Generational Downtime
Posted: Sat Jun 02, 2012 8:33 pm
I've been toying around with the idea of Lineages for a while. It's mostly pretty straightforward in that you just structure your classes around passing the important bits on to the next generation, but there's one big issue I can't figure out how to resolve. How do you make downtime that lasts twenty years interesting and interactive, without MTPing it all or getting bogged down in a bunch of uninteresting die rolls?
To make the design goals of this hypothetical sub-system clear, I want something which will:
-Cover anything from ten years to a century in no more than twenty minutes of playing time, and probably about three rounds of play.
-Have the non-heroic members of your Lineage act as pawns or tokens of some kind during the generational downtime. Preferably you'll have about a dozen of these (maybe more), who will all be "cousin #6" and what-not, and once you've reached the end of the downtime you pick one of the tokens to be your new hero. It should not make a significant difference to the hero's stats or capabilities what he was doing during the generational downtime. A farmboy should be able to become a Fighter or a Wizard or whatever regardless of the fact that his upbringing has prepared him for nothing but farming, even though everyone else in the party might be trained from birth by a clan of ninjas or whatever.
-Have a steady ascension of the Lineage's power, such that a player who prefers big picture to individual triumphs could be invested in the success of the Lineage and be just as satisfied as being invested in the success of a regular TTRPG character. This will include stuff like acquiring new land, driving monsters out of the current land, establishing new trading partners (either as a nation or as a merchant's guild or whatever, it's all basically the same), building up a vast hoard of wealth that cannot be used to purchase magic items but looks awesome in your treasure vaults, acquiring specific treasures which are also not mechanically useful but could be thematically interesting like special tomes or historical artifacts (and yes, some of these will be used as plot hooks for the actual heroes of the Lineage, but some of them will also just be "we have like a billion gold so we went to the guy who found it first and just bought it from him"), improving your reputation throughout the land, and increasing the number of people in your Lineage to make up for the fact that some of them are hitting max age and dying (preferably this is the same whether your Lineage is a literal family that has new kids or a wizard school that teaches new students). All of this needs to be something which could be opposed by a rival Lineage using the same rules, to create villain Lineages (like an ancient demon cult that is your family's sworn enemy or whatever).
-Continue to function properly even if there aren't any mid- or high-level heroes kicking around the Lineage at the time, but which still benefit from having a retired god-wizard around leading things. So you get a pretty significant boost to your capabilities for as long as your old hero is around, but the Lineage does not completely collapse after he dies.
To make the design goals of this hypothetical sub-system clear, I want something which will:
-Cover anything from ten years to a century in no more than twenty minutes of playing time, and probably about three rounds of play.
-Have the non-heroic members of your Lineage act as pawns or tokens of some kind during the generational downtime. Preferably you'll have about a dozen of these (maybe more), who will all be "cousin #6" and what-not, and once you've reached the end of the downtime you pick one of the tokens to be your new hero. It should not make a significant difference to the hero's stats or capabilities what he was doing during the generational downtime. A farmboy should be able to become a Fighter or a Wizard or whatever regardless of the fact that his upbringing has prepared him for nothing but farming, even though everyone else in the party might be trained from birth by a clan of ninjas or whatever.
-Have a steady ascension of the Lineage's power, such that a player who prefers big picture to individual triumphs could be invested in the success of the Lineage and be just as satisfied as being invested in the success of a regular TTRPG character. This will include stuff like acquiring new land, driving monsters out of the current land, establishing new trading partners (either as a nation or as a merchant's guild or whatever, it's all basically the same), building up a vast hoard of wealth that cannot be used to purchase magic items but looks awesome in your treasure vaults, acquiring specific treasures which are also not mechanically useful but could be thematically interesting like special tomes or historical artifacts (and yes, some of these will be used as plot hooks for the actual heroes of the Lineage, but some of them will also just be "we have like a billion gold so we went to the guy who found it first and just bought it from him"), improving your reputation throughout the land, and increasing the number of people in your Lineage to make up for the fact that some of them are hitting max age and dying (preferably this is the same whether your Lineage is a literal family that has new kids or a wizard school that teaches new students). All of this needs to be something which could be opposed by a rival Lineage using the same rules, to create villain Lineages (like an ancient demon cult that is your family's sworn enemy or whatever).
-Continue to function properly even if there aren't any mid- or high-level heroes kicking around the Lineage at the time, but which still benefit from having a retired god-wizard around leading things. So you get a pretty significant boost to your capabilities for as long as your old hero is around, but the Lineage does not completely collapse after he dies.