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jtanzer Lieutenant Commander
Joined: 01 Mar 2023 Posts: 118
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Posted: Sat Oct 19, 2024 3:59 am Post subject: Stability |
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Right now I'm writing a campaign sourcebook for a homebrew sector, and I'm having trouble with the main mechanic. That mechanic, which right I'm calling Stability (because I'm unimaginative) is intended to be a measure of how strong and influential a faction is. Right now, the most I've been able to come up with as far as mechanics go is that completing missions and helping a faction will make it grow stronger (very original of me, I know). This would tie into the larger web of diplomatic relationships. The end goal is one where the various factions react to the gameworld in a dynamic and logical faction.
The basic guidelines I've come up with are:
1. Stability can have positive and negative values, though it can only ever be positive or negative. Positive stability represents a healthy economy, strong military, a cohesive society, and diplomatic pull. Negative stability represents a poor economy, weak military, fractured society, and little diplomatic influence.
2. Stability will move towards the extremes (i.e. factions with positive stability will continue to be positive, and factions with negative stability will continue to be negative)
3. Weaker factions will ally with or against stronger factions depending on current diplomatic perception.
4. Faction Stability is independent of each other.
5. At intervals there will be faction missions that act as 'checkpoints' if you will where a weaker faction can either grow stronger or become weaker. Succeeding at one of these missions will give a temporary boost to that faction's stability, increase relations between that faction and the PCs, and 'lock in' the stability value that triggered the mission, preventing stability from falling below that value . Failing that mission will have the opposite effect, and instead of preventing stability from falling below a certain value, it will lower the maxiumum positive stability value.
_________________ The best villians are the ones the PCs create. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Oct 19, 2024 1:10 pm Post subject: |
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I don’t have much to offer on an initial read through, but I recall WotC having rules for Organization Stats in their Force Unleashed sourcebook. Might give you some ideas. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14212 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Oct 19, 2024 3:35 pm Post subject: |
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Is 'stability' mostly a backround factor in game? IE if a pc makes a politics roll, or bureaucracy roll, if his 'faction' has positive stability that roll would be made at a lower difficulty? _________________ Confucious sayeth, don't wash cat while drunk! |
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jtanzer Lieutenant Commander
Joined: 01 Mar 2023 Posts: 118
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Posted: Sat Oct 19, 2024 6:18 pm Post subject: |
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garhkal wrote: | Is 'stability' mostly a backround factor in game? IE if a pc makes a politics roll, or bureaucracy roll, if his 'faction' has positive stability that roll would be made at a lower difficulty? |
I hadn't thought that far ahead, however I'm not a fan of lowering difficulty numbers. He probably would get a bonus though.
CRMcNeill wrote: |
I don’t have much to offer on an initial read through, but I recall WotC having rules for Organization Stats in their Force Unleashed sourcebook. Might give you some ideas. |
I'll have to take a look. I'm not a huge fan of WotC, so I'll poke around and see. _________________ The best villians are the ones the PCs create. |
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