Obligations


In response to the tip about adding Favour to your campaigns, RPT GM Dustan offers this approach (bolding is mine):

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I’ve been running Fantasy Flight Star Wars (it’s kind of fallen apart at high xp levels and I now hate it), but it has Obligations, and a system for rolling them to see if they come up. Like, the guy you owe money starts being a nuisance, or a warrant goes up for your arrest.

I’ve created a Favor system that’s just the opposite of that, where people that like the PCs, often people they’ve helped in the past, will get rolls where they’ll provide useful information, or sometimes just tick up their Favor rating, which I also do with Obligation.

This gives me a d100 chart that I roll each game to see what former debt/hassle annoys the players, as well as what former person they’ve helped, friend, etc., tries to help them in some way. If I roll doubles, the change is major.

It also lets me make mechanics for a lot of lore stuff that I don’t have the mental bandwidth to track. I can’t keep track of the hundreds of NPCs that they’ve helped or antagonized. Don’t have to. When they do a thing, I modify one of the charts, and if I never roll them again, I never think about them again.

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Thanks Dustan. I like how you have a system that continually brings back NPCs the party has encountered. Add their name to a table and roll each session, adventure, or encounter.

I love recurring NPCs, because each time they appear in play, you get better at running them. You’ve got their details and actions from before, and you can build on those to deepen the NPC every interaction.

I also like the concept of Obligations and how your system recycles past gameplay to provide minor encounters, encounter backdrops, and roleplay.

Thanks for sharing!

I use a similar approach I call my Wandering Encounters System. What survived gameplay with the characters gets added to my wandering encounter tables.

When I need a filler encounter, to stall for time, or gameplay inspiration, I roll for Wandering Encounters. These work well because they are NPCs and situations encountered before, so familiar and engaging.

The best part a system like this is the tables are dynamic. We add the lucky and remove the unfortunate. This makes the milieu seem alive, like a community.

Cheers,
Johnn
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https://discord.gg/6MxTRAqQ76
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