Tuesday, February 5, 2013

Domain/Faction System for DCC

Without any further ado, my attempt to craft a domain/faction system for DCC. It's supposed to help make clear the reasons we need stables of characters, and what those characters in garrison might be doing while the rest of the PCs are out adventuring. It's still a work in progress, and needs to be playtested. If you use it, please let me know about your experiences.


The Divine Order of The Purple Tentacle
A Domain/Faction Play System for DCC

This rule set governs the development of a stable of "garrisoned" PCs as a faction within the game world. These rules suggest using a combination of player characteristics, dice, and playing cards. The result will include strategic, tactical, and random effects on the faction's in-game story.
This sort of domain play should be a feature of DCC from the point where a funnel character levels the very first time. It should be on players' minds for their PCs. It should help to drive the story of the campaign, but from the perspective of the guys who got left behind in garrison. This means it also gives you an excuse to have a “stable” of PCs at various levels, to continue running zero level funnels, and more or less to keep your pipeline of new and developing PCs flowing. Most importantly, it should be really fucking fun.
The highlights of the system include the following:
1.      Use of the Garrisoned PCs' Characteristics to Determine Aspects of the Dice Game and the Card Game: Who are these people, and how can they help or hurt you? These characteristics include the classes of the characters and, in the case of the Garrison Leader, his or her status as leader. That status allows him or her to apply an additional bonus, based on class, to the Dice Game. The classes and numbers of PCs also can affect the dice chain for the Dice Game.
2.      The Dice Game: We love dice! Let's roll some dice! The subsystem of the game draws upon the makeup of the garrisoned PCs to drive a dice game. The outcome of the game affects the card game subsystem by modifying the worth of cards, among other things.
3.      The Card Game: Would you like to play a game? The GM and a player who represents the faction play a hand of cards. The outcome of the game determines whether the Player Faction succeeds on its turn at developing or enhancing an Asset.

Factions for DCC

For our purposes, a faction consists of all PCs in a given campaign. Even if the player leaves the campaign for a while, the characters could contribute to the faction goals. These characters are considered garrisoned, and thus are "on the shelf" until such time as that person plays again. They become part of the lore and history of the faction, and are enrolled in its records of membership.
For our purposes, when a new member joins the ranks of the Mercenary Company (name uncertain at this point) he has chosen for him a name by which he will be called by his brothers and sisters in arms. When he or she dies, an obituary is written to record the means and circumstances of death.
Many of the brothers and sisters are running from their pasts, seeking to make new lives for themselves, with new identities. Some have lost everything they had. Some never had anything to lose. Whatever their reasons, they seek to make their way with a band of brothers and sisters bound not by their own blood, but by the blood of their slain enemies.
Factions start off weak, but (if they persist) grow in power. They add membership. Their ranks swell with veterans and leaders. They add resources, assets, and infrastructure. They become both more competent and more visible. This means that they can attract the attention of other factions, for good or for ill.

Describing Factions in Mechanical Terms

A faction is a group of player characters who are aligned for some purpose. Each faction is characterized by:

Composition

What kinds of characters, at which levels. Having the various classes of characters means that you gain particular advantages, based on class. However, when you have three or more characters of a particular class in garrison, you may run risks of having their natural tendencies run against you in the Dice Game (e.g., three or more thieves may draw Scrutiny from the powers-that-be).

Leadership

This comes from the highest-level character in garrison. If there is more than one PC of that level, pick one. The class of the character chosen to lead provides a bonus to any attempt to accomplish that class's Talent (see below) during the Dice Game. It also allows the players to select roles for their PCs in the party (e.g., Captain, Lieutenant, etc., in our case, since this is a mercenary company).

Faction Points

This functions like hit points for a faction. It starts out at the level of the highest level character in the faction, and receives bonuses based on the faction's various assets. It's the equivalent of experience points for factions, and they have as many Faction Points as the total cost of all Assets. Assets and Faction Points should be tracked and recorded.

Faction Coffers

Players who go into garrison pay 10% of their treasure into the Faction Coffers. This number must be tracked, just like Faction Points. It gets used to purchase the ability to play cards in the card game as well.

Talents

(class-specific characteristics): Force, Diplomacy, Guile, Arcane Power, Fortune, Infrastructure, Gravitas. These are dealt with through a combination of the Dice Game, the Card Game, and deployment of Assets.

Assets

These are material, social, arcane, divine, and other sorts of resources that can be used to accomplish things for the PCs, both in the faction and in role playing terms. For example, a Stable is something that a Faction could have as a material (suit of Diamonds) asset. Having this might add a bonus to its Force talent if it tries to attack or defend. In terms of the role playing game, it could ensure that PCs needing horses for some purpose could access them as needed, have them cared for and fed, and so forth. Assets are purchased by level. Assets are classified by suit of the cards and what those suits represent in the Card Game. The level of an Asset adds a bonus to one suit in the Card Game. If an Asset is played to gain a bonus in the Card Game, it is Imperiled. Loss of that trick means that the Asset is downgraded a level, or destroyed if only a Level 1 Asset.

Faction Example

Faction Name: The Divine Order of The Purple Tentacle
Highest Class/Level (choose one PC to be "leader" in garrison): Warrior 2nd Level (Vane) or Cleric 2nd Level (Kormaki). The governs some aspects of the Dice Game.
Faction Points: The total of Faction Points accumulated in the Card Game. This is sort of like XP for factions. Faction Points must be greater or equal to the total point value of Assets held by the faction.
Faction Coffers: Whatever money they've put into the faction, minus any upkeep. Used for playing the Card Game and for buying additional chances to play a card in the Card Game.
Talents: These vary depending on how many of each class of character is garrisoned.
1.      Force: # of Warriors
2.      Diplomacy: # of Clerics
3.      Guile: # of Thieves
4.      Arcane: # of Wizards
5.      Fortune: # of Halflings
6.      Infrastructure: # of Dwarves
7.      Gravitas: # of Elves
Assets
·         Small house in Mustertown (Type of Asset: Material (Suit of Diamonds) Initial Cost: 10 Faction Points / Upkeep 25 sp per Faction Turn): Allows PCs to store their belongings rather than carry them with them. Can be used to garrison up to 12 PCs.

Subsystem 1: Using Character Classes and Characteristics

Purpose: To use the "personnel on hand" to determine how easy or hard it is to accomplish certain kinds of tasks. Different character classes provide different resources to the DCC faction in question, but each provides both a positive and negative tendency. These can be taken advantage of in the dice and card games.

Character Classes

·         WarriorsProvide: Security / Disadvantage: Threat to other factions
·         ClericsProvide: Diplomacy/ Disadvantage: Zeal makes people nervous.
·         Thieves— Provide: Guile / Disadvantage: Scrutiny of the factions underground networks.
·         WizardsProvide: Arcane Power / Disadvantage: Danger (extra-planar and domestic)
·         HalflingsProvide: Fortune / Disadvantage: Unexpected Costs.
·         Dwarves Provide: Infrastructure / Disadvantage: Miserliness. Obsessed with keeping rather than spending treasure. Add or subtract the number of dwarves from any card played in the suit of Diamonds in the Card Game, depending on whether you won or lost the Die Roll for that Class in Character Attributes Game.
·         Elves Provide: Gravitas due to their higher logic/artisanal grandeur. Basically they can bring in big picture strategies lesser races cannot even fathom, but they'll spend all the money on fancy vine embroidered drapes and meticulous paintings of cavorting wood nymphs. / Disadvantage: Hubris willful blindness and ignorance that springs from an overinflated sense of one's own righteousness. It could result both in the sorts of additional expenses associated with Halflings as well as unwanted attention from the rulers of Men. They still hate the Elves, and are suspicious of the influence of groups of them.

Subsystem 2: Rolling the Dice

·         Make an opposed roll for each class of character. These opposed rolls reflect the tendencies, both positive and negative of the particular class.
·         The default rolls for each Good/Ill Class Talent is 3d6.
·         Depending on the class of your Faction Leader, you may either (a) step up (or down) one die on the Simple Die Chain or (b) make one of your dice "exploding" on Roll 1 for that class.
·         If you have 3 or more members of any class, you may add one step to your die chain for Roll 1; you must also make one of Roll 2's dice exploding.
·         Make one roll for each class tendency, and subtract Roll 2 from the Roll 1.
So, for example, The Divine Order of The Purple Tentacle is engaged in faction play. In garrison they have the following characters.
Warriors: 2nd level (Faction Leader), 1st level, 1st level
Having a Faction Leader in this class means that I can either make one of the Roll 1 dice go up one step in the Simple Die Chain or make one of them exploding. He decides to go up the dice chain with one die (Roll 1 is 2d6+d8, and Roll 2 is 3d6)
Having 3 members in this class means that another die in Roll 1 also goes up the dice chain, but it also means that I get one exploding die in Roll 2. (Roll 1 is 2d8+d6, and Roll 2 is 2d6+d6!)
Clerics: 2nd level
This stays at 3d6 for each roll
Thieves: 3 1st level
This goes to 2d6+d8 for Roll 1 and 2d6+d6! for Roll 2.
Wizards: 1st level
This stays at 3d6 for each roll
Halflings 1st level
This stays at 3d6 for each roll
Dwarves: None
This registers as zero for Difference between Roll 1 and Roll 2.
Elves: 1st level
This stays at 3d6 for each roll
Class
Good
Ill
Roll 1
Roll 2
Difference
Warriors
Security
Threat
2d8+d6=11
2d6+d6!=9
+2
Clerics
Diplomacy
Zeal
3d6=9
3d6=10
-1
Thieves
Guile
Scrutiny
2d6+d8=7
2d6+d6!=14
-7
Wizards
Arcane
Danger
3d6=9
3d6=4
+5
Halflings
Good Luck
Expenses
3d6=6
3d6=11
-5
Dwarves
Infrastructure
Miserliness
None
None
0
Elves
Gravitas
Hubris
3d6=17
3d6=15
+2




Total
-4
The rolls tell the story about what the PCs have to deal with in this faction round. Looking at these scores, we see the following story lines emerging:
·         The steady leadership of the 2nd level Warrior gives them a +2 to attempts to exercise force, but doesn't provoke anyone else in the process. Impact (on card game): Add +2 to the value of any Spade played to accomplish something.
·         The Clerics' presence suggests that this group might have cultish tendencies, and some religious factions are mildly perturbed. Impact (on card game): Any attempt to exercise Influence is at -1 to the value of Hearts.
·         The Thieves have caught the attention of the authorities. Impact (on card game): You will have -7 to the use of any Clubs.
·         The Wizards' use of their arcane prowess has created an advantage for your faction. It may be applied in any area. Impact (on card game): The wizards' influence could be used to offset the problems caused by the thieves' failure. That would make use of Clubs in the card game at -2 instead of -7, a marked improvement.
·         The Halflings have eaten you out of house and home again. This increases your Upkeep costs for this Turn. Impact (on resources): Lose money from Faction coffers.
·         No Dwarves. No impact. However, if an enemy faction attempts to take advantage of you using Dwarves, then you could be at a disadvantage.
·         The Elves are successful, and classed up the joint somewhat. Impact (on card game): You may add +2 to Hearts, adding to your Influence.

Subsystem 3: The Card Game

Purpose

The purpose of this subsystem is to use the information and outcomes generated in the first two subsystems to play out the Faction's "moves" for that turn. All you need to accomplish this is a deck of common playing cards, with the Big and Little Joker included.
This game allows a faction to create, enhance, deploy, and repair assets of various kinds. It also allows the GM to play against the players, assuming the role of various factions and their subtle interactions with the PCs. This interaction is necessarily abstract. If the players want to attack a particular person in a faction that is a part of the role playing experience, then they have to do it in that game, not this one. The GM should determine the level of the PCs' Faction Leader. Then the GM should go one die up the die chain from that level (e.g., Level 3 faction leader means that the GM rolls a d4). The GM rolls that die for each class of character controlled by the faction he or she plays against the players.
The specifics of any given person or asset are part of the narrative surrounding the faction, but they get expressed using this mechanic for purposes of the Card Game.
So, for example, a playing in the suit of Clubs would represent something to do with Subterfuge. You could be recruiting a spy (new asset), or attempting to use your thieves to enhance your wealth (deploying an asset), adding a network of traps to your home base to deter infiltration (enhancing an asset), or attempting to rebuild a spy network that was "damaged" by a previous turn (repairing an asset).
On any given turn, you can play in all four suits, should you choose to do so. However, each time you attempt to take a trick, you must expend 10% of the treasure in the Faction Coffers.

Suits and What They Mean

·         Spades (Swords): These represent war-making ability. If you physically attack or defend, this is what you use. This is not combat in the sense that the PCs will die, but it will affect your faction's abilities in the art of war, and their skill at using it in ways that can intimidate or dominate foes. Common Actions: Attack Forces of enemy, defend against attacks.
·         Hearts (Cups): These represent diplomatic influence. This may take the form of making friends, soothing enmity, advancing one's own political position or undermining that of an enemy faction. Common Actions: Bolster own reputation, forge alliances, undermine reputation of enemy faction.
·         Diamonds (Coins): These represent material resources. This represents the ability to do a variety of things including monetary investments, ability to engage in mercantilism or trade, ability to secure specific material goods and ensure their quality. Anything you'd do with money is represented by this suit. Common Actions: Buy an asset, enhance an asset.
·         Clubs (Wands): These represent the ability to engage in subterfuge. You use this to accomplish or resist spycraft, thievery, assassination, and so forth (and to get away clean afterward, or to detect what was done to you and whodunit to you in the first place). Common Actions: Hide an asset, steal an asset, infiltrate a faction, assassinate a leader, etc.
·         Jokers: These represent Good (Big Joker) or Ill (Little Joker) fortune. They may only affect other cards in your own hand. By playing them, you gain an advantage of some kind. This is represented mechanically as a +3 bonus or a -3 bonus to the ordinal value of a card played (e.g., a 10 would become a King (Big Joker) or a 7 (Little Joker)), The Big Joker always helps the PCs and the Little Joker always hurts the PCs.

Faces

·         Numbered Cards (2-10): Represent power level of the particular resource. The highest total of card and/or bonus played by the player and GM wins the trick.
·         Face Cards (Jack, Queen, King): these cards represent the values 11, 12, and 13, and are all higher than the number cards in value. Alternately they represent specific NPCs, and the ability to establish or call on the favor of some person or group. The Assumption Game: By beating a face card the players "Assume" the face card played by the GM. The players take that card to name an NPC appropriate to the suit. The GM may do likewise if he or she wins the trick. Use this element of the game to tell a story about who those NPCs are and what they do. Optional: Face cards could be ranked by social class as well as by the suit of the card, as well as the meaning of those suits for game play (War, Influence, Wealth, and Subterfuge). The Jack of Clubs would be, for example, a lower-level thug, fence, dealer, pimp, etc. The King of Diamonds could be the richest slaver in Ur-Hadad and the King of Clubs may be a leader of the criminal underground. In any case, these are NPCs and playing that card means that you are establishing some sort of relationship or playing one out, if already established. The "classes" represented by the cards are relative to the PCs. 1st Level guys are not going to control Kings.
·         Aces: Ace beats any other card, and may be played out of suit. This is a defensive maneuver. It stops completely the other faction's move. The Ace is worth 15 points in point value, for purposes of accumulating Faction Points. If played in its own suit, it can Assume a King. This is the only way a King can be Assumed.
While the cards have mechanical values, it's a good idea to use this play style to establish running narratives about the PCs and their in-game context. Name some guilds and guild leaders, meet nobles, wizards, and other patrons. Establish allies and networks. Get real estate and build a chapter house. Fight against the rival mercenary company (i.e., the Evil Dojo/Sensei). That sort of thing.
Remember that the cards represent things like character archetypes and narrative tropes. In fact, it would be pretty cool to do this with tarot cards and include the major arcana. They would then be used to add narrative elements .

How to Play The Card Game

The players Ante 10% of the treasure in the Faction Coffers. Note: The players must contribute 10% of each PC’s monetary treasure each time he or she is put into garrison status. This total is added to the Faction Coffers.
Deal a hand of seven cards each to GM and Faction. The other players work together to determine what cards are played (if any) and when.
The GM and Players play their hands against each other. The players go first. After that, the next play is made by the side that took the last trick. Option: Alternately, roll some more dice to see who goes first. How about 3d6, and GM always goes first on ties?
They may play the cards in their hands in whatever combinations work to further their goal for the Faction Turn. If they do not think they can win a trick, then they may elect to fold without playing. However, they will lose the Ante of 10%.
The PCs' Faction may play one card in each suit per 10% of treasure anted from the Faction Coffers. That is, the initial 10% ante only covers playing a single card in one suit. After that, if they wish to play cards in additional suits, they must ante 10% per suit (i.e., 10% of the initial treasure in the Faction Coffers). This ante is considered money that has been spent. They do not get it back under any circumstances.
Each suit, as discussed above, is used to accomplish particular kinds of goals. What goals you might be able to achieve will depend on (1) the results of the dice game, (2) the cards in your hand, and (3) the cards in the GM's hand. Depending on the specific goal you're trying to achieve, you should have a reasonable path toward winning the trick. You may not pursue goals for which you do not have cards in the relevant suit, except when the outcome of the dice game has given you a bonus in that suit. In that case, you may play the bonus as the equivalent card in that suit. So, if you have no Clubs, but have +5 bonus for Subterfuge (i.e., Clubs), you may use it as the 5 of Clubs.
The players and GM must also play any Jokers held. They play these with a suited card or in addition to a bonus if no card is held in that suit. They do not however have to play the Jokers on any particular one of the tricks if they make multiple plays. They simply have to play the Jokers on one of them, or, if they have both Jokers, then they can play them both on one trick or one each on two tricks.

Use of Assets in The Card Game

An asset can be used to enhance a turn in the Card Game. A Subterfuge Asset, for example, can support an attempt to take a trick in the suit of Clubs. The Asset provides a +1 bonus per level of the Asset. However, if the faction deploying that Asset loses the trick, the Asset is downgraded one level or, if it is a Level 1 Asset, destroyed.
What the Outcomes of The Card Game Mean
The Card Game is an attempt by the faction to build their infrastructure, contacts, influence, force or arms, etc. Winning a trick in the Card Game helps the Faction to earn points toward a specific Asset they are trying to acquire, to enhance an Asset held, to repair an Asset, or to attack an Asset help by an NPC faction.
Winning a trick against the PC faction helps the GM to diminish the number of PC Faction Points toward a particular Asset, such that he or she is able to downgrade or even to destroy that Asset. The GM may also attempt to build a particular NPC faction by acquiring, enhancing, or repairing Assets held by that NPC faction.

Accumulating and Using Faction Points

·         You accumulate Faction Points toward (or against) progress toward a particular goal.
·         The number of points won on the trick is the difference in card value between the cards in that trick.
·         Goal costs are in levels, just like experience points. Maybe go 10/20/40/70/100 for levels 1-5. The 100 point goals are massive and expensive projects like castles. Really, really nice castles. [These Faction Point goals may need to be tweaked.]
·         The Players and GM must determine what level something is. Enhancing an Asset costs a number of Faction Points needed to reach the next level of that Asset. So, a Level 1 Asset (worth 10 Faction Points) would need to accumulate 10 additional Faction Points to reach Level 2, which requires 20 Faction Points. You may not skip levels.
·         Repair costs are half of the original cost of the asset.
·         If an asset is destroyed, it must be built again from scratch.

Assets

Assets, like the cards themselves, fall into four categories, and these categories parallel the suits.
The suit of Spades help build Assets used for War. Examples include guards or other security forces, siege engines, fortifications, and so forth. Even though some of these are material goods, they also are warmaking tools, so they are dealt with in the Spades suit.
The suit of Hearts is used to create Influence. Examples of Influence Assets are things like contacts, diplomats, neutral sites and meeting places, relationships with arbitrators of disputes, and so forth. The idea here is that you are attempting to either build or sabotage diplomatic relations in pursuit of Faction interests. What that means in play must be conceived and negotiated by the GM and players.
The suit of Diamonds is used to create Material Assets. These are things like Commerce Assets (e.g., Taverns, Brothels, Trading Companies, Ships, etc.). These are thing that grant the Faction a bonus to its Faction Coffers each Faction Turn. This allows the Faction both to accumulate more treasure and to take additional actions they might not otherwise be able to take during the Card Game.
The suit of Clubs is used to engage in Subterfuge against other factions or to protect against the subterfuge of other factions. Subterfuge Assets include things like assassination attempts, placement of spy networks, bribery of representatives of other factions, blackmail and intimidation and the like.
Every Asset has Upkeep costs. These are deducted from the Faction Coffers at the beginning of the Faction Turn. If upkeep cannot be paid, that Asset is degraded by one level. If it is a Level 1 Asset, then it is destroyed. Upkeep for Assets costs 25 sp at 1st Level, 50 at 2nd level, 100 at 3rd level, 500 at 4th level, and 1000 at 5th level.

NPC Factions

So far, I haven’t discussed what non-player factions might look like, but I make the following assumptions.
Non-player factions exist. Some are incredibly powerful, and some are probably as weak as a beginning PC Faction.
The GM is encouraged to develop NPC factions in consultation with the players to begin with, and to develop others as Faction play develops narratives that make such NPC faction necessary or sensible.
If no NPC Faction exists, then the GM should act as if the NPC Faction is thoroughly average and has no Assets. Thus, in the Dice Game the NPC faction would roll a flat 3d6 on its rolls.
NPC factions are described in the same terms as PC factions, but tend to be focused around one or two suits of cards. A typical rival mercenary faction, for example, would have a focus on Spades (War), but may have other foci (e.g., Subterfuge, Wealth, Influence) depending on its overall character, its alliances, its purpose, and so forth. So, for example, a group of do-gooder, goody two-shoes type mercenaries might have both War and Influence as foci. What that would mean in game terms is that its composition would be mainly of Warriors and Clerics. These are righteous soldiers. They may be in the employ of a temple or leader. They may be crusaders from another land. Their backstory is up to the GM, but should have something to do with the PC Faction’s history, composition, or whatever.

Example NPC Faction

Faction Name: The Lords of Light
Description: This faction represents a sect of holy warriors of lawful alignment. They are rivals of The Divine Order of The Purple Tentacle because of their tendency to revel in Chaos, and perceived disrespect toward The Lords of Light.
Leader: Brother Amos, 3rd Level Cleric (Gorhan, the Helmed Vengeance, god of valor and chivalry)
Faction Points: 20
Warriors: Two 2nd Level and Five 1st level (these NPCs have not been determined by Card Game)
Clerics: One 3rd Level (Brother Amos, leader), One 2nd Level, and Two 1st Level (these other NPCs have not been determined by Card Game)
No Other Classes Represented.
Talents
·         Force: 7
·         Diplomacy: 4
·         Guile:0
·         Arcane: 0
·         Fortune: 0
·         Infrastructure: 0
·         Gravitas: 0
Faction Coffers: 750 sp
Assets
·         Medium house in Mustertown—Total Value 20 Faction Points (Type of Asset: Material (Suit of Diamonds) Initial Cost: 10 Faction Points / Upgrade to Level 2 (10 Faction Points). Upkeep 50 sp per Faction Turn): Allows NPCs to store their belongings rather than carry them with them. Can be used to garrison up to 20 NPCs.

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