What Intrigue Subsystems do you want to see? Or think will be there?


War for the Crown


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... and why?

Man, I want to see (almost) all of them!

Intrigue

So, to introduce this puppy, what are the Intrigue Systems?

- Influence: I suggest that this might be a running theme once per AP. Certainly the AP isn't going to entirely abandon the AP format to make everything into an Influence from beginning to end; but I figure that this might well allow for some sort of running total or trend among a few different groups, individuals, and/or organizations.

- Heists: I think that there will likely be at least one, probably more, Heist-themes, but I'm uncertain the writers of an AP can actually have a Heist-system in the AP without it becoming a pretty standard dungeon crawl. My suspicion is that there will be more than one full dungeon, but with sidebars for running the dungeon as a Heist instead of a Crawl. In general, though, I'm fairly certain this is one subsystem they can't really bank on.

- Leadership: Well, I mean, Leadership, in some factor or another, is almost certainly going to be part of it. The only real question is whether or not it's going to be straightforward or tricky to implement these rules into an ongoing AP.

- Nemesis: Not only is this going to be part of it, it's going to be part of the background, too - make no mistake, Princess Eutropia's rivals are going to be going full-on Nemesis against her! And they're very likely to include the PCs in the mix! ... the only question is if the PCs get the chance to push back!

- Pursuit: There is no doubt in my mind that this will appear at least once in this AP. I doubt it'll be too common, but I think the one time is going to be fairly mythic. I'm curious, though, if it's going to be a pursuit by the PCs, or a pursuit of the PCs...

- Research: Much as I recently came to love this, I suspect that it won't be used too terribly often. But it certainly will be used once. I mean, there's a lion of an opportunity for research in a library, you know... *cough*

- Spells of Intrigue: I dunno. Maybe?

Next, let's look at Intrigue Elements:

- Relationships and Loyalty: I remain extremely confident that this is going to be a primary theme of this AP. It's incredibly potent and important to groups no matter their inclination (subterfuge or directly).

- Measures and Countermeasures: Again, this is going to be one of the most important themes running through the whole AP. Each entry of the AP is going to be a series of these by the PCs and by their foes.

- The Importance of Appearance: Look, you're trying to get Eutropia on the throne. Coming off as a bunch of thugs working for a cruel despot of a princess isn't going to go well for your side. To that end, I expect a lot of...

- Bargains and Compromise: Seriously, though, this AP almost writes itself in some ways this is not to undermine the hard work of the actual writers, who are basically going to be slaves to a clock and be forced to make extremely hard and difficult choices and wording! So awesome! Certainly there are going to be times when the Princess (and/or the PCs as her agents) is going to be expected - and may even find it necessary - to make bargains or compromise to get important people to throw their support in with her. Compromise is going to be an ever-present specter, and the AP will most definitely make it questionable whether or not what they're getting is worth what they're giving. I suspect that several of the Dungeon Crawls "Heists" the PCs are expected to undergo are there to give them advantage in these - or even as possible alternates to the bargain/compromise line (which might happen, if they fail, or choose to go that route to avoid the possibility of corruption or violence).

- The Power of Secrets: Given that it's been noted as important to play Tomb of the Iron Medusa (and the themes found in Library of the Lion, as well), it's clear that Taldor is a nation that runs on secrets. Given the certain inclusion of the Lion Blades, this is going to be critical, with this holding vast influence in the Importance of Appearance and Bargain and Compromise themes.

Every single one of the Intrigue Themes are going to be super-important as well: A Game of Nobles plus The Criminal Underworld plus War of Propaganda plus Law and Order are all of vital importance in a civil war where (at least) two individuals are present and pushing the legitimacy of their claim. This, of course, yields Ultimate Intrigue title-drop!

So what do you guys think? Yes? No?

What are you hoping for, and what are you expecting?

Let's chat about this thing!


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Honestly, I'm hoping for pretty much anything! A Heist style operation would be absolutely amazing, but I somehow doubt that this AP will be able to pull it off. The Bargains and Compromise will play a part for sure, and I agree that Relationships and Loyalty and the Power of Secrets will play enter stage.

I wonder if this AP will make use of the verbal duels found in Ultimate Intrigue?


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Probably.

They were used a couple of times in Ironfang Invasion.


YESSS~!

I would love the use of Verbal Duels! I can't believe I didn't think of it!

What else?


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I was under the impression that Spells of Intrigue were clarifications on how certain spells worked in the game, especially one that involves intrigues, and not new mechanics that should only be applied on intrigue-based games.


Yes and no.

I'm not saying your wrong, but I'm dubious about them.

Though they may be intended for general clarifications, they seem to me to be more like ways of using the spells to allow them their basic effect but limiting in ways that help intrigue themes in games.

Certainly using those limitations in any given core games seems... sketchy, at best, since there have been numerous printed instances where it simply doesn't work like those "clarifications" (making it a retcon), and there are many games - including official published creatures, like NPCs, that would suffer, heavily, for said clarifications.


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Is the research part like the research in Mummy Mask? If so, my players were not overly fond of that part of the AP.....


I don't know, but the idea is this:

- there are "knowledge points" (like hit points) that your research lowers; every day, you can make a research check to lower the kp. As you continue to succeed, you open up tiers of information.

So, let's say a library has 18 kp.

If you reduce it down to 15, you uncover some information.

If you reduce it down to 10, you uncover more.

If you reduce it down to 5, you uncover even more.

If you reduce it down to 0, you uncover the last bits of information.


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Yeap thats it. A great concept that didnt work out well at the table for us.


That's too bad. It may have received an overhaul since Mummy's Mask - I know the mass combat and kingdom building rules were similarly rough when first published, but had a more refined version come out after the fact.

It worked out pretty well for us, last time I used it, but it was in a home brew, not pre-published, so... different weights and importance.


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I dont think the rules were rough. The players just felt like the mechanics made it feel really gamey. My group has tendency to lose immersion in those situations and do what they think is optimal and not what is interesting for the characters or story. Its the reason we dont use xp anymore.


Fair.

I didn't think the Kingdom Building or Mass Combat rules were "rough" either, but they still recieved a "refinement" in later supplements. :)

Either way, I understand. We've stopped using XP, too - especially since it's nothing more than a way of guesstimating how much you've done... which we have in terms of "the actual, you know, adventures"... XD

Shadow Lodge

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Pathfinder Adventure Path Subscriber

I do want to see a social duel take place in the AP, but considering all the other duel rules that never saw official use, I'm not getting my hopes up on it.

Though, if there was ever an opportunity for a vigilante to uncover incriminating evidence in their Secret Identity, then whistle-blow it for their Social Identity to use in a social duel, DareDevil-style, this would be the place for it.


Is there another AP where it would work?

As an aside, what about performance combat? That seems like it might fit into Taldor's decadent style!

Shadow Lodge

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Pathfinder Adventure Path Subscriber

Maybe Council of Thieves, if the GM fiddled with it to take intrigue and vigilantes into account.


True! The performance combat rules could be rejiggered. That AP is old enough that none of that stuff actually existed at the time, but it's a cool idea!

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