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Author Topic: Clanhouse mechanics
Scarlet-
Lotus
Nakomé (Clanless)
Posts: 6
Post Clanhouse mechanics
on: December 21, 2013, 11:03

Don't know if its correct to post it here, but here it goes!

I was wondering if there's been any discussion or thought as to introduce rules and gameplay mechanics for entire clans or clanhouses? I'm thinking mostly around the mechanics for noble Houses used by Green Ronin in their Asoiaf RPG game as a source of inspiration.

To me it would be very fun to have mechanics and a short section in some supplement regarding how to mechanically play with either a clan or a clanhouse as well as allow the players to create it for their game. Playing a game centered around a clanhouse of the Sea Blue clan could be just as interesting as just playing a bunch of Sea Blue guys and gals come together for some random reason.

jeffdee
Administrator
Posts: 427
Post Re: Clanhouse mechanics
on: December 29, 2013, 10:23

Bethorm has mechanics for calculating a character's status and prestige based on clan level and professional rank. Clan level also plays a role in the 'Contacts' rules; a contact's cost depends on their overall prestige.

Beyond that, there is a discussion of different types of campaigns including ones centered around a single clan.

-Jeff Dee
UNIgames

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