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
·
Warriors—Provide: Security / Disadvantage:
Threat to other factions
·
Clerics—Provide: Diplomacy/ Disadvantage:
Zeal makes people nervous.
·
Thieves— Provide: Guile / Disadvantage:
Scrutiny of the factions underground networks.
·
Wizards—Provide: Arcane Power
/ Disadvantage: Danger (extra-planar and domestic)
·
Halflings—Provide: 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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