Web of Deceit
From AdamWiki
Contents |
Game Goals
- Players control a single, socially powerful character. That character controls a small number of non-player characters who in turn control other NPCs.
- Game play is Gam/Sim.
- Setting is a generic Renaissance city and its royal court but it could play out fine as a SF game or fantasy game.
- Game's feel is like A Dangerous Beauty, Elizabeth, or Dangerous Liaisons.
- In a lot of ways, this is like My Life with Master but in reverse (and characters aren't necessarily evil).
Game Thoughts
- Characters have strengths and weaknesses, sins and virtues, and various manipulative powers.
- Manipulation through seduction, friendship, intimidation, guilt, etc.
- Players create webs of connections they manipulate directly and indirectly.
- Every NPC can be under one player's control. Players can vie for control over an NPC. Some NPCs are just under the GM's control.
- The GM has one or more PC-level antagonists with their own webs.
- Keep connections on 3x5 note cards.
- NPCs are statted just like PCs. They have strengths and weaknesses, sins and virtues, and manipulative powers of their own.
- Conflict resolution. Conflict is always "can I get this connection to do what I want?"
- Partial success is interesting. Connections can subvert orders.
- Nurturing and mentoring should be important. Grow your connections into better ones.
- "Grip" is a resource that players spend to tighten their connections. It cascades down more than one level. If you have Grip 3 on a 1st-tier connection, they add 3-1=2 to their Grip on their own connections when carrying out your orders.
- Interesting ideas for stats: Self-Determination (hold), Force (push), Allure (pull), Manipulation (shape).
- Doing really good things and really bad things might require checks against sins and virtues.
Game Play
Preparation
As a group, define a Court. Pick a setting. Name the ruler. Define the ranks within the court. Determine one or more conflicts the Court, as a whole, faces.
As a group, decide which characters the players will play. Just rank, position, and situation.
Individually, each player creates his character and a handful of supporting characters for his web. Each character (main or supporting) is recorded on an index card called a dossier.
Sessions
Each player arrives with two additional supporting character dossiers. This is homework. Players take turns introducing characters to the group: who are they, what is their rank and role, and how do they fit into the game? These dossiers go into the center of the table.
Each player is dealt five cards from a standard 52-card deck. These cards are ranked (lowest to highest) Ace (1), 2-10, Jack, Queen, King. Suit is unimportant. Cards can be added together. Jacks, Queens, and Kings are worth 10 points but their face value breaks ties (Jack+5 beats Queen+3, but Jack+5 beats 10+2+3).
Players bid cards, face down on each dossier, for control of each uncontrolled supporting character. After bids close, the winner gets that dossier and all the cards on it.
