View Full Version : Convincing over time - what mechanics?
technomonkey
04-20-2009, 02:39 PM
I have a player with the Belief: "I will advance my status within House Pan by convincing the High Magus that I am a capable leader." The High Magus is the local head of the magical House Pan to which all the PCs belong.
I feel like this is something that will take time to demonstrate this to the High Magus. However, I expect that she will try to show off her leadership to him at every opportunity. I'm not sure how I want to deal with this mechanically, some thoughts:
1) Treat it as one test spread out over time and go to the dice when it feels right.
2) Treat each interaction as a set of Linked tests, either leading into the next interaction or a 'final' test that they all link to.
3) Treat each interaction as one volley or exchange of a DoW.
4) Just let her test or DoW now and see how things go. If she fails she can try again when she has some more leadership experience. Having done less to merit his opinion before going to him gives obstacle penalties, doing more gives advantage dice.
What are your thoughts?
Berandor
04-20-2009, 03:14 PM
Make steps.
"I will advance my status within House Pan by convincing the High Magus that I am a capable leader. First, I will squash the unrest that has spread through his kitchen staff."
Then, you can have tests, adventures, DoW and so on for each step. If this comes up in the game, just say, "one test really won't do it. You'll have to find three people who back you first" or something. And *then* finish it off with a big Duel of Wits, possibly with a rival or something.
In my online game, one player wants to kill the big crime boss. I told him to structure his belief in four parts: first, he has to isolate the boss from his underlings, from the protection of the nobility, and from his business, and then he can go and kill the guy without too many repercussions. The order of the first three I left up to him.
Edit: Of course, you can start with the above belief, and with the first successful test (or maybe even DoW), the High Magus will say, "Very well. You wish to prove your worth. Go out into the provinces. Return within six months and tell me how you used your leadership to advance the clan or secure the realm during your travels. Then, we shall see." – and steer it from there.
I'm with Berandor. This sounds like an extended goal to be achieved across multiple sessions.
Remember, it's your job to challenge a player's Beliefs, not just provide an opportunity for her to get what she wants. I'd write out some Beliefs for the High Mage. I'd make sure those Beliefs contained some things that the High Mage would like to happen, but can't do herself. I'd make sure other "unexpected" events arose that gave the player a chance to shine.
I would NOT have the High Mage even consider accepting a DoW until the character has noticeably changed in some regard -- for example, she's earned a new trait or reputation that is favorable to the High Mage.
Then let the player push for a DoW and see how it shakes out.
-L
Kublai
04-20-2009, 03:33 PM
I'd also add in the Affiliation stipulation. One way to prove yourself is to climb in rank in your organization. He's got to increase his Affiliation by 1D or more.
technomonkey
04-20-2009, 03:53 PM
Thanks for the input. I guess we saw rising in status as being Rosalina's main goal (another PC, Dario, has the belief to make her the head of House Pan) and impressing the High Magus as the sort of first step. One thing to note is that the House is quite small. In the city they are in there are the three PCs, the High Magus (who represents the House in the Congress of Magic) and his assistant Efrain. The whole House's size hasn't been pinned down (it hasn't come up), but it's small. Basically extended family plus the hired help.
And the High Magus definitely has other plans in mind. He believes the third PC, Anton, was sent to train under him to be his eventually replacement. And Rosalina, in his eyes, is prime material to be married off.
3) Treat each interaction as one volley or exchange of a DoW.
Though it may not be appropriate for this context, I cannot express enough how awesome (and stolen!) this idea is.
If the High Magus is just one step to a larger goal, though, and once he's suitably impressed the Belief will morph to "I will advance my status within House Pan by eliminating our rivals, Clan MacGuffin," then I can't see making him as big a deal. Maybe culminate a session or two with a Duel of Wits? I could see lobbying for advantage dice for Points and whatnot, depending on what the players have accomplished and what point the character is making. Oooh, or let the advantage dice add toward the initial test, to boost our heroine's disposition. Something like that. If you aren't planning on making winning his favor the focus of an entire arc, I certainly wouldn't track each interaction toward a larger conflict. I'd just have the players do whatever it is they're trying to do to impress him, like quash his rebellious kitchen staff, and have a final Duel of Wits to win his favor (whatever that means; hope they've got something concrete to use as their intent in the Duel).
-B
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