FFH Organizations for a 3.5 Campaign

kenkrajen

Prince
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BEWARE: This is a lengthy post. I think I may even top MagisterCultuum with this (by the way your posts have been really handy).


I’ve been working on a D&D 3.5 Fall From Heaven campaign in my spare time over the past several weeks, and in a few months I’d like to launch my greatest campaign yet. I have a few ideas about it that I’d like to put forward for anybody with two cents to comment on, such as whether you think people will be interested in joining this or not, and whether some of the rules I’m coming up with for a Faction mini-game are balanced and make sense. Also if you have any ideas on whether organizations within the FFH setting should be controlled by players or if the concepts should be from scratch.

For my FFH campaign, I want to have as many people participating in it that can fit. I'm not going to launch this for a couple of months, but there are going to be 8 spots open for player characters. Two groups: one good, one evil, where every few adventures their paths will cross hopefully to become nemesis and create some interesing stories and fun quests. Now if you’re reading this and you’re thinking ‘wow, that sounds awesome, I wish there was somebody near me who would run something like this,’ the beauty of this is that its gonna be online, and not in the sense of play by post/forum/email, but on an actual battlemat that you can see on a map where you can move your tokens around in great visuals with lots of cool features. I really couldn’t get a grasp on how to run an online game until a few weeks ago I stumbled across Maptool. Essentially, like I said earlier the gm craft a cool looking battlemat and you play your character through the program. Here’s a link to what it would look like: http://www.rptoolstutorials.net/maptool.htm (click on View for Player Quickstart at the top; it’s a ten minute video but if you can’t find a group near you but can’t find one, watch and thank the guys who made it later).

On the off chance this idea of mine catches on and I end up with more than eight people who want in, then here’s the ambitious proposed plan of expansion: if there happen to be others out there who would like to DM their own online adventures in a joint FFH campaign as Apprentice DMs where parties can interact with each other and even become competitive rivals or nemesis (think of it as a Living campaign with a campaign world that you can actually affect with adventues custom made for individual parties, instead of a static world with standardized adventures that are the same for everybody). The idea of an Apprentice GM essentially is someone who’d craft their own adventures but would submit to the head GM to tie things in to one huge yet cohesive story. For every apprentice GM that signs up 4 other spots open for players, or however many the GM thinks they can handle. This may all be wishful thinking, but you never know. It could catch on.


Now, if you’re still with me after all of this, I’d like to let you in on the main reason for starting this thread. In keeping with the idea of getting a lot of people playing, I’m introducing a kind of mini-game for those who would want to join the campaign but for some reason can’t and most likely don’t think they have the time. This game would consist of the creation and play of organizations or factions that interact with the players, the campaign world, and one another. I’d greatly appreciate some commentary on whether you think this from scratch rules system is balanced and makes sense. The rules will take a few minutes to pick up but play would be relatively quick, consisting of choosing how you want to spend your points and turns; then emailing your choices to the DM.

Now this is a very simplified version, but what I envision is a system with a standard income of turns and points. Points can be spent to purchase henchman, their levels, items, monsters, strongholds, and increasing an organization’s sphere of influence. Whereas Turns will be spent to increase caps on maximum levels for followers, maximum amounts of followers, increase reputation scores, increasing the weekly point income, and sending all the resources you’ve purchased on missions. This is where it’ll get really fun.

You have all of these resources at your disposal (I forgot to mention that everyone gets a free leader, starts with an income of 20 points a week and 3 turns, which both accumulate week to week if left unspent) that can be used to affect the campaign world and craft stories parallel to the player characters, which is the essence of playing an rpg anyway. What makes this concept even better is that you’ll get all of that with as little or as much time as you want to put into it.


For example, let’s say over the course of three weeks we end up with a few players for the faction game who have been accrueing there resources. The organizations are a thieves guild, a wizard’s order, and a noble house. The thieves guild has spent their resources on 25 Svartalfar/drow rogues (level 1) each equipped with climbing tools and masterwork thieves’ tools. Let’s say he’s has 7 turs unspent, and since he and the self-described richer-than-you-can-imagine noble house are both in the same city – within his sphere of influence – he decides to spend a turn to steal from them to hit the mother load (maybe the leader is a Khazad? wouldn’t that be something). As I’m sure it would, the thieves have provoked the noble house who responds in turn, and a faction war breaks out in the city. Meanwhile outside the city limits, the PCs have stolen a rare magical item from a member of the wizards order, who next week when he gets more turns promptly spends them to send the rest of their wizards after the PCs to get it back. This order has a small tower (it’s only been three weeks) and five 5th level wizards, opponents to the PCs that provide a good side adventure – or who knows, they may become the main villains. This not only provides great background for adventure, but a fun game in its own right.

The Faction Game is an idea I expanded on from one of the roleplayingtips.com’s archives, which I can’t find again. Anyway, here our some of the rules I’ve come up with, and if by some miracle you’ve read the majority of what I’ve written here, tell me what you think. And when reading missions, remember my brain juices are running low, so there aren’t any rules for how they work yet, these are mostly notes, and the inspiration from this in addition to roleplayingtips.com came from a web browser game, so that’s where some of the structure came from.
I'm planning on modifying a mechanic for sending followers on missions comes from the Star Wars RPG The Force Unleashed Campaign guide using their rules for organization scale: a faction (faction scale + skill) against a Difficulty Class to determine how much of a success or failure the mission was.
All opinions and ideas are welcome. Here are the rules:


The Rules
Points are the method used to represent resources. Each faction gets twenty points to spend per week. Character levels can be bought either in separate individuals or one person. Except for the free 6th level character (which can be upgraded using points, this character is allowed to be three levels higher than your maximum character level), each character level purchased has to be maintained by spending one point per level each week. Heroic character levels cost 1 point per level while NPC levels go at a 2 for 1 basis. For example, I spent 10 points to purchase 20 1st level warriors (npc class); 10 points will have to be spent each week to maintain those characters in service. If the points are not spent then week then the characters not payed for disband. Characters that have more than one level disband if all of their levels are not payed for. The max amount of characters allowed excluding the free one is ten unless turns are spent to increase that number.
1 point = 1 heroic character level
2 nonheroic levels
100gp
1 monster level/hd


50 points = 1 base of operations (10 stronghold spaces in Stronghold Builder’s Guidebook; 5 points equals 1 stronghold spaces)

Max Character Lvl Points Cost
1 free
2 free
3 free
4 10
5 20
6 40
7 80
8 150
9 300
10 500
11 1,000
12 2,500
13 5,000
14 10,000
15 20,000
16 50,000
17 100,000
18 200,000
19 500,000
20 1,000,000
Turns represent a factions ability to use their resources. Each faction gets 3 turns to spend per week.
1 turn = turns spent to execute different kinds of missions
Missions: change so that missions reflect faction skill uses
(needs rules)
Attack
Assassination
Diplomacy
Espionage
Raid
Rescue
Research
Sabotage
Steal
assigning extra personnel than the minimum required to
execute the mission (maybe)
buy magic item worth more than 1,000gp for transaction and
transport of gold and item (still have to pay gold), 5 turns for
excess of 10,000gp, 10 turns for excess of 100,000gp
Increase max amount of followers by 10
3 turns = Increase weekly point income by 5
1 reputation point (probably going to use the original star wars
d20 chart [reputation has to be earned, and can either be
famous or infamous depending on the kinds of acts of the
organization])



Points and turns can be accumulated if not spent. They can also be stolen by attacking another player faction. Attacking a player faction requires a mission (don’t know which yet, or how many types) and an opposed faction check. If the attacker is successful he gains the difference between the checks in points. If he fails the defender gets a free turn. Additional side effects such as character deaths and property/base destruction are at the DM’s discretion, or directed by rules that aren’t made yet.

Faction checks (look in TFU)

Everyone starts with one free 5th level heroic character, they can provide as many or as little details as possible, leaving the DM to fill the character out as needed
Can email me anytime about questions, from pricing strongholds to rules questions.
How does faction to faction interaction work? Do they all have a common goal? Make it an “us vs. them” situation.

Missions can be different skills, skills points can be purchased, missions succeed base on faction checks plus the skill modifier against the dc. Success has different outcomes, heroes of battle has some useful info. Most skills result in accruing more resources, or tools/plot devices that will help accumulate more resources.
The reward of playing a faction is seeing the result in news bulletins on how the campaign world, other factions, and the player characters are affected by their actions.

To improve an organization’s scale, the organization pay a number of points equal to the Cost.

Scale Spere of Influence Cost Benefit
1 Small localized group 0 none
2 Larger localized group 100 10% discount on buying non-magical
items (excludes buildings, land, and
animals)
3 City area 200 henchmen with racial level adjustments
cost 1 pont less than normal
4 Small city faction 300 free building consisting of
30 stronghold spaces
5 Larger city faction 500 all missions cost 1 turn less than normal
6 Citywide 1,000 when spending 3 turns to raise weekly
point income, organization now increases
by 50 points instead of 5
7 Citywide (larger) 10,000 when attacking another faction,
the defender no longer gets a free
turn if you fail
8 National 50,000 when spending a turn to increase
the max amount of followers,
increase by 100 instead of 10
9 Regional 100,000 when purchasing buildings or
structures according to the rules in
the Stronghold Builder’s Guidebook,
reduce total price of stronghold by 25%





That's all folks.
 
I would definately be interested in joining. I've wanted to play something like this for a good while but it hasn't really come up and I can't dm very well.
 
Would love to join, but not sure if i have the time, my history teacher gives me a essay/test/very large assignments every 1 week
 
Never played D&D, but have always had an itch too... There was a story-based forum game awhile ago, but it died. I'd like to play in the actually game, if you didn't mind a novice.
The Factions Game sounds a lot like an NES.
 
I'd definately be interested in this. I LOVE the FfH lore, but since I'm more of an rpg nut than a strategy player, I'm always at the losing end :p If you have an open space for the campaign, count me in.
 
I'm extremely interested in this. If all 8 of the spaces haven't filled, I'd be happy to play on either side of the campaign itself.
 
A quick review of everyday schedule has revealed to me that I will be able to play this. Yay. Please excuse my noobiness as I have never done this sort of thing before.

P.S. Is being a swordmage okay?
 
nice, glad to see there's some interest in this. the sword mage bit, i havent heard of that prestige class, let me know what book its in. now i won't be launching this campaign until sometime in april. Now, about the Organizations, the main point is that it'll be for people who want to join in but don't quite have the time, so it'd be a quick way to play by submitting an email once a week letting me know what u chose to do with your points and turns. here are expanded rules for missions for the Faction Game that a friend and i hashed out the other night. Anything in brackets isn't finalized and are just notes:

Missions: change so that missions reflect faction skill uses
1. Attack – same as raiding, but difference in opposed checks results in the destruction of points instead of acquistion, and a number of points are destroyed equal to three times the amount of the difference, if the loser has no points left then resources that are the result of of point spending are sacrificed. (i.e. the attacker had won the opposed check by 15, the loser would have to subtract 15 points from his total. If, however, the loser did not have the requisite amount of points then they would have to sacrifice resources according to the loser’s choosing. If the loser lost by 15 but only has 10 points on hand, then the loser must eliminate resources of an equivalent points value, such as gold, property, or characters [characters which are sacrificed in this way do not get there level reduced to meet the point value but are eliminated entirely])
2. Abduction/Assassination – [should be similar to a raid but simpler, or maybe instead of points they steal/kill units equal to the amount of levels equal to the difference if successful rounded down to whole units, targeting specific units should be harder, and like espionage and steal it the modifier should be divided by the number of units sent on the mission, not including decoys, abducted units must provide some kind of benefit to research or espionage, and can only be killed after providing this bonus by non-good organizations]
3. Decoy – adds a +2 per level for mission modifier, but decoy units are at a greater risk of dying and add 20% to the death percentage determined by the difference of an opposed check, successful missions do not result in decoy deaths
4. Diplomacy – [bards and paladin levels factor in to this check, increases other organizations opinion of you and therefore imposes a penalty to their modifiers for missions taken against you for a certain amount of turns, both dependent on success level]
* Dying (not a mission) – units die when a faction fails an opposed check, a percentage of units die according to the difference in opposed checks, difference of 1-5 = 0%, 6-10 = 20%, 11-15 = 40%, 16-20 = 60%, 21-25 = 80%, 26-30 = 100%, (i.e. 10 units are sent on a mission an the opposed check fails by 11, 40% of 10 units is 4, so 4 units die). All equipment of dead units are claimed by the victor, unless the death of the units was the result of an attack mission, in which the fallen enemy’s equipment is destroyed.
5. Espionage – the find the espionage modifer to the faction check, add up the total number of rogue levels of the units being sent on the mission & divide by the number of units being sent not including decoys rounded down (i.e. 3 fighter1/rogue2 are sent on the mission with one being a decoy, (2x[3-1])/3 = 4/3 => 1 ); the defender uses the same rules for defending as if defending an attack
6. Raid – raiding another organization results in opposed faction checks, and the winner gets the difference in points while the loser loses an equal amount; the attacker adds a modifier to the faction check equal to the total number of levels of henchmen sent (i.e. 3 3rd level rogues would give a +9), the defender will get to add a modifier equal to the level of of all units who haven’t been sent on a mission in the past week (i.e. the defender has five 3rd level fighters, he sent 3 of them on an attack this week so his modifier is only a +6)
7. Rescue –
8. Research –
9. Sabotage – [as an attack but has to do with bypassing the opponent’s points on hand, though the destruction is not triple the difference but equal to, and maybe is level dependent]
10. Steal – [has to do with stealing gold instead of points, either stealing gold on hand directly or stealing points that convert directly to twice its worth in gold, different rules for stealing items, should be victim to the division by number of units mechanic not including decoys]
 
Well, it's not in any book I read, (or perhaps it is in the D&D handbook to planar areas I think I remember a Mage class which used dimensional magic to teleport around the battlefield wielding swords) I was just asking personal opinions. If not I will just settle for sth else
 
I think he intends on operating with D&D classes within the FfH world. There are a lot of classes similar to the spell-sword that you want to be, so you should have no problem finding something like it. =)

edit: there is, in fact, a class labeled 'Spellsword' which I imagine is exactly what you're looking for.
 
I am interested in the DnD game, but not really the Factions game... >_> It sounds very confusing. Let me know if there is room when you start, as I am aware that I may not get in because I am not playing in the Faction game.
 
...as I am aware that I may not get in because I am not playing in the Faction game.

playing the faction game will not affect anyone getting a spot in the campaign.

i guess i did get a little confusing. the faction game was just an idea i was tossing around for people who wanted to join the campaign but didn't quite have the time to set aside 4-6 hours for a quest or can't match up with whatever time gets set for playing. Pretty much i just wanted to discuss/hammer out some rules about it, and see if it would sink or swim. at the moment its not looking buoyant. that's the danger with super long posts.
 
Your Faction Game really looks like an NES... If you wanted it to gain popularity you could try posting it in the NES forum. There are 2-3 FFH games going now, so there might be some interest there.
 
Have you fully fleshed out a whole campaign guide for 3.5? I would love to see the notes on that.
 
4-6 hours each day... Hmm I think I might have some blank days, hope that doesn't cause too much of a problems
 
are we playing the telephone game? 4-6 hours a day? i never said that. i dont know about you guys but thats fairly intense. all of the campaigns i've been apart of have never had more than 1 quest a week. 4-6 hours a day, lol, where did that come from.
and thx tyrs for the info. it will be good hunting grounds. and for thewyrm, i havent really made a campaign guide for players, although i do have 28 pages of notes. i don't want to share them just yet because they would spoil the campaign. mainly they consist of secrets, villains, npcs, and quests. i've been making this campaign bit by bit ray winninger style. so if you want to find out you'll just have to play
 
I would like to see the notes, too. Let me know when things get started. :)
 
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