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system:favour [2018/01/20 23:04]
mousus6 created
system:favour [2020/01/20 20:47] (current)
chaos Rewrite of Favour system
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 ======Organisations and Favour====== ======Organisations and Favour======
-Whilst colonial currency is used by some and barter is used by others neither of these tend to be sufficient to achieve any of the sorts of things that are actually useful to adventurers. ​ What instead becomes important is the network of favours and goodwill owed by organisations you have worked with before or helped to establish. +You can generally assume ​that your character can trivially obtain any equipment such as weapons ​they may use, but what about more substantial thingsWhilst a barter system ​is used across ​the Myriad Nationsand there are still some who deal in the currency ​of the Ennarian colonists (the Riel)these don't tend to be sufficient ​to do more complex things, or things ​that tend to be useful ​to adventurersFor that, what becomes important ​is the network ​of favours ​and goodwill owed by organisations ​you've worked ​with before.
- +
-Favour is specific to the organisation it was earned with and is inherently impractical to negotiate for given it represents a sense of good will and indebtedness on the part of the owing organisation. +
- +
-A character may take advantage of favour with an organisation in one of two ways.  Firstly if they have a long term relationship with an organisation their established reputation will allow them to call in appropriate favours every adventure. ​ Secondly they may simply burn the reputation on one off favours. ​ Larger more powerful organisations are more difficult to rise in the ranks of but are commensurately capable of doing a wider variety of things for their members. ​ A normal character may only hold a working relationship with up to 3 organisations. +
- +
- +
-Organisations have 3 important properties:​ +
-  * Ethos: What does the organisation on average tend to think its purpose is.  An organisation will be much more forthcoming with assistance when the end goal of an action matches its ethos. +
-  * Scale/​Reach:​ Where does the organisation operate. ​ With advanced planning or distance communication an organisation ​can reach beyond its scale but that will be much more difficult. +
-  * Power/​Scope:​ What the organisation actually does.  Organisations can attempt to arrange assistance outside of their scope but are unlikely to be particularly competent at it. +
- +
-=====Membership of Organisations===== +
-A normal ​character can be a member of up to 3 organisations and has a rank appropriate to their current reputation level within them.  Organisations have a cost per membership rank listed, if you are a member of that organisation then your rank at the start of an adventure is equal to your current reputation with them divided by their membership rank cost rounding down with a maximum of five which represents essentially leading the organisation. ​ This is also the amount of free favour available to spend on the adventure without permanently burning favour, if not spent this does not transfer to future adventures. ​ This can be supplemented by burning reputation ​as usual to make up the difference between what they can freely afford and the total cost of the favour. +
- +
-A players membership level always tracks to their favour at the start of the adventure. ​ If a player actively participates in a large event to increase scale or power of an organisation (and thereby the membership cost) then they may choose to forego any favour reward in order to set their favour to the minimum level required to maintain their current rank within the organisation minus any favour they had burned with them this adventure. +
- +
-A player may not lead an organisation over cost 11 without retiring (having no time to adventure)if the organisation grows underneath them to this point when they are already leading it they may begin to delegate the vast majority of their roles being effectively rank 4 in everything ​but title (and if push came to shove their voice would no longer be the deciding voice). +
- +
- +
-=====What can organisations do?===== +
-What organisations can effectively do is highly dependant on the organisations themselves though what they can attempt fall into 3 major categories. +
-  * Provide Alchemical consumables +
-  * Broad narrative actions requiring GM adjudication +
-  * Provide resources to aid another organisationeffectively transferring favour +
-The cost in favour of any action is affected by how well the action fits within the organisation'​s reach and how well the apparent goals match with their ethos. +
- +
-Whether an organisation is willing to perform a favour is judged based on your current level of favour and the apparent description of the taskthe eventual favour cost is judged after the fact by the actual outcome of the situation from the organisation's perspective. +
- +
-All favours have a baseline cost for an organisation acting somewhere within its reach towards a goal aligning with its ethos. ​ An organisation acting outside of its reach or out of alignment with its ethos will increase the case of the favour. +
- +
-  * If the action is within the organisation’s reach there is no additional cost, if the organisation has to reach beyond its normal scale the favour cost is multiplied by (1 plus the number of steps scale difference). +
-  * If an action is firmly within an organisation’s ethos there is no additional cost.  If the action is indifferent ​to the organisations ethos then the cost is doubled. ​ If the action appears directly contrary to the organisations ethos then the cost is quadrupledthis represents a friend inside the organisation sticking their neck out for you. +
- +
-====Acquiring Consumables==== +
-Acquiring consumables at baseline gives 4 points worth of Basic or Advanced Alchemy per point of favour spent, multipliers in cost from scope or ethos that evenly allow that to be divided can allow you to acquire less than 4 points of alchemy for a single point of favour. +
- +
-Currently a single point of favour could also arrange the loan of an Ennarian Medkit to be returned if not used that adventure. +
- +
-====Narrative Uses==== +
-Requests from organisations have a base cost depending on what the action isbasic things cost one favour but greater things can cost up to 3.  One favour requests are encounter scale things, two favour requests are adventure scale things, three favour requests are campaign scale things. +
- +
-If the action is within the organisation’s scope it will be done well, otherwise it will be in some way diminished from what you had expected. ​ Things moderately out of scope are liable to go better than things entirely unrelated to the scope of the organisation. +
- +
- +
-====Transferring Favour==== +
-Between adventures reputation can be effectively transferred between organisations by essentially calling in favour to directly help the other organisation on your behalf. ​ This is done with the with the following methodology:​ +
-  * One reputation is wasted on general logistics ​of transfer ​and letting it be known that this is on your behalf. +
-  * Judge whether the giving organisation can actually do something in scope to appreciably benefit the receiving organisation,​ if so move the favour to the next step if not halve it and move it to the next step. +
-  * Judge whether the transfer can be done in a way that matches the giving ​organisations ​ethos, if so move the favour to the next step if not halve it and move it to the next step (it is presumed that sufficient obfuscating intermediaries can be arranged to never make it look like the receiving organisation is directly contrary to the giving organisation’s ethos). +
-  * Take the remaining reputation and subtract favour for any gaps between the reach of the two organisations,​ that being the smallest increase to the reach of either organisation to make one reach the other. +
-  * The remaining reputation is now simply reputation ​with the receiving organisation and in general will also act to grow the organisation.+
  
 +=====Earning Favour=====
  
-=====General levels of Reputation Reward===== +  * Favour is a number which abstractly represents how much an organisation likes you 
-  * 1 Rep: Useful stuff for minimal personal cost handed over in debrief that matches with the organisation’s scope/​ethos +  ​* Adventures are usually rewarded with Favour, if the adventure goes well this is usually with whoever hired you 
-  * 2 Rep: Hand over things of moderate value that match with the organisation’s scope/​ethos +    ​* 1 Favour: Useful stuff for minimal personal cost handed over in debrief that matches with the organisation’s scope/​ethos 
-  * 5-10 Rep: Typical reward for successfully doing an adventure for the organisation +    * 2 Favour: Hand over things of moderate value that match with the organisation’s scope/​ethos 
-=====Growing Organisations===== +    * 5-10 Favour: Typical reward for successfully doing an adventure for the organisation 
-Events of adventures that benefit an organisation ​in some way should in general cause it to grow proportional to that benefit.+  * Favour is specific to the organisation it was earned with 
 +  * You can hold positive favour with up to 3 different organisations at once (this may be increased by skills) 
 +  * If you gain favour with more organisations than this on an adventure you must spend it or otherwise transfer it (see below) by the end of the debrief
  
-Currently as a guideline the effort required should be similar to the difference in cost to become a rank 5 member of the organisation at the two sizes filtered through appropriate favours.+=====Membership=====
  
-Example ​5 person party goes out and successfully performs an adventure to grow the influence ​of the Baker Street Gang by taking over other territories ​and driving city guards out of the area The Baker Street Gang thought that this was worth about 8 reputation per player with the level of success they had.  ​Since the adventure was purely about helping ​the Baker Street Gang they grow by increasing both scope and reach this is worth 8*5=40 points to the organisation ​growing.  ​It is currently ​1x2x5=10 point organisation ​and can then grow to a 3x3x5=45 point organisation ​becoming ​the de-facto law over the vast majority ​of the nation ​Potentially ​this is excessive but equally adventures that are explicitly ​to benefit ​an organisation are relatively rare and so in most cases the benefit will only be tangential giving only fraction ​of the overall reward ​to growing ​organisation ​rather than all of it.+  * You can be member ​of 1 organisation you have positive favour with (this may be increased ​by skills) 
 +  * Becoming a member of an organisation is free 
 +  * Each organisation has a "​membership cost", listed on their page, based on the size and power of the organisationAs a member you have a member rank for as many times this cost you have favour in that organisation,​ up to 5. 
 +    *  eg. You are a member of Wizard Club, which has a membership cost of 6. You currently have 14 Favour, which is twice the cost (with a little change), so your membership rank is 2. 
 +  ​Your rank as a member determines your position within it, and has roleplaying consequences:​ a rank 1 member is typically a low-level member whilst at rank you're high up or straight up in charge, and other members of the organisation ​will generally listen to you or follow your orders. 
 +  * If you become ​rank 5 member of too large and powerful an organisation ​you may need to retire your character into being an NPC as they no longer have enough time to adventure, ​the LARP organisers will discuss this with you if it has any risk of happening 
 +  * Each rank also provides 1 tempoary Favour per adventure which may be used to get the organisation to do something for you on that adventureIf you don't use this it goes away. 
 +  * Whilst joining ​is free, organisations don't tend to like it if you leave. To make sure you've tidied up loose ends and stopped being a full member on cordial terms, to cease being a member of an organisation ​you are at least rank 1 with costs that organisation'​s membership cost in Favour. 
 +    * eg. You're still member ​of Wizard Club with its cost of 6, and still have that 14 Favour. But you want to stop being a full member to join the Illiask All Day Bardic Supply Store Association instead, so you lose 6 and are left just holding 8 Favour with Wizard Club without being a member. 
 +    * As you are now in a position ​to become a member of another ​organisation, you become a member ​of the Association,​ which is free.
  
-Were one player for example the leader of the organisation they could choose to at the end of the adventure rather than adding the normal reputation reward to their previous stockpile simply set their reputation level to 45, the minimum level to remain leader minus any reputation they had spent with them during the adventure.+===== Negative Favour =====
  
 +  * In rare circumstances if you particularly annoy an organisation,​ you may lose Favour with them
 +  * This can lead to you ending up with negative Favour with that organisation,​ representing how much they dislike you
 +  * Organisations you have negative Favour with do not count against the limit of organisations you can hold Favour with
 +  * For as many times the organisation cost as you have negative Favour, that organisation may perform 1 Favour worth of actions against you per adventure, as they dislike you enough to start working against you.
 +    * eg. Having left Wizard Club, spread propaganda against them and delivered bear turds to their families, Wizard Club now really don't like you and you have -11 Favour with them. Because you haven'​t quite hit minus double the organisation'​s cost, they only get 1 Favour to use against you
 +    * On each adventure you go on, the GM may now have Wizard Club act against you as though someone had spent 1 point of Favour with them to do so (see below), until you get back in their good books
 +  * When you go on an adventure, you should inform a GM of any negative Favour you may have
  
 +===== Spending Favour =====
  
-======Generating ​an Organisation====== +  * You can spend Favour to get an organisation to attempt to do things for you 
-This is mostly for GMs and players generating characters from distant nations.  ​Organisations should always ​be at least 2 membership ​cost as extremely focussed tiny organisations ​produce strange interactions with membership.+  * The organisation'​s page will specify the sorts of things they are capable of 
 +  * If you are getting the organisation to do something that is beyond their capabilities,​ they may fail 
 +    * egwith enough Favour you can convince a small group of hired thugs to attack an army, although they'​re never going to be able to win against them without additional outside help, the best you can hope for is to delay or distract the enemy 
 +  * If the organisation can provide Alchemy the base cost is 1 Favour per 4 points of [[system:​alchemy|Alchemy]] they provide you for an adventure 
 +  * Currently for organisations capable of supplying one, a 1 Favour base cost allows loan of an Ennarian Medkit for an adventure, to be returned if not used 
 +  * For other items or more narrative things the base cost is around 1-5 Favour depending on the scale of the thing you want the organisation to do: 
 +    * Things on the scale of a single encounter generally cost 1 Favour (eg. get the local Watch to round up some thugs who are attacking you) 
 +     * Things on the scale of an adventure generally cost around 3 Favour (eg. get the local magical experts to carry out extensive study into a particular phenomenon) 
 +     * Things on a multi-adventure/​campaign scale generally cost around 5 Favour (eg. get the local army to invade a nearby nation) 
 +  * If an organisation is trying to do things outside its normal area of operations (eg. getting the Gari Watch to do something in Illiask) then the cost is doubled 
 +    * Organisations can't generally do things too far out of their normal area of operation (more than [[gming:organisations|2 scales]] above their reach)So you can't get the Gari Watch to travel half way across the continent but you might be able to get them to do something in one of Falgarias'​ neighbours if you ask nicely enough 
 +  * If what you want an organisation to do doesn'​t fit their ethos (ie. it's not something they'd eventually want to get round to doing anyway if you weren'​t asking), the cost is doubled 
 +  * If what you want an organisation to do is in opposition to their ethos, the cost is instead quadrupled
  
-====Scale/Reach==== +===== Transferring Favour ​=====
-  - Neighbourhood +
-  - Town/​District +
-  - Small-Nation +
-  - Large-Nation/​Coalition +
-  - The Continent +
-====Power/​Scope==== +
-An organisation has at most 5 points worth of scope, any larger than this and it will tend to splinter into two smaller but closely related organisations due to internal politics.+
  
-===Acquire Things=== +  * You can transfer Favour between organisations between adventures/​in debrief by arranging one to do things for the other in your name 
-1 point specific type of thing (eg. alchemy)2 points almost anything +  * If the ethos of one organisation is in opposition to the ethos of anotheryou cannot transfer Favour between them 
-===Acquire Information=== +  * Otherwiseyou can spend Favour with one organisation to gain Favour with another 
-1 point limited topic, 2 points massively broad +  * If the scales of the source organisation and target organisation are within reach of each otheryou can spend 1 Favour with one organisation to gain 1 Favour with an organisation that you're a member of
-===Military/​Law Enforcement/​Gang Enforcement=== +
-point (contested thugs), 2 points (de-facto in charge), 3 points (unquestionably in charge) +
-===Govern/​Logistics/​Travel (people who make things happen)=== +
-1 point can make encounter scale things happen2 points ​can make adventure scale things happen, 3 points can make campaign scale things happen+
  
-For general organisations the cost to raise membership rank is equal to (Power*Scale) 
system/favour.1516489497.txt.gz · Last modified: 2018/01/20 23:04 (external edit)