Showing posts with label level titles. Show all posts
Showing posts with label level titles. Show all posts

Wednesday, 14 March 2012

The Order of St. Hermas

So here are details on the secret society/level titles/ advancement costs hybrid I proposed earlier.

Click to enlarge
This will certainly work best if the Society is the only reliable source for all these goods and services, which adventurers in laxer worlds have come to rely upon as their birthright. Henchmen can be obtained elsewhere, but may not be loyal or brave in the heat of the moment, and may shun a boss under whom too many have failed to return. Banking and treasure identification can certainly be presented as precarious enterprises in a savage world. Clerics, prophets, or whoever do not usually offer their services for a fee.

The four branches are identified with the four iconic classes of D&D but can also substitute for their absence in a party. It is reasonable for a wizard to join the Sword path wanting henchmen as bodyguards, or for a cleric to serve as the party's money handler, joining the Pentacles.

Can you spot the third idea from AD&D this draws on? Yep, alignment language.

More on St. Hermas here.

Sunday, 11 March 2012

Level Titles as Money Sink

Level titles are cool. They give the same sense of achievement and specialness as the level titles of real-world secret societies: the Mithraic cult, the Freemasons, the Golden Dawn.

Advancement training costs suck. Why do you gain experience points from adventuring but then need some poncey sword instructor to validate your hit points? And wouldn't you rather come by 50 gold pieces while keep them, than 5000 gold pieces while knowing that in your GM's warped economy, most of that is going towards training costs?

But what if you paid money, not to level up your character, but to give him or her the cool level title?

Granted by a secret or not so secret hierarchical organization, level titles represent your social advancement by dint of your donation of loot to their worthy cause. As an adventuring member, not tied to any place but useful to the society, you can only have a level title equal to or less than your actual level.

Benefits from societies vary. One way to model this simply: having henchmen requires membership of one society or another. Other ideas: they can be approached for interest-free loans proportionate to the title, are a source of equipment and adventure opportunities, provide "death insurance" in the form of raise dead spells, are necessary to the ultimate endgame by giving land or political capital for the characters' stronghold.

At this point there are two ways to go:

1. Separate society choices for different character types and classes. One character rises in the Thieves' Guild, another in the Wizards' Academy, yet another in an order of knighthood.

2. The same society for all, an adventurers' freemasonry - perhaps with different titles for different professions, but without the party-dividing drawback.

I think the first option is more "realistic" but the second option has more game advantages. It binds the party together, removes the worry that one guild or cabal might be more advantageous than the other.

If I get enough response I'll whip up a sample adventurers' society that gives out level titles - the Order of St. Hermas.