I recently underwent the same process of
setup for two different groups, both over IRC. On Sunday, my group -
consisting of four players - set up an Association to play Blood Games
II, while on Wednesday, my other group - consisting of three players -
set up an association to play Lowell Was Right!. The experiences of both
were very different, and show two valid ways to approach the same phase
of setup.
Associations, or Player Character Companies, were a
tool I first used in In Harm's Way: Wild Blue back in 2007-2008. An
Association is a company or grouping that the Player Characters belong
to. The game purpose is threefold - to bind the PCs together in a shared
history; to enable the PCs to draw upon resources beyond their means;
and to allow the players an opportunity to tell the GM what they are
interested in doing by what resources they choose to purchase with a
limited "bank" of points.
The process is thus: A pool of points
are allocated to the Association to represent raw resources, this can be
done by rolling randomly or by choosing directly. The more points you
have available to spend, the larger the Association can be. Then the
group determines the source of their funding, and the nature of their
company - the stated purpose for its existence, and how that existence
is maintained. After those are determined, the Association allocates
points to purchase various assets, such as security, espionage,
knowledge bases/libraries, vehicles, and the like. By seeing the pattern
of assets purchased, the GM can craft adventures in which the players
can best use these assets. In other words, purchasing assets sets player
"flags" for their collective interests in-game. A group that purchases
many espionage assets will be interested in adventures focusing on
spying, for example.
The Sunday group decided up front that it
was interested in playing members of a Consulting Detective Agency set
in Victorian London, and concentrating in the Occult. Blood Games II was
not written with a section on creating Associations, but the other
games in this series, On Her Majesty's Arcane Service and Outremer,
were. Since BG II was written primarily for Modern American settings, we
decided to use the Association rules from OHMAS - basically Blood Games
set in Elizabethan England - suitably updated to Victorian times, with
equipment from Sweet Chariot, which was set on a steam tech world.
The
group decided on a 256 point pool as being suitable for the aims of the
group. As the Association's HQ, a house was selected in a respectable
part of London, just south of Victoria Station. As one of the group was
playing a Savant, extra-dimensional rooms were added, to make the HQ
larger on the inside than on the outside, at the cost of some points.
Further points were spent on espionage based assets - Informers, friends
in Scotland Yard, and the like - and on creating an Arcane Library,
with many books, charts, and strange maps on various Arcane subjects
purchased. Throughout, discussion was lively, but it moved fast, the
group having a clear idea of what they wanted to be and do. The group
had already created characters for the game, and this added to their
certainty of what would be required.
The Wednesday group, in
contrast, came into the session with nothing decided, other than the
general conditions of the world, set up in the previous session. The
group knew they wanted to travel throughout the solar system, but not
why. Lowell Was Right! - not yet published, but in Beta Play-test - does
contain a proper Association-building section, and that was used.
Funding was rolled for rather than agreed upon, with a result of 128
points, half that decided on by the other group. Then much of the
session was occupied by throwing various ideas around for the
Association's purpose and funding source. it was finally agreed upon
that the group would be hired by other groups to perform one of three
tasks: to legally inspect an area to be purchased for possibly
exploitable resources; to illegally do the same thing, without benefit
of permits and such, for a higher price; or to illegally despoil a area
another group was planning on purchasing or had already purchased. The
Association would maintain two fronts, one operating legally and above
board, the other working illegally and sub-rosa, while sharing the same
assets otherwise. The rest of the session was spent in constructing the
major asset, the Association's space ship. A small balance of points was
left over for possible small purchases, but the session was running
long.
The contrast in approaches and methods intrigued me, coming as they did within the same week. I hope this post is as illuminating to you as it was for me! :D
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