Ultimate Campaign - connecting Downtime and Relationship Score


Product Discussion

Liberty's Edge

So, Ultimate Campaign.

There's the downtime system, which allows you to spend days on achieving things, and then there's the relationship system which allows you to build relationships with NPCs. As written, I didn't find any way that the two of them are connected. I wanted some way to connect them, in other ways a downtime action that would allow you to build relationship.

Currently I am testing with my group a system where one downtime day gives you one "gift roll" following the exact rules laid down for gifts in the relationship section. Does anyone anticipate any problems with this, *other* than the one that immediately rises to mind -- that it might allow for building too much relationship if you spend all your downtime on NPCs. One day of downtime spent would give you +0 to +2 on a single NPC's relationship score.

In my particular scenario at least I don't think it'll be a problem because I have a high ratio of NPCs to downtime; that is, a lot of NPCs to assign points to, and not a lot of downtime days.

Perhaps I should have an additional rule that caps the amount of points you can put on a *single* NPC, so you can't just pile all points onto Ameiko or whoever? Do you think a rule like that would a) be warranted, b) be of any use?

Another possibility for slowing things down could be that you would have to make two Diplomacy rolls per downtime day spent -- one to gather information on what kind of gift would be appropriate and where to obtain one, and then if and only if the first roll succeeds, would you get to roll Diplo to see how many relationship points (0-2) you get from the gift.

Yet another possibility would be placing a price on the action. That is, each gift roll would cost x gp, or x/30 Influence.

Any other thoughts?


I do want to play Jade Regent one day, and I have looked over the relationship score thing. Mechanically, okay, it is an extra scaffolding on top of a system, but I have to ask, is it even necessary? More numbers, more things to track, why?

Why not just roleplay it out with some checks if need be? The pcs will be treated based on what they have done or failed to do. Succeed in quests, fail in quests, help out an npc, or not. There is also the case that some of the npcs are really hard to get in the good books with, but that doesn't follow with the description of their character. I understand why you want the steady increase, improving relations can be a bit difficult, very slow and difficult.

Downtime rolls? If a player wants to try and really befriend or seduce a JR npc, why not let them go for it rather than play the long game of they slightly like me more now. Just ten more days and we will be best friends. Makes me think of too much gamification of relationships in this game (lol).

Make it clear, if they want to move things along from loyal follower or bodyguard to something more, that it is a very risky thing, it could make things very awkward, failure is possible and then ask them if they want to go ahead. Downtime buffing? I would think what they do or say (and any rolls) should be more important than slowly making everything better with a bit of a downtime chat.

Lastly, can the npcs ever escape this downtime chat, rebuff it or are they a captive audience?

Overly friendly adventurer: now Ameiko, let me tell you of my youth.
Ameiko: noooooooooooo!

Contributor

In the long run, its up to you. If my memory is serving me right, the Relationship Rules offer you one chance at a roll per level, with special events allowing for additional increases.

Personally, I allow my PCs to make one relationship check with one character per week. Doing so doesn't require a Downtime Day and constitutes the characters spending time together after work, at a social gathering, and so forth. I would let my players spend capital on the check as though it were a skill check and if my player used a downtime day to build the relationship, I would offer an additional bonus on the check.


I like it, and you cut back on the accounting too yeah?


Dotting; I'm looking for ideas for this myself. The system is interesting (and possibly rewarding for RP) so I would rather encourage it. I like Alexander's idea, though I might use it on a shorter/longer time frame.


So, if I'm following correctly... characters would be using their downtime to perform a "spend time with" action on NPCs to increase relationship?

I like the sound of that.

Liberty's Edge

Yeah. I've noticed that in my group at least, when there is some sort of numerical reward for the interaction, it makes them actually actively seek out roleplay opportunities. That's why I'm a big fan of keeping relationship scores instead of just free-forming it. When there are tangible numbers, players can feel like they are actually advancing, and they put more effort into that part of the game.

Of course I'm sure this varies by group, and for some groups freeform might work best.

But for those who prefer to have some sort of explicit bookkeeping, I'd be happy to hear any other suggestions for how to connect Downtime with Relationship...


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The Sims, what hast thou wrought?


DM Under The Bridge wrote:
The Sims, what hast thou wrought?

"The trolls are attacking!"

"What? But we're still deciding what color to paint the castle gatehouse, the two rogues are sleeping to ensure they'll have enough energy to last the day, Brog the Conqueror went to make lunch and set fire to the kitchens, and Sir Grodie is.. um... using the garderobe."

"What about Anthea the Crone and Wizek the Wise?"

"Well.. uh... you hear that noise from upstairs?"

"uh-oh, don't tell me..."

"Yeah... Woohooing."


It's application really depends on the setting of the game. I'm currently in a campaign where we are all students in a magical school; we havent had to camp out once since the beginning, so it makes the possibility of interactiong with NPCs (other students) much more interesting.

It does make for some hilarity sometimes. I like the mechanic, so my character takes the time to cultivate the relationships (to the point of having a serious romantic one, and quite a lot of friendly ones) has more "friends" than the rest of the party that has much higher charisma than themself.


Students, I like it. Are you guys playing the chars as very naïve of the world beyond the school? Please say yes!

And yes, just because a char has high charisma, doesn't mean they have more friends. I've seen plenty of arrogant high charisma chars with an inability to create real friendships with npcs and other pc characters games. That guy is useful, but no one likes him.


No, we arent kids. It's an insane academy run by Nethys where "teaching" is shorthand for "throw monsters at them and see who lives".
It's fun though, and it allows the GM to basically throw ANY monster at us.

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