Making the players the point of light

Post/Author/DateTimePost
#1

vaashinthesleepingmaster

Jun 17, 2008 18:51:26
i've been building a game were at one point after the first few sesions the players will be forced too take shelter in a ruined fort with a bunch of npcs. during this time they will have too help orginize the npcs inorder too survive. While most of the nuts and bolts of actuly running the town will be handeled by a npc warlord i still need too figure out some basic skill checks for the pcs too roll. If anyone has any ideas let me know.

P.S. i decided that defending the place will involve a simple roll where the player decides what order the npc solders are in the classic rank and file school of combat. The one were the soldier line up in rows. Basicly each soldier has a value depending on which row he's in. Plus any noteworthy modifiers like the suceses or failure of the players last adventure.
#2

Daybreaker

Jun 18, 2008 3:58:56
I think I understand what you're going for -- the idea that the PCs are the points of light, making the world safe around them?

I think it's a very cool thought, if I've understood it correctly. Definitely a good theme to build a campaign around.
#3

strand0

Jun 18, 2008 19:35:28
A bit overwhealming.

Players might just feel that the world situation is to bleek, that they can't really make a difference.
Would be a careful balancing act.
#4

marowp

Jun 19, 2008 2:38:12
Although I don't much care for the math behind them, perhaps a skill challenge would be of use in determining how prepared the fort is against attack. PCs can lead various aspects of the fort's operation and roll based on what they're in charge of: Diplomacy or Religion to keep spirits high as a chaplain of sorts, Nature to lead foragers and perhaps design artillery pieces, Dungeoneering in case of mining or setting up traps within the fort, Endurance for characters who do hours of heavy lifting, Athletics or perhaps Endurance for characters who take charge of NPC exercise or combat training, Heal to tend the sick and wounded. Hopefully, these will help kick-start some skill ideas for you.
#5

vaashinthesleepingmaster

Jun 19, 2008 13:42:45
A bit overwhealming.

Players might just feel that the world situation is to bleek, that they can't really make a difference.
Would be a careful balancing act.

I appreciate were your input on this but i dont intend too have the players spending the entire time cowering in a ruined fort ;) . I plan on Providing the players with plenty of opertunitys too play hero by sneaking out under cover of darkness and do things like raids, smugling in supplies, and contacting would be allies. If things go well the ruined fort might even become there base of operations.
#6

daethanil

Jun 20, 2008 9:52:32
I have a similar plan, after being sent (twice) to clear out a ruined castle on the edge of a prosperous city. The PC's were promised great wealth and reward, and instead the shadey Magistrate will give them a deed to the very castle they cleared, and immediately start demanding a tax from them - since they're now landholders.

Similarly, they will be tasked to bring the castle back to it's previous condition. I decided (since they too will have a Steward in charge of most of the work) to give them a weekly skill check. Involving Perception, Insight, Nature, Dungeoneering, and History. The success number changes as they level, but starts at 13 and gains 1 point per level. So eventually it will become very difficult for the PC's to improve the castle further. Each check is linked to learning, or discovering something about the castle, it's structure, or resources to help.

In addition I have diplomacy handled largely by roleplaying, I dislike making players roll instead of talk. But I find that having a tug-of-war series of rolls every so often helps give the advantage to those who are trained. It's difficult to balance, since too much dice kills a game.
#7

vaashinthesleepingmaster

Jun 21, 2008 0:14:18
I have a similar plan, after being sent (twice) to clear out a ruined castle on the edge of a prosperous city. The PC's were promised great wealth and reward, and instead the shadey Magistrate will give them a deed to the very castle they cleared, and immediately start demanding a tax from them - since they're now landholders.

Similarly, they will be tasked to bring the castle back to it's previous condition. I decided (since they too will have a Steward in charge of most of the work) to give them a weekly skill check. Involving Perception, Insight, Nature, Dungeoneering, and History. The success number changes as they level, but starts at 13 and gains 1 point per level. So eventually it will become very difficult for the PC's to improve the castle further. Each check is linked to learning, or discovering something about the castle, it's structure, or resources to help.

In addition I have diplomacy handled largely by roleplaying, I dislike making players roll instead of talk. But I find that having a tug-of-war series of rolls every so often helps give the advantage to those who are trained. It's difficult to balance, since too much dice kills a game.

good idea but i would use the chart on page 42 in the dmg since skills work diffrently in this edition