Campaigning in Farshore


Savage Tide Adventure Path


Since it gives a chance to shine on the social scene, I think my players will be fairly interested in the election of Lord Mayor of Farshore.

As detailed under Vanderboren Estate and Meravanchi Manor (Dungeon 143 p 65), you can campaign for either of these as Lord Mayor. Doing so entails a DC 20 Diplomacy check, and gains 1d10 converts to the cause. Failure results in 1d10 converts to the opposition. For every 10 points you beat the DC, you gain 1d10 additional converts.

Isn't losing 1d10 people to the opposition for a simple failure a bit harsh? Avner Meravanchi is campaigning for his uncle; his +9 Diplomacy gives him only a break even chance. +9 is fairly competent. He could just as well not bother for all the effect he will have, statistically speaking.

I think only a poor Diplomacy check should entail a loss. Say if you fail to roll 10.

Also, since Avner can campaign, can either Lavinia (Diplomacy +25) or Manthalay Meravanchi (No stats, but since he is an aristocrat and eighth level I suppose Diplomacy around +15 to +20) campaign for themselves? It might be that they have a gentleman's agreement not to, which would be a loss to Lavinia, or it might be that they are both too busy. Or it might simply be subsumed into the bustle of NPC activity in the town, but then Avner shouldn't campaign either since he is an NPC too.


I don't think the consequences for failure are particularly harsh. Remember the PCs are a fairly decent level at this point, and if they can't routinely make a DC20 Diplomacy check it's pretty much their own fault for neglecting social skills! And of course there's always the option of using Aid Another to boost skill checks, or earning a circumstance bonus by buying drinks, handing out cash, doing favours, etc etc.

I'd assume that Lavinia and Meravanchi's campaigning efforts have resulted in the current balanced situation. They've been present in Farshore for a while now, after all, probably campaigning a considerable chunk of that time, and everyone is pretty much accustomed to their arguments by now, and not amenable to further persuasion by a familiar face. The PCs vs Avner is a breath of fresh air into the election - just that little bit extra that might tip the balance either way...

Sovereign Court

Carl Cramér wrote:


Also, since Avner can campaign, can either Lavinia (Diplomacy +25) or Manthalay Meravanchi (No stats, but since he is an aristocrat and eighth level I suppose Diplomacy around +15 to +20) campaign for themselves? It might be that they have a gentleman's agreement not to, which would be a loss to Lavinia, or it might be that they are both too busy. Or it might simply be subsumed into the bustle of NPC activity in the town, but then Avner shouldn't campaign either since he is an NPC too.

In our campaign we have a PC with +25 or so in diplomacy. With the rush to secure allies and recourses we didn't really have enough time to campaign. Instead we turned Amella loose on the citizens of Farshore . . . not to campaign for Lavinia, but to accomplish the opposite.

She also had a strong dislike for Avner, so I guess as well as chasing him around town, the lady sea captain also told of Avner's lying, cheating, and cowardliness . . . then she demanded that the citizens vote for Manthalay. This mixed message method probably wouldn't have won us the election, but it did prove to be an excellent stalling tactic till our diplomat was able to spare two weeks of his time to win Lavinia the election.


Guy Humual wrote:


In our campaign we have a PC with +25 or so in diplomacy. With the rush to secure allies and recourses we didn't really have enough time to campaign. Instead we turned Amella loose on the citizens of Farshore . . . not to campaign for Lavinia, but to accomplish the opposite. . . she demanded that the citizens vote for Manthalay. This mixed message method probably wouldn't have won us the election, but it did prove to be an excellent stalling tactic till our diplomat was able to spare two weeks of his time to win Lavinia the election.

I'm not gonna tell my players how things work, but when they work it out they might try something like this - a clear exploit to my sensibilities.

Sovereign Court

Carl Cramér wrote:
I'm not gonna tell my players how things work, but when they work it out they might try something like this - a clear exploit to my sensibilities.

"Operation: Amella smash" wasn't our only plan for rigging the election . . . there was also "operation rig the election"! My character Tristan Lidu got her hands on a ring of invisibility towards the end of the election and after our DM confirmed that the election would indeed be a secret ballot Tristan planed to lend the ring to our party rogue so she could change exactly 41 ballots to ensure Lavinia won the election. Turns out she didn't need to do that, Lavinia won fair and square, but it just goes to show that there are tons of ways of running the election without using the strait out diplomacy rolls.

Diplomacy rolls can be made more indept if you'd like though. Consider, for example, letting a player with a high bluff spread rumours about the Meravanchis to give them a -2 circumstance penalty to diplomacy checks, or a bard writing an epic ballad to give the Lavinia camp a +2.

I loved this side quest, and I'd have loved to have done more with it, but concidering evenything else that's going on and that needs to be done on the island, we really didn't have too much time to fool around.


These also represent a perfect opportunity to test your player's alignment choices, if you prefer to muck about with them. If a lawful party chooses to go along with a plan like fixing the ballots, you might warn them that doing so would clearly be a chaotic act. Muckraking could go several ways; if they want people to see Avner for what he really is because he's a cad, that could be seen as a good act. Doing it just to annoy him or spite his uncle... maybe not so good.

Because so many of those choices may be subjective to different people, it's important to make clear what you as the DM feel works as lawful and chaotic, good and evil, before doing anything like that.


My players current plots involve inviting lots of Olman "guest workers" and giving them the right to vote. Since I ran Dragon Hunters on the trip down, there is already a precedent; 46 exiles from the Great Kingdom, who are very much in the Meriavachi camp.

Lantern Lodge

As addressed in another STAP related thread regarding Diplomacy; it's not that hard to make a character who (at the appropriate level for the Campaigning for Lavinia sidequest) has a +40 or more to Diplomacy.

Right now, I'm cruising along at a +49. I've got a 45% chance of gaining 5d10 supporters per day.

In addition, we've got a Changeling with an abysmal Charisma going around and pretending to be Avner. He's taking 10 on the Diplomacy check to campaign for Lord Meravanchi, basically getting 1d10 supporters for Lavinia each time.

Within a week, we had everyone in Farshore except for the Manthalay himself voting for Lavinia.

-JLA


I'm not really worried about my PCs ability to campaign: they have pretty impressive Diplomacy scores. I just find it sort of odd that someone who is as competent as Avner (+9 Diplomacy) is not an asset here. I find that and the "reverse campaign" factor a bit silly.

A person totally unskilled in Diplomacy might alienate as many as he convinces; a roll less than 10 having that effect seems reasonable. But in a world where most NPCs are level 5 and below, introducing a fumble effect on a roll of 19 or lower is just excessive.


even with my socially comparatively inept (by class-choice) group, ther wasn't much of a problem. The Swashbuckler/swordsage had approximately Diplomacy +16 at the time (skill synergy, ranks, great Charisma, and the wizard whipped up a +4 to diplomacy item for her ), which effectively neutralized Avner... Plus, they set the bard cohort on the task of whipping up goodwill while overseeing the fortification process...
......well that, and the fact that the Favoured Soul put a Bestow Curse on Avner and his uncle each, causing severe social incompetence (-6 to all social skill rolls ) by blurting out all too honest opinions. He even lifted the curse afterwards... ...in the aftermath of the ToD battle, claiming that there had been some magical fall-out from the demonic presences.

Lantern Lodge

Well, a DC 20 Diplomacy check is what it takes to get someone to go from Friendly (what I'd assume is the default attitude towards one of Farshore's assumed leaders) to Helpful (willing to side with that person over the other respected leader of the community, via voting).

Political campaigning (both in D&D and in real life) is a pesky thing. One has to be careful not to misspeak or voters can be lost.

-JLA


j.l.atreides wrote:

Well, a DC 20 Diplomacy check is what it takes to get someone to go from Friendly (what I'd assume is the default attitude towards one of Farshore's assumed leaders) to Helpful (willing to side with that person over the other respected leader of the community, via voting).

Political campaigning (both in D&D and in real life) is a pesky thing. One has to be careful not to misspeak or voters can be lost.

-JLA

Cynically speaking, I would not assume any colonist to be more than "neutral" to the local powers that be.... I like my country's momentary government, yet I would not consider myself at a "friendly" or even "helpful" attitude towards them. It's just that I loath them less than the alternative, hehe (No, I am of european background, before anyone asks... ).

So, from my PoV, Friendly is already "in the pocket".

Also, given that this is a competitive exercise in wooing the population, the margin of success of opposed rolls should indicate which way the voters' loyalties swing.


Like any political decision today (or a poll or survey), there are either 3 or 5 'camps' that describe the positions of voters. The simplest is usually for a vote on some agenda, where you have the Pro, Con and Undecided positions. The pro and the con are hard to sway away from those positions, so the time and money are spent on influenceing the Undecideds. The more complex and interesting is the division along the Strongly Disagree, Disagree, Neutral, Agree, Strongly Agree lines. Here again, the two "Strongly" camps are harder to sway, but the 3 groups in the middle have greater/lesser potential to change their positions depending on the direction of influence.

Of course there are any number of ways to divvie up these relationships. And any Poly Sci types out there could likely come up with a multitude of scenarios to examine.

I'd use the 5 camps method and align them to the diplomacy spectrum and have the Diplomatic chips fall where they may.


On a design point of view, I can see why there are "harsh" penalties for failing a Diplomacy roll. This little side trek is for chatty characters to shine. If you make the roll too easy, the Diplomacy PC would feel like he wasted his extra points.

And the failure would make the election more dramatic.


j.l.atreides wrote:

Well, a DC 20 Diplomacy check is what it takes to get someone to go from Friendly (what I'd assume is the default attitude towards one of Farshore's assumed leaders) to Helpful (willing to side with that person over the other respected leader of the community, via voting).

Political campaigning (both in D&D and in real life) is a pesky thing. One has to be careful not to misspeak or voters can be lost.

-JLA

Continuing this example, you worsen the target's attitude only if you roll a 0 or less.


I have revived this thread because of the nice election slogan my group has come up with for Lavinia:

"Yes, she can!" :-)

Sovereign Court

Ha!


Yes she can... Cancan!

Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / Savage Tide Adventure Path / Campaigning in Farshore All Messageboards

Want to post a reply? Sign in.
Recent threads in Savage Tide Adventure Path