Posted July 30, 2022
This is primarily for tabletop, but it can also relate to computer games, but in my faint hope of starting my sessions back up, I'm theorizing a system where factions are given a score that the players can affect.
Say the party is working for one faction, and their success and failures directly impact the score of that faction. I don't want to give the impression that my players are doing the heavy lifting for that faction, so other NPCs are contributing to the score. And other factions are given their own score with their own NPC actions. My first thought was to do some 2d10 rolls, but I've not yet thought how that would affect the scores, so my other thought is a little game I came up with that plays itself with tokens and dice rolls, albeit modified to reflect the actions of the players and the probable actions of the overall world.
Basically, the players' successes would either add to their faction's score or subtract from enemy factions. Their failures would do the opposite, subtracting from their faction's or adding to enemy factions, depending on what they've done. Likewise for the NPC side of things. The scoring system isn't a reflection of every action taken, just more a way for the story to have stuff happen away from players. "While the party was busy doing x, y happened." Then motivations and consequences for factions can arise from that situation (a faction dissolves, creating a bandit problem for the world. Two weakened rival factions merge. Factions start preying on the weaker ones, etc.). The intent of all this is to weave in active worldbuilding in an open-ended campaign.
Anyone have any decent ideas to go about this?
Say the party is working for one faction, and their success and failures directly impact the score of that faction. I don't want to give the impression that my players are doing the heavy lifting for that faction, so other NPCs are contributing to the score. And other factions are given their own score with their own NPC actions. My first thought was to do some 2d10 rolls, but I've not yet thought how that would affect the scores, so my other thought is a little game I came up with that plays itself with tokens and dice rolls, albeit modified to reflect the actions of the players and the probable actions of the overall world.
Basically, the players' successes would either add to their faction's score or subtract from enemy factions. Their failures would do the opposite, subtracting from their faction's or adding to enemy factions, depending on what they've done. Likewise for the NPC side of things. The scoring system isn't a reflection of every action taken, just more a way for the story to have stuff happen away from players. "While the party was busy doing x, y happened." Then motivations and consequences for factions can arise from that situation (a faction dissolves, creating a bandit problem for the world. Two weakened rival factions merge. Factions start preying on the weaker ones, etc.). The intent of all this is to weave in active worldbuilding in an open-ended campaign.
Anyone have any decent ideas to go about this?