Feuds and feudalism: So your players have reached name level and have set up a domain, and now you're struggling for plot ideas. Or maybe they haven't, but want to go into that sphere anyway. What do you do? If you're struggling for ideas, it's probably because you never really defined who the various rulers around are, their respective resources, and their opinions of one another. A Lord needs servants, and by ingratiating yourself, you can get to be a local knight or some equivalent. And then it's politics all the way. You've got to keep your boss happy, and keep your underlings reasonably happy, but more importantly productive, keep track of who likes and hates who, who wants what, and what they're willing to do to get it, and then choose what side to be on. It may take a bit of effort to set up, but once you set up a soap opera like this, it runs indefinitely with very little further effort. All you need to do is make things react logically and introduce new players every now and then to shake things up and replace people killed. And before you know it, you've got a full on game of generational power politics. Woo. You make it seem so simple. It's all about relationships. Another fairly solid bit of roleplaying advice.
From what I can remember, they do not.I'm more curious whether any of the future articles mentioning Gamma World 3 will mention its less than stellar editing or the availability of the Rules Supplement booklet that you could request for free from TSR. (Which solved many, though by no means all, of the rules omissions and errors.)
Agents got paid for successful missions on top of receiving experience points.Roughing it: This month's Top Secret support is another sideways transferral from another recent release. AD&D recently got the wilderness survival guide, so why not convert some stuff over. After all, the life of a secret agent is not all witty reparte and pristine underground hideouts. Forests, mountains, swamps, deserts, arctic landscapes, ocean voyages, all present their own challenges, and get corresponding rules. Training to handle this may be expensive ( $10,000! Just how much money do secret agents have? I suspect the same bureaucratic inflation that can make a spanner or lightbulb cost $50. ) but it can save your life. Once again, they're making the game feel more complete and comprehensive, which is nice.
I am very thankful I don't have a family like that.Ah, more information that would be more useful helping you to navigate an extended family reunion than with your players and what they'll put up with.
Of course.Hmmm as a request to (un)reason, could you give me a head's up when the first ad for Cyborg Commandos shows up in the magazine? I've been trying to remember when it first cropped up, and the best I could do was '88 or '89. I know it has to be soon, as Kim Mohan was working on it after he, Mentzer, and Gary were gone from TSR.
I know that. I was just wondering what their pay scale was like. Is $10,000 a serious chunk of their income, or could they blow it casually like a millionaire playboy in a casino?Agents got paid for successful missions on top of receiving experience points.