend into the local " i dare you to go in there dungeon"

I like it, but the players I have would benefit SO much more from a "Player Knowledge" contract than a "Character Knowledge" contract.



Listen,

The best intentions are laid waste....

I have guys who would love to roleplay all night...I have guys who want to roll dice all night...I have guys who want to sit back and enjoy...


I have guys who are only happy when it's their initiative turn...

Your idea inspires me...my players' time is limited.

Our biggest enemies are excess chatter, disagreement and the clock.

What we DO have going for us is that everyone wants to be there...

The dilemma is where to draw the line on individual interest and group interest.

It seems you have the same issue with CN'ness that I do...

Adventures, goals, paths are easy to funnel into...what I have found helps a bit is theme...well, and consequence.

Building a situation of need allows for your charter to work... a player cannot succeed without being a "part of something".

good luck


let me know if you have positive results


~Ted
Herald@Large

05-12-06, 05:37 PM
I've had something similar, but I kept it a LOT simpler:

"Equal dangers, equal shares."

If the party is just forming, it's sealed with a simple handshake. If PCs don't "get along", they can admit it and go their separate ways without any repercussions. If the party finds they get along well and fight well together, they can meet at the altar of some mutually agreeable deity and swear the oath in blood. That makes breaking the oath (by stealing from your teammates, for instance) "punishable" by divine retribution.