[PnP] Group Motivations
Scott Adams
longshotgm at comcast.net
Mon May 21 20:44:41 CEST 2012
Don't recall the gambling rules but I may have it on my files on
other computer. I do know you did the motivations though as I have
used that alot of times for npc encounters and such. I don't recall
the example below though so this may be a diff version then the one I
do use...hmmm
I enjoyed the motivation charts
At 10:14 AM 5/21/2012, you wrote:
>Another clean out found. This was my derivation of group/national
>motivations. If you have a group (be it a nation, a cult, or the
>crew of a ship), one can roll once or twice on the table (using
>three d6's to generate a 3 digit number from 111-666). If there are
>multiple motivations, the higher priority (A > B > C > D > E)
>overrides unless it is satisfied.
>
>For example, a ship's crew that the players have been shanghied on:
>
>146 = Needs Source (B)
>556= At Enemy Expense -> 512 = Needs Wealth (D)
>
>The GM then takes these motivations and weaves the current game
>location and situation into them.
>
>"The goal of the crew is to become the primary supplier of spices to
>a wealthy merchant in Donara. Once that goal is accomplished, they
>will strive to make as much money as possible with this trade
>primarily through 'kneecapping' any up and coming competitors
>(possibly even piracy)."
>
>With the example above, if they did lose the primary goal, they
>would stop the rotten stuff and again concentrate on the main goal.
>
>If groups change members a lot, motivations may shift at the GM's
>whim as new leaders enforce their own motivations.
>
>
>
>
>
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