[Houses of the Blooded] Pondering Trouble

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[Houses of the Blooded] Pondering Trouble

Postby wastevens » Fri Jun 18, 2010 11:06 am

So:

In Houses of the Blooded, each Season, every Region in play has a chance of experiencing Trouble. If Troubled, a Region is basically useless; further, if any Regions in a Province (a collection of up to ten Regions) are Troubled, all other Regions in that Province become more likely to be Troubled.

Resolving Trouble is a Season Action. No roll or anything; just, take a Season Action, trouble clears up.

This seems... sub-optimal, to me. As it begs the question of 'What is Trouble', and 'Can I inflict it on my neighbors'. Also 'How the hell does my poncy foppish Baron resolve Trouble with the same ease as my nail chewing Master of the Road'?

So, pondering different sources of Trouble, and high level (IE, in a single roll). Although a Story may be made out of inciting or resolving Trouble, that's outside the scope of Season Actions.

Ideally, I'd hope for 6 Troubles, one tied to a roll for each Virtue.

To that end...

1. Bandits. A group of Bandits has taken over the Region. Eliminating this Trouble requires a contested Prowess risk, with the Bandits rolling dice equal to the Trouble dice of the region +1.

2. Discontent. A rumor of discontent is winding through the serfs of the Region, causing them to work less effectively and mutter rebellion into their beer. Simply stringing up the rabble rousers only makes things worse. You must convince the people to resume their proper service, which requires a contested Beauty risk. Urban Regions roll their Rank in dice, Rural regions roll 2d.

3. Plague. A disease has begun to lay your people low. You may use an Herbs resource to produce medicines that will cure the Region, or else you may make a contested Wisdom roll. Urban regions roll their Rank in dice, Rural regions roll their Trouble dice +1.

4. Orks. Orks provoke true Terror in the Ven, as do nothing else- and now several have invaded the Region. Dispatching them will require both Prowess and Courage; you must succeed at a Courage Risk, and then a Contested Prowess Risk. The Orks roll 4d; remember you can keep Courage wagers.

Any other ideas?
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Re: [Houses of the Blooded] Pondering Trouble

Postby Nihilistic Mind » Fri Jun 18, 2010 11:21 am

Cool thoughts, and while I can understand the idea of elaborating on Trouble as an Abstract system, does it really need to be detailed at all unless it is part of a Story?

In my view, the Trouble system for Regions is abstract so that it can fit the Story, not the other way around, unless you want to emphasize the Domain Management side of the game as part of the seasonal life of the Baron. Your idea has virtue, though... I'd like to see where you can take this and how emphasizing Trouble as a system influences the game.
"Sparrow, I'll call you back. I've just gutted a man with a shard of wood and I need to make sure he's dead... I think you're right, Sparrow. I am a bad, bad man..."
~~Dr. Xander Crowe, WORMWOOD.
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Re: [Houses of the Blooded] Pondering Trouble

Postby wastevens » Fri Jun 18, 2010 11:35 am

It honestly has it's roots in a question one of my players asked, about their Master of the Road.

'What good are the bonus Aspects, since Quell Trouble is unrolled?'

To which I blinked and started to think about what trouble represented, and how/if making it more potent would be workable. Especially in a fashion to emphasize the other Virtues besides Cunning for Seasonal Actions.
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Re: [Houses of the Blooded] Pondering Trouble

Postby Nihilistic Mind » Fri Jun 18, 2010 4:42 pm

Well, his Master of the Road is a damned NPC! He better have some Aspects and enough to save your neck and his! :)
If he's not helping you quell Trouble, he should be using Aspects as part of the Story. He has a part to play there...
All the Domain Management stuff is kinda the 'behind the scenes' of the game, if you think about it.

Either way, a game where Vassals and Domain Management has more impact on the story doesn't sound like a bad idea, but it's a flavor that will stray the story away from the style of most Ven Operas.

When I run Houses of the Blooded again, I would like to adapt the rules to support the Opera I am trying to emulate. If Domain growth is a focus, emphasizing Trouble the way you described above is a good way to do it.
"Sparrow, I'll call you back. I've just gutted a man with a shard of wood and I need to make sure he's dead... I think you're right, Sparrow. I am a bad, bad man..."
~~Dr. Xander Crowe, WORMWOOD.
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Re: [Houses of the Blooded] Pondering Trouble

Postby Nihilistic Mind » Fri Jun 18, 2010 4:43 pm

And by the way, that sort of pertinent question from a player ('What good are the bonus Aspects, since Quell Trouble is unrolled?') is just the sort of thing that would prompt me to say, "Ok, you can roll for it from now on. Good luck!"
But that's just because I'm mean like that ;)
"Sparrow, I'll call you back. I've just gutted a man with a shard of wood and I need to make sure he's dead... I think you're right, Sparrow. I am a bad, bad man..."
~~Dr. Xander Crowe, WORMWOOD.
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