Author Topic: Has anyone let their players lead a guild or faction at higher levels?  (Read 843 times)

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Offline Druss_the_Legend

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GMs! Lend me your ideas!
Has anyone let their players lead a guild or faction at higher levels?
Did you have a framework for guilds run by player characters?

I was thinking about a framework today. Initial thoughts are as follows:
1) characters get a skill called Guild Master at a certain level, or whenever the GM decides they can attract followers. Cost of the skill is 3/8 (but cost could be different for different classes).
2) a requirement would be a physical base of operations and this would vary depending on the profession but could be a hideout, temple or guild hall. This implies a monetary component but I think this could be worked out in a number of ways depending on the character, their status, their wealth, their contacts, their relationship over the ruler of the region etc.
3) each rank in the Guildmaster skill gives the PC a Follower Dice (forget the name, its the dice thats important)
non-spell user Guildmasters roll 1d8 per skill rank
semi-spell user Guildmasters roll 1d6 per skill rank
pure/hybrid spell user Guildmasters roll 1d4 per skill rank
The number rolled is the number of level 1 followers that join the guild.

Once 10 followers join the guild there is a chance higher level followers will join. (level 2-3)
Once the Guild leader has 5 ranks in Guidmaster they will attract a 2IC captain/subcommander of half the PCs level.
GM could allow a length of time to pass such as months or even years and allow.

feedback/suggestions are welcome.

Offline EltonJ

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A shaman player is asked to lead the Earthen Ring in World of Warcraft.  This does seem like a thing for a player who reaches "Lord" level.

Offline Druss_the_Legend

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  • Posts: 580
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GMs! Lend me your ideas!
Has anyone let their players lead a guild or faction at higher levels?
Did you have a framework for guilds run by player characters?

I was thinking about a framework today. Initial thoughts are as follows:
1) characters get a skill called Guild Master at a certain level, or whenever the GM decides they can attract followers. Cost of the skill is 3/8 (but cost could be different for different classes).
2) a requirement would be a physical base of operations and this would vary depending on the profession but could be a hideout, temple or guild hall. This implies a monetary component but I think this could be worked out in a number of ways depending on the character, their status, their wealth, their contacts, their relationship over the ruler of the region etc.
3) each rank in the Guildmaster skill gives the PC a Follower Dice (forget the name, its the dice thats important)
non-spell user Guildmasters roll 1d8 per skill rank
semi-spell user Guildmasters roll 1d6 per skill rank
pure/hybrid spell user Guildmasters roll 1d4 per skill rank
The number rolled is the number of level 1 followers that join the guild.

Once 10 followers join the guild there is a chance higher level followers will join. (level 2-3)
Once the Guild leader has 5 ranks in Guidmaster they will attract a 2IC captain/subcommander of half the PCs level.
GM could allow a length of time to pass such as months or even years and allow.

GM could allow a length of time to pass such as months or even years and allow... additional followers to join the guild/faction or a minimum time period may need to elapse before a new roll is made. The size of the town or city or population would give some benefit/bonus.

Thr reputation of the huild leader would also impact the number of followers that appear and join.

Offline EltonJ

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  • Posts: 452
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GMs! Lend me your ideas!
Has anyone let their players lead a guild or faction at higher levels?
Did you have a framework for guilds run by player characters?

I was thinking about a framework today. Initial thoughts are as follows:
1) characters get a skill called Guild Master at a certain level, or whenever the GM decides they can attract followers. Cost of the skill is 3/8 (but cost could be different for different classes).
2) a requirement would be a physical base of operations and this would vary depending on the profession but could be a hideout, temple or guild hall. This implies a monetary component but I think this could be worked out in a number of ways depending on the character, their status, their wealth, their contacts, their relationship over the ruler of the region etc.
3) each rank in the Guildmaster skill gives the PC a Follower Dice (forget the name, its the dice thats important)
non-spell user Guildmasters roll 1d8 per skill rank
semi-spell user Guildmasters roll 1d6 per skill rank
pure/hybrid spell user Guildmasters roll 1d4 per skill rank
The number rolled is the number of level 1 followers that join the guild.

Once 10 followers join the guild there is a chance higher level followers will join. (level 2-3)
Once the Guild leader has 5 ranks in Guidmaster they will attract a 2IC captain/subcommander of half the PCs level.
GM could allow a length of time to pass such as months or even years and allow.

GM could allow a length of time to pass such as months or even years and allow... additional followers to join the guild/faction or a minimum time period may need to elapse before a new roll is made. The size of the town or city or population would give some benefit/bonus.

Thr reputation of the huild leader would also impact the number of followers that appear and join.

Alternatively, you could look in War Law for rules on getting followers, too.