Chapter 4: Structuring the Campaign: Difference between revisions

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== This Chapter ==
== This Chapter ==
The rest of this chapter sets the stage for the growing conflict in the region and offers a rough timeline of upcoming events. It also presents several quests that the heroes might accept as their primary goals heading into this part of the campaign. They might receive these quests from the Meritocrats of Bridgemoor, from Nalatheshi traders, or from [[Kendarian Diplomats|Kendarian diplomats]]. If they present as both competent and politically neutral, they may even receive quests from all three political entities and will need to decide as a party whom they prioritize.
The rest of this chapter sets the stage for the growing conflict in the region and offers a rough timeline of upcoming events. It also presents several quests that the heroes might accept as their primary goals heading into this part of the campaign. They might receive these quests from the Meritocrats of Bridgemoor, from Nalatheshi traders, or from [[Kendarian Diplomats|Kendarian diplomats]]. If they present as both competent and politically neutral, they may even receive quests from all three political entities and will need to decide as a party whom they prioritize.
== Social Confrontations ==
Many events or disputes in major cities such as Bridgemoor, Aridala, or Dalewright can be resolved through roleplaying, or social arguments.
If you want to run a more dramatic confrontation instead of relying on singular skill rolls, then you can use the following system.
In social confrontations, there are three rounds, or arguments. A player can use any AWR, INT, or CHA skill, which is rolled against the NPC’s appropriate defense (AWR vs ANT, etc.). For every 2 the player beats the defense by, they gain a +1 to their next argument roll; for every 1 they fail by, they suffer a -1 to the next roll.
You may add circumstantial bonuses to NPC’s defenses based on the scenario. For instance, convincing a [[guard]] to do their job may lower their defense by 2, whereas convincing that same guard to betray their city may bolster their resolve, increasing the relative defense by 5 or even more.
At the end of the three arguments, tally the number of successes.
'''0 Successes.''' ''Complete failure.'' The individual attempts to hinder the player or does the exact opposite of what they request. This may result in combat.
'''1 Success.''' ''Indifferent failure.'' The individual doesn’t respond negatively, but refuses to budge.
'''2 Successes.''' ''Partial victory.'' The individual follows in a limited capacity, such as a guard turning their back when suggesting they should take a break, but not leaving.
'''3 Successes.''' ''Total victory.'' The individual acts according to the players’ suggestions.


== Backdrop: Rising Tensions ==
== Backdrop: Rising Tensions ==