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Jay Dragon (& Friends)
Jay Dragon (& Friends)

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Ad-Hoc Story Roles

Been having a rough week, so I drafted up a little thing you can put in your game of Pathfinder, Worlds Without Number, Into The Odd, or any other game that features dungeons and dragons.

Ad-Hoc Story Roles

Been thinking a lot about how, among my many issues with a lot of more traditional games, theu never really have support for modeling the kinds of dynamics in parties that often really grab me. I want to run fantasy games where the party feels like a set of integrated relationships, instead of allowing race and class to foreground so much of how people connect. So in the interest of modeling the kind of things I enjoy in a lot of story games, but in a way that lets anyone back-port it into any kind of OSR or traddish game, here's some rules for a System of Relations which one might expect to find in the sort of fantasy milieu stories that people love to draw on for inspiration.

To use these, have everyone pick a role that speaks to them, before they get into character creation. They each have a starting dynamic with each other characters, although these relationships are rooted in one's personal history, and doesn't reflect how you may feel about them (or what might happen during the campaign!)

The Story Roles

The Young Hero

Unfamiliar with the wider world, but capable of incredible feats of bravery. 

Tell the GM what sort of magic artifact you want to have to represent your destiny, then work together to figure out what it demands of you and what it can be used for.

Whenever you travel somewhere new, you can ask the GM if word has yet reached this place that a hero has arrived to save this land. If the answer is yes, the GM also decides who is unhappy, afraid, or distressed at the changing world.

The True Ruler

Forced from your rightful place as leader, you've finally returned to claim the throne of your family. 

Tell the GM what sort of magical ability the true ruler of your nation you possess, then work together to figure out how your enemies seek it out and who still respects this power.

Whenever you travel somewhere new, you can ask the GM if anyone here still respects your claim to the rule of this land. If the answer is yes, the GM also decides who here hopes to use you for their own gain.

The Advisor

While talented and respected in the great cities and among the wisest masters, unfortunate circumstances have forced you to muddy your feet with the practical world. 

Tell the GM what book of knowledge you brought with you about the upcoming quest, then work together to figure out what you had to betray to gain that knowledge and what lies within the book.

Whenever you travel somewhere new, you can ask the GM for a secret bit of lore about the history of this place. If the GM gives it to you, they also get to decide how times have changed since your books were recorded.

The Hermit

Isolated for many decades, having forsaken the tradition of your craft, you now return to help a new generation. 

Tell the GM what sort of personal relationship you want to possess with the dark forces working against the party, then work together to figure out why you'll never forgive yourself and how you can still leverage that relationship.

Whenever you travel somewhere new, you can ask the GM if anyone here still remembers you, from when you were young. If the answer is yes, the GM also decides who here still fears you, and loathes you for what you did to them.

The Scoundrel

You're a bastard, and a low-down no-good criminal, and you're going to show these idealist fools how you have to be in order to survive in this world. 

Tell the GM what sort of special possessions and perks you've acquired from your underworld connections, then work together to figure out the fine print of their contracts and how the party's victory will help you out.

Whenever you travel somewhere new, you can ask the GM if there's a back door, secret passage, or alternate route into this new place. If the answer is yes, the GM also decides what else has learned of this route and is making use of it.

The Hound

You're a monster of some kind, but maybe that's just because everyone else seems to treat you that way. 

Tell the GM what makes you stronger, scarier, or more dangerous than everyone else, then work together to figure out why people hate you for it and why you're proud of it anyway.

Whenever you travel somewhere new, you can ask the GM if the people here hate you. If the answer is yes, the GM also must give you an unexpected gift, a new and compassionate friend, or other way to help.

When There's Not Enough

Most campaigns shouldn't have 6 players, so at least one or two of these Story Roles won't be used. When that happens, keep those character archetypes around as NPC travelers in the party, or as recently deceased or captured characters for the group to go and save. Theoretically any combination of roles will be enough to produce an interesting start to a campaign, especially with the knowledge that over time the group's internal dynamics will change dramatically.

Comments

Last bullet under The Hound should say "The Scoundrel is your best..." ?

Trip Space-Parasite

Oh, this is definitely going in the Mausritter campaign I'm putting together! (Also, typo: "theu" in first sentence)

John Bradley


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