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| #1lord_sotoJul 09, 2003 8:05:02 | After chasing off the bandits, the party returns to the caravan. The guards have regrouped, counted their losses, and are very grateful to see you alive. The captain waves you over. “The Lady of the land would like to personally thank you for protecting her entourage.” As you approach the carriage, Lady Belavae, princess of Carn Valen steps from within the curtained door. “My thanks to you, strangers. I would be pleased if you would accompany me to my father’s keep for dinner this evening, and perhaps entertain his guests with tales of your adventures.” “Strangers?! Doesn’t she remember me? In my history, I included that my father was a guardsman for the king, and I was raised in the castle with the princess. Shouldn’t she know me already?” “Do I know anybody in this town?” “I grew up here, shouldn’t I have a good friend who is a shopkeeper?” “I go talk to the thieves guild lieutenant. You know, the one who got me into the guild.” PCs tend to have an excess of anonymity as low-level players. Until they make a name for themselves, they tend to rely on interactions with people who they may have no real reason to know. While role-playing to develop relationships with shopkeepers, local healers, sages and the like is one thing, shouldn’t the character have established relationships before beginning a new session? If the players are especially creative with their backgrounds, how is it possible to determine whether a 1st level priest of Azuth has ever met Elminster, Volothamp, or even the local bishop. And if so, would someone of such stature even recognize the PC at a later date. More importantly, is the relationship between Cael “The Cat”, a 2nd level thief, and King Azoun IV such that if “Cat” came to call on the King, would he even get through the door? The following presents a system to assist players and Dungeon Masters alike in determining how well connected a player is in the world. The system allows for unusual twists to the players background (“How does my Paladin know a local Bootlegger?”) as well as role-playing opportunities in the future (“While we’re in town, I’d like to drop by my old buddy the book-binder’s shop and see if I can get help translating this letter.”). It also helps the DM stock his world with NPCs, providing a basis for regular appearances of hometown heroes, favorite shopkeepers, and the occasional betrayal. Since Charisma is the attribute most often affiliated with social skills, it will be the basis for this system. While any knuckle-headed barbarian with a Charisma higher than dirt can pay henchmen to like him, it takes a real charmer to win true friends. Table 1 is a reference for the total number of Acquaintances, Peers, and Allies that the beginning PC has access to. Who You Know: Acquaintances, for the purpose of this system, are people the character knows from life experiences. These could be people the character grew up with, met on the road, or deals with on a daily basis when not adventuring. Acquaintances are always 0-lvl members of the same race as the character. They have 2 traits (as determined from Table 4: Traits), and can be any alignment. Acquaintances are often skilled in a trade, and will have 1 secondary skill and 1-3 related skills. An acquaintance will generally respond favorably to requests made by the PC, although they will not provide services for free. They may substitute for a trainer when the PC wishes to learn a new skill. Acquaintances do expect the friendship to be mutual, and expect similar treatment when and if they come calling for help. In general, acquaintances know the PC’s face, they may know his/her name, and generally have a good grasp of the PC’s personality. Peers are considered to be other adventurers that the PC knows. In this case, a peer is 1-3 level, and usually shares the same race, class, or alignment as the PC. Thus, a NG Half-Elven ranger may start out with a 3rd level human ranger as a mentor, a 2nd level NG halfling priest from a nearby shire, or 1st level half-elven bard as a peer. Optionally, the character can be of a related class. Thus, a paladin could start out having a peer who is a priest in the local temple to his god, a ranger may know a fighter from a nearby town, etc. Peers always have two traits, and their full allotment of skills for an adventurer of their level. Peers know the PC from shared experience, and are likely to help out if the PC needs it. They also may come to the PC for help whenever they are in trouble. Peers may (at the DM’s discretion) accompany the PC on adventures, as per henchmen, but with a +4 bonus to morale. The last category of companions that the PC may begin play with are Allies. Allies are generally the most important people the character knows at the beginning of his career. Allies are NPCs that are 5-7th level if of a class different than the PC, or 7-10th level if of the same class. An ally could be anyone from the new wizard’s 8th level teacher to a local hero that rides in to rescue the PCs from certain death. Allies are the least accessible for day-to-day needs of the PC, but often help with training, information, or last minute rescues. Allies are not required to share any common ground with the PC such as alignment, race, or class, and simply explaining how the 1st level LN Priest knows a 6th level NE thief could be an interesting part of his history. Allies always have 2 traits and full skills and abilities of their adventuring class. You may ask, what good would having a system that gives a character some low level contacts be unless it also gives the DM some nice plotline assistance as well? For every friend, peer, or ally a character has, he also has a chance of having stepped on somebody’s toes along the way. Also, the higher a character’s charisma, the better chance that he stands out in a crowd, and is more likely to be the subject of someone’s misguided (or properly guided) hatred. For every NPC that the character starts out knowing, the DM should roll a percentile dice. If the percent is less than or equal to the players % Enemy, that NPC has a hidden (or not so hidden) dislike of the character. It could be an imagined offense, an actual offense, or just a secret desire to see the PC fail miserably. While the NPC enemy may act as if he were an Acquaintance/Peer/Ally, secretly the character will work against the PC when possible. Obviously, at some point the PC may figure out that his old friend is working against him, but what happens when that enemy is the wizard’s teacher, and a good 5 levels ahead of him? What They Know: Of course, nothing is worse of a kick in the shins to a game master than having more people to keep up with AND having to fill in the details of said NPCs. However, having a few details should be enough to “wing it” when called upon to act in the role of the character’s friends. Filling in the new friend’s personality traits, race, and class (or profession) can be easily accomplished by random rolls Tables 2-4. Optionally, the player (or DM) can choose details that fit the character or campaign background, but rolling is suggested to reflect the random chances that throw people together until they stick. Table 2: Common Ground is used to determine what the new friend and the PC have in common. Obviously, since Acquaintances have no class levels, they cannot share class with the PC. Also, since they are assumed to be of the same race as the PC, that is not considered common ground. Thus, Acquaintances roll 1d4 instead of 1d6+1 when rolling on Table 2. Since Allies are often someone the character has sought out to associate with, they are less likely to be from the same social class or family, and instead roll 1d6+2 on the Table. Table 3: Profession applies primarily to Acquaintances, and neither Peers nor Allies are required to roll. However, the player (or DM) may wish to roll on the table to determine what secondary career these adventuring classes have. Along with each of these Professions, skills are recommended that the NPC could have access to. It is up to the DM and the player to determine what types of skills, and how skilled the character is. Roll twice on Table 4: Traits, to give the new NPC some personality. These personality elements should be used as guidelines for the behavior of the NPC. Obviously, some strange combinations may turn up, but with a little work, most are workable. Again, these reflect things about the world that the PC has no control over, so if the DM opts to not roll them, they should be selected by the DM to fit the campaign better. Table 1: Charisma & Friendship Charisma Acq. Peers Allies % Enemy 1 1 - - 20% 2 1 - - 20% 3 2 - - 20% 4 2 1 - 20% 5 2 1 1 15% 6 3 1 1 15% 7 3 1 1 15% 8 3 1 1 15% 9 4 2 1 5% 10 4 2 1 5% 11 4 2 1 5% 12 5 2 1 5% 13 5 2 1 10% 14 5 3 1 10% 15 5 3 2 10% 16 5 3 2 10% 17 5 3 2 15% 18 6 4 3 20% 19 6 4 3 20% 20 7 4 3 20% 21 8 4 3 20% 22 9 5 4 20% 23 10 6 5 20% 24 11 7 5 25% 25 12 8 6 25% Table 2: Common Ground Roll Shared Origin (1d4/1d6+1/1d6+2) 1 Social Status 2 Family 3 Hometown 4 Alignment 5 Class 6 Race 7 DM's Choice 8 No Common Background Table 3: Profession 2D12 Profession Associated Skills 2 Actor (Acting, Disguise, Bluff) 3 Apothecary/Herbalist (Healing, Alchemy, Herbalism) 4 Artist (Artistic Abilities, Reading/Writing, Appraisal) 5 Bartender (Intimidation, Storytelling, Crowd Working) 6 Beggar (Bluff, Local History) 7 Blacksmith (Armorer, Weaponsmith, Appraisal) 8 Carpenter (Engineering, Woodworking, Artistic Ability) 9 Engineer/Mason (Engineering, Stoneworking) 10 Farmer (Agriculture, Animal Handling, Weather Sense) 11 Guardsman (Intimidation, Alertness, Law) 12 Innkeeper (Etiquette, Folklore, Languages) 13 Jeweler (Appraisal, Gem Cutting, Goldworking) 14 Magistrate (Law, Investigation, Bureaucracy) 15 Merchant (Appraisal, Haggling) 16 Nobility (Etiquette, Heraldry, Politics) 17 Sage (Any Knowledge) 18 Sailor (Swimming, Orienteering, Seamanship) 19 Scribe (Reading/Writing, Bookbinding, Calligraphy) 20 Soldier (Alertness, Tactics, Riding) 21 Steward (Bargaining, Heraldry, Reading/Writing) 22 Town/City Official (Politics, Oratory, City Familiarity) 23 Trademaster (Cooking, Pottery, Weaving, etc) 24 Trapper/Furrier (Hunting, Survival, Tracking) Table 4: Traits 1d100 Trait 01 Abrasive 02 Aggressive 03 Alcoholic 04 Aloof 05 Ambitious 06 Apathetic 07 Arrogant 08 Bad-Mannered 09 Boisterous 10 Brash 11 Chauvinistic 12 Cheerful 13 Clumsy 14 Comedic 15 Competitive 16 Conceited 17 Confident 18 Cosmopolitan 19 Courageous 20 Cowardly 21 Creative 22 Cruel 23 Devious 24 Devout 25 Dogmatic 26 Draconic 27 Easy-Going 28 Eccentric 29 Effeminate/ Masculine 30 Even-Tempered 31 Forgetful 32 Friendly 33 Frivolous 34 Generous 35 Gentle 36 Gluttonous 37 Good-Natured 38 Greedy 39 Hard-Working 40 Hedonistic 41 Helpless 42 Honest 43 Humanitarian 44 Humble 45 Indecisive 46 Insecure 47 Inventive 48 Irritable 49 Jocular 50 Kind 51 Lazy 52 Lonely 53 Longwinded 54 Masochistic 55 Mean-Spirited 56 Melancholy 57 Methodical 58 Militant 59 Nit-Picky 60 Old-Fashioned 61 Optimistic 62 Overconfident 63 Overzealous 64 Pacifistic 65 Pampered 66 Paranoid 67 Pessimistic 68 Practical 69 Proper 70 Quiet 71 Racist 72 Rude 73 Sadistic 74 Secretive 75 Self-Absorbed 76 Sexist 77 Shy 78 Simple 79 Spartan 80 Spoiled 81 Spontaneous 82 Stubborn 83 Suave 84 Superficial 85 Tacky 86 Temperamental 87 Two-Faced 88 Underhanded 89 Unpredictable 90 Vain 91 Violent 92 Wasteful 93 Worldly 94 Xenophobic 95 Zealous 96-97 Roll 3 Traits 98-99 DM’s Choice 100 NPC Promotes (Acquaintance to Peer, etc) ---------- Disclaimer: If these charts do not format in an understandable way, [email=soto@email.unc.edu]Email Me[/email], and I will send you the full version of this file in MSWord Document format. |
| #2zombiegleemaxJul 13, 2003 23:03:29 | Good system...I'm going to use a similar system in my next campaign...thanks for the ideas ![]() |
| #3the_ultimate_dragongodJul 15, 2003 11:20:02 | What a strange coincidence I was thinking about writing about the same thing. Good system. I may elect to use it. |
| #4kalnielJul 21, 2003 15:15:02 | Very nice. Some breaks between paragraphs in the blurb would make it easier to read though ![]() |
| #5zombiegleemaxApr 23, 2004 4:39:59 | I like the system and have applied it, my players enjoyed the outcome. I had already made this; it's a table of professions. It fits into your system and I used it instead of table 3. 1 ambassador 2 almoner 3 artisan / sculptor / wood carver 4 apprentice 5 acolyte / attendant / assistant 6 architect 7 alchemist / herbalist 8 adventurer 9 barbarian 10 barrister / lawyer / advocate 11 blacksmith / goldsmith / fine metals worker 12 bounty hunter 13 baker / butcher 14 beggar / pauper 15 bandit / robber / plunderer 16 baron / emperor / king / duke 17 bouncer 18 bard 19 bodyguard / guardian / guard / watchman 20 book keeper / librarian 21 beastmaster / animal tender 22 barkeeper / innkeeper 23 castellan (male) / chatelaine (female) 24 chamberlain 25 coordinator 26 caretaker / custodian 27 cartographer / map maker 28 captain of the guard / commander / constable / warder / lieutenant 29 chieftain 30 concubines / harlots / courtesan 31 cultist 32 commoner / peasant 33 council member 34 counselor / advisor 35 chancellor 36 child 37 cook 38 cleric / priest / clerk 39 dancer 40 ditcher / delver 41 docker 42 dock master 43 drug dealer 44 druid / shaman 45 executioner 46 escapee 47 entertainer / jester / artist / minstrel / poet 48 falconer 49 fence / smuggler 50 fallen paladin / black guard 51 fanatic 52 fisherman / farmer / herder / shepherd 53 fighter / warrior / soldier 54 gardener 55 guide 56 gatekeeper / porter 57 gladiator / combatant 58 heretic 59 healer / surgeon 60 hermit 61 high lord / mayor 62 high merchant 63 high mage 64 high priest 65 laird / landlord 66 lady in waiting / handmaiden 67 laborer / miner 68 magistrate / judge 69 mason / stonecrafter 70 mercenary / hireling 71 militia 72 monk 73 maid / barmaid 74 mechanic / artificer 75 moneychanger / moneylender 76 messenger / town crier 77 noble / aristocrat 78 paladin 79 prince / princess 80 philosopher / sage / wiseman 81 procurer / pimp 82 prophet / soothsayer 83 politician / bureaucrat / minister 84 provost / prison keeper / surveyor / jailkeep 85 pirate / sailor 86 reeve / tax collector 87 rogue / thief / assassin 88 ranger 89 squire / shield bearer 90 scribe / writer / scrivener 91 scholar / student / disciple 92 slavetrader / slaver 93 sorcerer / warlock 94 shopkeeper / merchant / storekeep 95 servant / slave / lackey 96 thug / Ruffian 97 tanner / leather merchant / mercer / draper 98 undertaker / mortician / coroner 99 veteran 100 wizard / mage / magician |