Post by Father on Dec 12, 2023 17:48:02 GMT 1
Wicked Games
Participation: Characters may start games for objectives to pursue, and other characters may play any of these, provided they are aware of them or invited. NPC's may also engage, and they may be nominated, but PC schemes will generally take precedence if competing for narrator attention. In some cases, it may be possible to be a pawn in someone else's game, being pulled in, knowingly or not, into putting in efforts towards VP to their objective. Technically, multiple characters could without knowledge of one another's movements initiate what essentially amounts to the same game, in that case, the narrator will treat it as a single game for the sake of advancement, with potentially interesting entanglements.
Limitations:
-While actions that advance the cause of fire/blood or a regency candidate could also contribute towards accomplishing your objective, both of those have their own mechanisms for advancement, and are therefore invalid objectives.
-There can generally only be one effort per game per day and one effort per character per day to gain VP, thus while having multiple games running at once is possible, pursuing them will either require attentions to be divided or to enlist the help of other characters. Multiple characters putting in an effort towards the same game on the same day generally cannot advance the game by more than one point, but they are likely to increase the chances of succeeding in gaining a point.
- Note that this may not work out as hoped/intended because things needs to make sense in the narrator's head, or the entire execution falls flat.
Structure.
-A complex intrigue will be created for each game, where the objective is to force someone's hand into doing something that they do not want to, or to engineer circumstances where sufficient pretext and support is mustered that their hand is free to do as the heart always wanted without having to worry about the consequences that made the head say no.
-The number of VP needed depends on assumed difficulty:
--Easy: 1 (Usually can be accomplished directly via rumor actions or similar)
--Routine 3
--Challenging 6
--Formidable 10
--Hard 15
--Very Hard 21
--Impossible 28
-The overall assumption is that the player (or collective of players) can make one attempt per day to win a VP.
Investment.
-During day 0, any number of personal faction points, glory, coffers and influence, may be invested into the game.
-Favors may be called in, a minor favor from a primary character, lord or member of a significant house is worth 1 point of such resources to invest per condition that applies (occasionally they may deny supporting such a cause), favors from other characters are worth 1/2 a point.
-Points 1, 3, 6, 10, 15 etc buys a VP.
-The points bought in such a fashion can never exceed half the points required to succeed.
-It is often difficult to conceal the playing if an investment has been made, this is especially true if influence and other house resources are invested.
-In some cases, earlier efforts made may grant free VP, which will count as points gained through investments.
Pursuit.
-Often possible to use the same sort of scheming as for fire/blood advancement to gather VP, with similar increase in efforts required for more points gather in this way. This typically will alert others to the presence of the plot.
-More creative and engaging efforts are likely to be faster if successful, cunning(logic) TN 12 may be attempted to bypass player imagination or enlist that of the narrator.
The opposition.
-There will be others at the table as well, most likely including some who would oppose your objective if made aware of it, others may be sufficiently paranoid -or prescient- enough to prepare for the eventuality of a game being played against them, others again may be playing towards a conflicting objective without knowing or caring about yours.
Consideration for qualities, in most cases not directly applicable, but they may optionally pull into certain direction:
Nemesis - if your foe can conceivably interfere with your play, they probably will, if you help others, such interference will likely be limited in scope so as to only potentially ruin your efforts and not that of others.
Proud - may make you disinclined to use your time to pursue someone else's objectives or share control or knowledge of your own, but few schemers would ever let their ego come in the way of making use of others as pieces on the table.
Vindictive - would typically push one to pursue games that would hurt those towards which you carry grudges.
Zealot - would typically force you to spend all available efforts towards furthering the cause.
Several other drawbacks such as Vainglorious, Prejudiced and Decadent are likely to complicate the efforts to obtain points.
Destiny Points:
-Aside from the regular ways of affecting test results, there may be opportunities along the way to make particular scenes into pivotal moments, although such could be difficult to plan ahead.
Participation: Characters may start games for objectives to pursue, and other characters may play any of these, provided they are aware of them or invited. NPC's may also engage, and they may be nominated, but PC schemes will generally take precedence if competing for narrator attention. In some cases, it may be possible to be a pawn in someone else's game, being pulled in, knowingly or not, into putting in efforts towards VP to their objective. Technically, multiple characters could without knowledge of one another's movements initiate what essentially amounts to the same game, in that case, the narrator will treat it as a single game for the sake of advancement, with potentially interesting entanglements.
Limitations:
-While actions that advance the cause of fire/blood or a regency candidate could also contribute towards accomplishing your objective, both of those have their own mechanisms for advancement, and are therefore invalid objectives.
-There can generally only be one effort per game per day and one effort per character per day to gain VP, thus while having multiple games running at once is possible, pursuing them will either require attentions to be divided or to enlist the help of other characters. Multiple characters putting in an effort towards the same game on the same day generally cannot advance the game by more than one point, but they are likely to increase the chances of succeeding in gaining a point.
- Note that this may not work out as hoped/intended because things needs to make sense in the narrator's head, or the entire execution falls flat.
Structure.
-A complex intrigue will be created for each game, where the objective is to force someone's hand into doing something that they do not want to, or to engineer circumstances where sufficient pretext and support is mustered that their hand is free to do as the heart always wanted without having to worry about the consequences that made the head say no.
-The number of VP needed depends on assumed difficulty:
--Easy: 1 (Usually can be accomplished directly via rumor actions or similar)
--Routine 3
--Challenging 6
--Formidable 10
--Hard 15
--Very Hard 21
--Impossible 28
-The overall assumption is that the player (or collective of players) can make one attempt per day to win a VP.
Investment.
-During day 0, any number of personal faction points, glory, coffers and influence, may be invested into the game.
-Favors may be called in, a minor favor from a primary character, lord or member of a significant house is worth 1 point of such resources to invest per condition that applies (occasionally they may deny supporting such a cause), favors from other characters are worth 1/2 a point.
-Points 1, 3, 6, 10, 15 etc buys a VP.
-The points bought in such a fashion can never exceed half the points required to succeed.
-It is often difficult to conceal the playing if an investment has been made, this is especially true if influence and other house resources are invested.
-In some cases, earlier efforts made may grant free VP, which will count as points gained through investments.
Pursuit.
-Often possible to use the same sort of scheming as for fire/blood advancement to gather VP, with similar increase in efforts required for more points gather in this way. This typically will alert others to the presence of the plot.
-More creative and engaging efforts are likely to be faster if successful, cunning(logic) TN 12 may be attempted to bypass player imagination or enlist that of the narrator.
The opposition.
-There will be others at the table as well, most likely including some who would oppose your objective if made aware of it, others may be sufficiently paranoid -or prescient- enough to prepare for the eventuality of a game being played against them, others again may be playing towards a conflicting objective without knowing or caring about yours.
Consideration for qualities, in most cases not directly applicable, but they may optionally pull into certain direction:
Nemesis - if your foe can conceivably interfere with your play, they probably will, if you help others, such interference will likely be limited in scope so as to only potentially ruin your efforts and not that of others.
Proud - may make you disinclined to use your time to pursue someone else's objectives or share control or knowledge of your own, but few schemers would ever let their ego come in the way of making use of others as pieces on the table.
Vindictive - would typically push one to pursue games that would hurt those towards which you carry grudges.
Zealot - would typically force you to spend all available efforts towards furthering the cause.
Several other drawbacks such as Vainglorious, Prejudiced and Decadent are likely to complicate the efforts to obtain points.
Destiny Points:
-Aside from the regular ways of affecting test results, there may be opportunities along the way to make particular scenes into pivotal moments, although such could be difficult to plan ahead.