Yakk
2016-09-20, 02:45 PM
This is an attempt to sketch a "long term project" system for game with a power curve similar to 4e.
A long term project is a project that is going to last over many days of in-game time, many sessions of play, and many levels of character advancement.
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The core unit is the Enterprise. An Enterprise can be a business, a settlement, a castle, a road, a network of contacts, a trading company, a guide, an artifact being constructed, or most anything else.
Enterprises have levels. This represents roughly how "powerful" the enterprise is.
Players can Invest in Enterprises. This investment can come from spending "downtime" boosting them, giving them resources (like gold or magic items), or from getting help from other powers that be (convincing a King to give your trading company a royal charter).
Enterprises have Challenges. There is a Kraken destroying ships along the trade route, an Orc horde is approaching a settlement, the artifact needs the blood of a dragon to temper its heart. If you fail to overcome those challenges, the Enterprise could fail or be diminished. If you succeed, the Enterprise can survive or grow.
Enterprises can generate Rewards. This could be in the form of surplus gold, magic items, boons, or even resources you can invest in another Enterprise.
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An Enterprise has a level and a pool of resources, represented as dice (usually d4s). [R] represents "roll all of your resources, and take the highest value".
Growth
Enteprises sometimes can do a Growth check. A Growth check has a value, like Growth(19). Roll the Growth check value, plus [R].
If it exceeds the level of the Enterprise, average the roll and the Enterprise's level. That becomes the new Enterprise level. The Enterprise also loses half (rounded up) of its resource dice, starting with the best ones.
If it is within 3 of levels of the Enterprise, the Enterprise instead gains a d4 resource die.
If the Growth check is 4 or more levels under the Enterprise level, the Growth check does nothing.
If you have no Resource dice and you gain a Growth check within 4 levels of your Enterprise, gain a d4 Resource die. If it is 5 or more levels above your Enterprise level, gain a d6 d8 d10 or d12 resource die for <=6, <=8, <=10 or >=11 levels above the Enterprise level.
When you appropriately Invest in an Enterprise with a magic item or gold, do a Growth(level of item) or Growth(level of magic item you could buy with the gold). An Investment must be appropriate for the Enterprise.
Tasks and Quests can also Invest in an Enterprise. Usually the difficulty of the Quest is tied to the Growth check value you gain from it.
Number of Encounters + Level of Average Encounter - 10 + number of PCs might be a good rule of thumb for the resulting Growth check value. So a Quest involving 5 PCs going on 5 encounters of average level 13 would generate a Growth(13) Investment.
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Downtime placeholder. During Downtime, Enterprises have a chance to generate Challenges, and players can spend their downtime working on them (Investing with downtime).
I think want I want is that during Downtime, we spawn Events. These can be Invest opportunities, Rewards, or Challenges.
We could make a random encounter table (!) for Downtime events?
Rewards placeholder. Basically, sacrifice Resource dice for toys instead of leveling up.
Challenges placeholder. The Enterprise is threatened by something "level appropriate". Ignore it and the Enterprise is damaged. Defeat it, and there is a Growth opportunity.
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Some means to change how "risky" a given Enterprise is. Low risk Enterprises are mostly a place to park resources, basically an alternative to buying/selling items using gold piece value, with a bit of crunch. Tweaking the system so that selling stuff to an Enterprise then harvesting Rewards generates something similar to selling items and buying new ones?
Higher risk Enterprises should spew Challenges at the party more often.
DMs can tweak what kind of Enterprises are available in order to make them a more "passive" thing or a more campaign-driving thing.
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Converting Enterprise level into in-game fiction. What does a level 10 settlement "look like"? A level 10 castle? A level 20 kingdom?
Magic item construction as an Enterprise. We could steal the common/uncommon/rare distinction, and make more-rare be "more risky" (see above). Common item construction would then look like a "passive enterprise", a proxy that matches the math of buying/selling stuff roughly. Uncommon and Rare would align with a riskier enterprise that would drive adventures.
Maybe you'd have a slightly different system for it to "melt down into an item". Instead, you could imagine investing in "magic item creation research" as an Enterprise, which then could spawn complete magic items. You'd fold ingredients in, and get to spawn items out. However, this doesn't distinguish between rare and uncommon and common items as well.
---
Behind the curtain: The dice system is designed so that a level X character can, with modest invetment, generate an enterprise at or just above their level. If it falls behind, "leveling it up" becomes easier. If it gets ahead, "leveling it up" becomes harder.
The resource pool provides a way to ensure that every "serious" attempt generates progress without having to track XP or something like it. You track dice. These dice are used to level up the Enterprise. Most failed level up gives you more dice, unless it was a really pitiful investment.
---
This is very rough and not playtested.
A long term project is a project that is going to last over many days of in-game time, many sessions of play, and many levels of character advancement.
---
The core unit is the Enterprise. An Enterprise can be a business, a settlement, a castle, a road, a network of contacts, a trading company, a guide, an artifact being constructed, or most anything else.
Enterprises have levels. This represents roughly how "powerful" the enterprise is.
Players can Invest in Enterprises. This investment can come from spending "downtime" boosting them, giving them resources (like gold or magic items), or from getting help from other powers that be (convincing a King to give your trading company a royal charter).
Enterprises have Challenges. There is a Kraken destroying ships along the trade route, an Orc horde is approaching a settlement, the artifact needs the blood of a dragon to temper its heart. If you fail to overcome those challenges, the Enterprise could fail or be diminished. If you succeed, the Enterprise can survive or grow.
Enterprises can generate Rewards. This could be in the form of surplus gold, magic items, boons, or even resources you can invest in another Enterprise.
---
An Enterprise has a level and a pool of resources, represented as dice (usually d4s). [R] represents "roll all of your resources, and take the highest value".
Growth
Enteprises sometimes can do a Growth check. A Growth check has a value, like Growth(19). Roll the Growth check value, plus [R].
If it exceeds the level of the Enterprise, average the roll and the Enterprise's level. That becomes the new Enterprise level. The Enterprise also loses half (rounded up) of its resource dice, starting with the best ones.
If it is within 3 of levels of the Enterprise, the Enterprise instead gains a d4 resource die.
If the Growth check is 4 or more levels under the Enterprise level, the Growth check does nothing.
If you have no Resource dice and you gain a Growth check within 4 levels of your Enterprise, gain a d4 Resource die. If it is 5 or more levels above your Enterprise level, gain a d6 d8 d10 or d12 resource die for <=6, <=8, <=10 or >=11 levels above the Enterprise level.
When you appropriately Invest in an Enterprise with a magic item or gold, do a Growth(level of item) or Growth(level of magic item you could buy with the gold). An Investment must be appropriate for the Enterprise.
Tasks and Quests can also Invest in an Enterprise. Usually the difficulty of the Quest is tied to the Growth check value you gain from it.
Number of Encounters + Level of Average Encounter - 10 + number of PCs might be a good rule of thumb for the resulting Growth check value. So a Quest involving 5 PCs going on 5 encounters of average level 13 would generate a Growth(13) Investment.
---
Downtime placeholder. During Downtime, Enterprises have a chance to generate Challenges, and players can spend their downtime working on them (Investing with downtime).
I think want I want is that during Downtime, we spawn Events. These can be Invest opportunities, Rewards, or Challenges.
We could make a random encounter table (!) for Downtime events?
Rewards placeholder. Basically, sacrifice Resource dice for toys instead of leveling up.
Challenges placeholder. The Enterprise is threatened by something "level appropriate". Ignore it and the Enterprise is damaged. Defeat it, and there is a Growth opportunity.
---
Some means to change how "risky" a given Enterprise is. Low risk Enterprises are mostly a place to park resources, basically an alternative to buying/selling items using gold piece value, with a bit of crunch. Tweaking the system so that selling stuff to an Enterprise then harvesting Rewards generates something similar to selling items and buying new ones?
Higher risk Enterprises should spew Challenges at the party more often.
DMs can tweak what kind of Enterprises are available in order to make them a more "passive" thing or a more campaign-driving thing.
---
Converting Enterprise level into in-game fiction. What does a level 10 settlement "look like"? A level 10 castle? A level 20 kingdom?
Magic item construction as an Enterprise. We could steal the common/uncommon/rare distinction, and make more-rare be "more risky" (see above). Common item construction would then look like a "passive enterprise", a proxy that matches the math of buying/selling stuff roughly. Uncommon and Rare would align with a riskier enterprise that would drive adventures.
Maybe you'd have a slightly different system for it to "melt down into an item". Instead, you could imagine investing in "magic item creation research" as an Enterprise, which then could spawn complete magic items. You'd fold ingredients in, and get to spawn items out. However, this doesn't distinguish between rare and uncommon and common items as well.
---
Behind the curtain: The dice system is designed so that a level X character can, with modest invetment, generate an enterprise at or just above their level. If it falls behind, "leveling it up" becomes easier. If it gets ahead, "leveling it up" becomes harder.
The resource pool provides a way to ensure that every "serious" attempt generates progress without having to track XP or something like it. You track dice. These dice are used to level up the Enterprise. Most failed level up gives you more dice, unless it was a really pitiful investment.
---
This is very rough and not playtested.