kaomera
05-23-2005, 11:30 PM
As I have posted elsewhere, I am working up a campaign based on the world of The Black Company. The game is set to revolve around an as-yet unnamed mercenary unit. Not all of the PCs will start out as members of this unit, and some may never officially join, but I expect it to be an important focus of the game...
Now, this unit is the result of a number of previous units, trapped in a very bad situation, deciding that survival is more important than being paid, and that they needed to work together if they where going to achieve either goal. However, just joining them together wasn't enough for me... One of the themes of Glen Cook's series is “belonging” (at least IMHO). And the instrument of that theme is the Annals. The Black Company has a centuries-old tradition of keeping an account of their travels and exploits and in the same text a record of all who have belonged to the Company... As a GM, I wanted something like that...
In my game, however, the big, traumatic event that ties all of these sell-swords together is very recent; and while it seemed kind of obvious to claim that the keeping of such a record had become some kind of shared ritual among mercenaries, traced back to legends of the Black Company... Well, that felt wrong to me. Personally, the Annals seemed too much a personal thing to the Black Company to really spill over into legend... And without such a monolithic weight of history to these particular lists, it didn't seem to me that they would seem very significant to someone who can measure the cost of a human life in silver.
That, in turn, suggested something to me... If these guys where really serious about teaming up, more than just in name, they would pool their resources... Their money. So I came up with the idea of the Coffers. (Well, it's actually one smallish, empty chest at the moment, but it's the thought that counts...) And then I came up with the idea of the Keys, and their Keeper, one loathsome little git called Toad. And then I wrote a bit of a story and Rake (the Lieutenant) ordered everyone who could to split and had the entire bankroll split amongst those that did... (This nicely prevents me from having to allow any characters into the game that are not sufficiently dysfunctional for my tastes.)
So, anyway, after I got done being longwinded, and got done patting myself on the back at how great the campaign was going to be, and decided to switch from RQ / GURPS to BW, and read through the rules...
Oh, boy... By my third read-through of the Resources rules, I had come to the conclusion that I could not, in fact, conscience just throwing out the rule as written. (Damn you, Luke, can't you write at least one sloppy rule that isn't so tightly woven into the skein that I really can't get away with messing with it???) Which is maybe a problem, and maybe you just read all this for basically nothing...
Is there some way to represent the Coffers rules-wise? I had almost thought of working up “the unit” as a sort of quasi-character, that could then help with Resources, and possibly Circles or whatnot... Or perhaps allow FoRKing a character's Affiliation with the unit to Resources checks? Or do I just call it a communal Cache or Cash on Hand?
Or (and this is what I currently think is best, if not what I like best), since Toad is the (current) Keeper of the Keys, do I just let the players bully him into buying them stuff, and then expect them to turn any (or at least some part of any) pay to him for safekeeping? And speaking of which, it makes sense (to me, at least) for the mercenaries (but not other characters, PC or otherwise) to start off reasonably-well equipped, but penniless after a several-month long journey. Should I make any adjustments to starting Resources, or is that just being picky?
Now, this unit is the result of a number of previous units, trapped in a very bad situation, deciding that survival is more important than being paid, and that they needed to work together if they where going to achieve either goal. However, just joining them together wasn't enough for me... One of the themes of Glen Cook's series is “belonging” (at least IMHO). And the instrument of that theme is the Annals. The Black Company has a centuries-old tradition of keeping an account of their travels and exploits and in the same text a record of all who have belonged to the Company... As a GM, I wanted something like that...
In my game, however, the big, traumatic event that ties all of these sell-swords together is very recent; and while it seemed kind of obvious to claim that the keeping of such a record had become some kind of shared ritual among mercenaries, traced back to legends of the Black Company... Well, that felt wrong to me. Personally, the Annals seemed too much a personal thing to the Black Company to really spill over into legend... And without such a monolithic weight of history to these particular lists, it didn't seem to me that they would seem very significant to someone who can measure the cost of a human life in silver.
That, in turn, suggested something to me... If these guys where really serious about teaming up, more than just in name, they would pool their resources... Their money. So I came up with the idea of the Coffers. (Well, it's actually one smallish, empty chest at the moment, but it's the thought that counts...) And then I came up with the idea of the Keys, and their Keeper, one loathsome little git called Toad. And then I wrote a bit of a story and Rake (the Lieutenant) ordered everyone who could to split and had the entire bankroll split amongst those that did... (This nicely prevents me from having to allow any characters into the game that are not sufficiently dysfunctional for my tastes.)
So, anyway, after I got done being longwinded, and got done patting myself on the back at how great the campaign was going to be, and decided to switch from RQ / GURPS to BW, and read through the rules...
Oh, boy... By my third read-through of the Resources rules, I had come to the conclusion that I could not, in fact, conscience just throwing out the rule as written. (Damn you, Luke, can't you write at least one sloppy rule that isn't so tightly woven into the skein that I really can't get away with messing with it???) Which is maybe a problem, and maybe you just read all this for basically nothing...
Is there some way to represent the Coffers rules-wise? I had almost thought of working up “the unit” as a sort of quasi-character, that could then help with Resources, and possibly Circles or whatnot... Or perhaps allow FoRKing a character's Affiliation with the unit to Resources checks? Or do I just call it a communal Cache or Cash on Hand?
Or (and this is what I currently think is best, if not what I like best), since Toad is the (current) Keeper of the Keys, do I just let the players bully him into buying them stuff, and then expect them to turn any (or at least some part of any) pay to him for safekeeping? And speaking of which, it makes sense (to me, at least) for the mercenaries (but not other characters, PC or otherwise) to start off reasonably-well equipped, but penniless after a several-month long journey. Should I make any adjustments to starting Resources, or is that just being picky?