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dm_s_toolbox_book_3_chapter_1

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====== DM's Toolbox Book 3 Chapter 1: Interaction Scenarios Level 1 ====== [[dmstoolbox|Back to DM's Toolbox Table of Contents]] Find a collection of level 1 interaction scenarios below. For more information, see [[Player's Guide Chapter 4|Player's Guide Chapter 6: Interaction]] and [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]]. ===== To Avoid Needless Bloodshed ===== This scenario is useful for scenes where the PCs are confronting a group of angry common folk, trying to disarm tensions without things escalating into violence. ==== Setup ==== ^ Round Limit | 5 | ^ Counter Position | 1 | ^ Conditions | Counter reaches maximum (#PCs + 2) or all enemies are defeated | The Stage is simple here, making this scenario suitable for beginner players. Suggested position names are provided, but feel free to swap out for your own depending on your setting. <file> Building Entrance - Main Road - Fence </file> ^ Opponent ^ Rank ^ Type ^ WP ^ Init ^ ^ [[analects_book_4_part_3_chapter_1#bully|Bully]] | Regular | Antagonist | 14 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_1#liar|Liar]] | Regular | Trickster | 14 | 1d6 ^ ^ [[analects_book_4_part_3_chapter_1#roused_rabble|Roused Rabble]] | Mook | Debater | 5 | 1d10 ^ ^ [[analects_book_4_part_3_chapter_1#spirited_youth|Spirited Youth]] | Mook | Leader | 8 | 1d4 ^ === Three Players === * Bully * Liar * Roused Rabble * Spirited Youth === Four Players === * Bully * Liar * Roused Rabble x2 * Spirited Youth x2 === Five Players === * Bully x2 * Liar * Roused Rabble x2 * Spirited Youth x2 === Starting Positions === * The PCs may begin anywhere they wish. * The Bully and Roused Rabble begin in Main Road. A second Bully begins in Building Entrance. * The Liar begins in Fence. * The Spirited Youth begins in Building Entrance. If the second is present, it begins in Fence. ==== Tactics ==== The Bullies want to pick on the most weak-willed PC and will strive to play Actions against the PC with lowest remaining WP. Roused Rabble instead target WP-hearty PCs. The Liar will team up with a Spirited Youth if available to lock down a PC with an array of conditions. ==== Victory ==== If the PCs win by damage, they cow the commoners into backing down. If they win by Debate Counter, they convince the crowd to put down their weapons. Either way, the PCs should each earn 1 Karma for solving the problem without resorting to violence. ==== Defeat ==== The mob attacks the PCs. The PCs must choose to fight back or run. If they fight back, they win easily, but a lot of people get hurt in the process; each PC should lose 1 Karma. If they run, they are able to get away without hurting anyone but suffer a few stray blows; each PC suffers 1 Injury. ==== Tweaks ==== Raise the difficulty a bit by changing the starting counter position to 0 or -1; this is especially appropriate for PC groups that are adept at counter movement. For a less damage-oriented approach with fewer moving parts, swap Roused Rabble for an [[analects_book_4_part_3_chapter_1#acolyte|Acolyte]] (2 for 1). ===== Village Politics ===== PCs are involved with a discussion with village leadership within the local town hall. Perhaps the PCs are trying to convince the villagers of some threat to their safety, or maybe they're seeking the village's help with some greater task. ==== Setup ==== ^ Round Limit | 4 | ^ Counter Position | 0 | ^ Conditions | Counter reaches maximum (#PCs + 2), all enemies are defeated, or counter is halfway to victory or farther at the end of the round limit | <file> Meeting Table - Dias - Mingling Area </file> **Meeting Table:** No effect.\\ **Dias:** Persuasive Actions & Reactions gain +1 dice level to all entries against Aggressive or Comical Actions & Reactions.\\ **Mingling Area:** Charming Actions gain +1 to any one dice level. ^ Opponent ^ Rank ^ Type ^ WP ^ Init ^ ^ [[analects_book_4_part_3_chapter_1#local_elder|Local Elder]] | Mini-boss | Debater | 26 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_1#petty_official|Petty Official]] | Regular | Leader | 15 | 1d10 ^ ^ [[analects_book_4_part_3_chapter_1#placater|Placater]] | Regular | Antagonist | 15 | 1d6 ^ === Three Players === * Local Elder * Petty Official === Four Players === * Local Elder * Petty Official * Placater === Five Players === * Local Elder * Petty Official * Placater x2 === Starting Positions === * Each PC may choose to begin in the Meeting Table or Mingling Area. * The Local Elder begins in the Dias. * The Petty Official begins in the Meeting Table. * The Placater(s) begin in the Mingling Area. ==== Tactics ==== The Petty Official focuses on removing harmful conditions and redirecting low-Argue Actions toward itself. It will probably have to move into the Dias to do this, which shouldn't be difficult with its high Charisma. Placaters are the only source of damage in this Debate Axis focused scenario. As such, they will try to go after the same target every turn in order for that damage to have any real threat. This may be frustrating to the players due to the Confused condition; if they struggle, consider pointing out tactical movement possibilities that could force the Placaters to swap targets, especially for inexperienced players. The Elder and Placaters enjoy advantages in their starting positions and will only move out of there if they need to in order to play an Action against a PC (such as if no PCs are otherwise present). ==== Victory ==== The PCs win over the village leaders. Winning by damage in this case simply means the PCs were forceful in their arguments, though feel free to offer new story branches for your adventure if appropriate. If convincing the villagers helps them rather than helping the PCs, award the PCs with Karma. ==== Defeat ==== The villagers remain stubborn and won't listen to the PCs. This could lead to an unfortunate outcome for the village or leave the PCs without needed help in other activities. ==== Tweaks ==== Raise the difficulty by starting the counter at -1 or eliminating the third victory condition (though you might want to increase the round limit to 5 if you choose the latter option). To involve some commoners in the discussions, swap the Petty Official out for a pair of [[analects_book_4_part_3_chapter_1#simpleton|Simpletons]] or [[analects_book_4_part_3_chapter_1#spirited_youth|Spirited Youths]] (or one of each).

dm_s_toolbox_book_3_chapter_1.1542818069.txt.gz · Last modified: 2018/11/21 08:34 by triptycho