View Full Version : Relationships and downtime
elmago79
05-02-2008, 01:10 AM
We're having a pause in our BW game, but we've already planned that when we resume the game an entire year is going to pass. Now, I've been thinking about what do I want to do with that year practice-wise.
See, in the last session, my Roden got himself elected Big Cheese of the Thieves Guild. It was really weird, because I was gunning for becoming second in command. That was my belief. It all came down to a DoW that I expected to lose but get a nice compromise, but luck was on my side and I ended up the new Big Cheese.
So, I'm thinking I need a second in command. I''ve been thinking about Korsh, my relative and member of the guild, and I only need another three tests to make him a relationship, but we're on downtime. So, do you think it would be fair to extrapolate the practice rules and apply them to relationships? How much time would I need to get a circles test for this purpose alone?
Incidentally, I'm also broke, as in I have B0 Resources. How would you manage Resources for a year when usually Lifestyle tests are done bi-weekly?
Dwight
05-02-2008, 08:23 AM
Incidentally, I'm also broke, as in I have B0 Resources. How would you manage Resources for a year when usually Lifestyle tests are done bi-weekly?
Let It Ride? All 26 tests get rolled into one test because it's all at one session or 'scene' or however you want to put it.
Dwight
05-02-2008, 08:58 AM
Incidentally about Practicing Circles, it is in Burning Empires. The cycle and hours are the same as for Perception. EDIT: I'm not so sure about counting that towards a Relationship though? Even if you did you'd be a test short and would have to get one last Circle in when you started play. Being the softie I am I might let Challenging test practice count for the Relationship to represent you spending a lot of time with your relative getting him up to speed. I'd probably like to see some complications come with putting your relative into that position. Backlash against nepotism? But that's just me and I don't know your table.
Thor Olavsrud
05-02-2008, 11:00 AM
1. The character's affiliation with the thieves' guild should probably have been increased as a result of being made the leader.
2. Practicing to make a character a relationship doesn't feel right to me. But the character should name his cousin a second in command anyway! Circle him up when you need him in play. You'll get Circles + new Affilation + your reputation + the Named die (I'm assuming that he was Named when first brought into play). Chances are the player will get him. And if he fails? You as the GM get to introduce a juicy complication/twist.
3. Definitely use Let It Ride. Note that the character is in a really, really bad way. He has zero Resources and his standard of living has suddenly increased dramatically. We're not talking about an Poor Adventurer, Ob 2 lifestyle anymore. I hope you have some really wrenching complications and twists to play when he fails!
You know, to me it sounds like it's simply an issue of situation. It's not about advancement, practice or relationships. One situation has been resolved and now a new one needs to be set up. It's the GM's job to set up those pins so you can knock them down. Requesting that your second in command be picked from an interesting character in the previous arc is perfectly reasonable. Especially because there's an opportunity for tension and conflict.
-L
Dwight
05-02-2008, 11:26 AM
2. Practicing to make a character a relationship doesn't feel right to me. But the character should name his cousin a second in command anyway! Circle him up when you need him in play. You'll get Circles + new Affilation + your reputation + the Named die (I'm assuming that he was Named when first brought into play). Chances are the player will get him. And if he fails? You as the GM get to introduce a juicy complication/twist.
Yeah, that's probably the best move. Failure on the Circle roll bringing in jealously in the ranks because of the nepotism? Sure your relative is on your side but now there is someone in the ranks (with a fat +4 DoW Emnity Clause :) ) that's going to be a problem. Yeah, something like that would really cook.
The lesson? Don't be a softie! :rolleyes:
elmago79
05-03-2008, 01:58 AM
1. The character's affiliation with the thieves' guild should probably have been increased as a result of being made the leader.
Yep, I have a new shiny die in my Affiliation to the Guild.
2. Practicing to make a character a relationship doesn't feel right to me. But the character should name his cousin a second in command anyway! Circle him up when you need him in play. You'll get Circles + new Affilation + your reputation + the Named die (I'm assuming that he was Named when first brought into play). Chances are the player will get him. And if he fails? You as the GM get to introduce a juicy complication/twist.
His name is Korsh, I think I mentioned it in the first post. Right now, were talking 9D here, so I'm confident about making those tests.
Why does it feel wrong to you to make a relationship through practice? I'm of no mind to the question, really, but if you spend a lot of time with the character and so on, it sounds like a reasonable request.
Blakkie: I'm fairly certain that making that putting Korsh as second in command is going to get me in trouble regardless of failing my Circles tests. I already have a ton of enemies inside the Guild and not making one of my family second in command is going to piss them a lot. But I have bigger things to worry about!
3. Definitely use Let It Ride. Note that the character is in a really, really bad way. He has zero Resources and his standard of living has suddenly increased dramatically. We're not talking about an Poor Adventurer, Ob 2 lifestyle anymore. I hope you have some really wrenching complications and twists to play when he fails!
I'm sick and tired of being poor. I'll do something about it as soon as play resumes. But then again, I have to do that while finding a way to keep the Spider Queen from eating me and finding a way to kill a Demon. Incidentally, my best bet right now is to ask said Demon for a loan.
You know, to me it sounds like it's simply an issue of situation. It's not about advancement, practice or relationships. One situation has been resolved and now a new one needs to be set up. It's the GM's job to set up those pins so you can knock them down. Requesting that your second in command be picked from an interesting character in the previous arc is perfectly reasonable. Especially because there's an opportunity for tension and conflict.
Thanks for that observation. In your game is quite easy to forget the forest for the trees. It's the first time we got this far into a BW game, so we're a little uncertain on a lot of things.
Thor Olavsrud
05-03-2008, 10:37 AM
My problem with practicing relationships comes down to the several things:
1. Relationships don't have exponents. They're binary. Either you have one or you don't.
2. Circles tests are some of the best sources of complications in the game. This bypasses them entirely. It's too safe.
It would make far more sense to me if you used the same color to explain practice for your Circles.
As for Resources, it does suck being poor. But you're in a really bad place. You are now living an expensive lifestyle and you can't pay for it. Illness due to a starvation diet would just be the beginning. It would also greatly empower your enemies in the guild (and turn common guildsmen against you) if you can't actually live the lavish lifestyle they expect of their guildmaster.
On the other hand, you run the guild now. It should have a fund. You could dip into that to help pay for your lifestyle. Of course, failure would mean you are depleting the resources of the Guild and driving it toward bankruptcy. You've also got access to additional money in the form of guildmembers. If you can force them to pony up their "dues," you can get lots of Cash on Hand to help pay your way. Of course, the more you milk them for money, the less they'll support you.
Dwight
05-03-2008, 10:59 AM
I am curious, you have a bi-weekly resource cycle but you still have B0 for Resources? You've never made a Resources roll? Or is that B0 after taxes? If so I'd definitely spend that year getting rid of the tax.
EarthenForge
05-03-2008, 11:46 AM
On the other hand, you run the guild now. It should have a fund. You could dip into that to help pay for your lifestyle. Of course, failure would mean you are depleting the resources of the Guild and driving it toward bankruptcy. You've also got access to additional money in the form of guildmembers. If you can force them to pony up their "dues," you can get lots of Cash on Hand to help pay your way. Of course, the more you milk them for money, the less they'll support you.
Oh man, I'm suddenly incredibly jealous of Elmago. That stuff's hot.
elmago79
05-03-2008, 05:26 PM
I'll trade places with you :D
Since the start of the campaign, we've been way over our heads, and every time it gets worst. It's great in play, but it's also nerve wracking. Thor has some great ideas there, but collecting money form the Guild... I promised I would get them more Cheese, not that I would take it away from them. Yeah, basically, I'm screwed.
Thor: thanks for your view on the practice issue. I think with those examples of things I could do, I have a clearer picture of my options.
I am curious, you have a bi-weekly resource cycle but you still have B0 for Resources? You've never made a Resources roll? Or is that B0 after taxes? If so I'd definitely spend that year getting rid of the tax.
I managed to sink from B2 to B0 by failing every single Resources test I've made in the last two sessions, even loosing 4D cash along the way. Right now I only have one taxed die.
Right now, I'm thinking about starting a racketeering business in the docks, getting a loan from someone (the Demon, probably), and maybe kidnap one or two nobles. I'll try to remove the tax die after I have some money on my hand.
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