Hey so one of my players (a chosen) has just taken the skill from the professional that gives him a car. I’m thinking about having him be contacted by a company that will give him the car in exchange for something (plot hook for a multi session road trip perhaps?) and I’m just wondering how much should I connect him with the company? I’m thinking that giving him the deal with the agency skill would be to much but should I still make him pick the resources and red tape the company has? Should I even give him any help beyond the car and just use those company descriptors for world building and perhaps future PC’s? I’m just hoping to get some of your thoughts because you all clearly know your rpg’s way better than me (the two time keeper and that’s it)
Hey so one of my players (a chosen) has just taken the skill from the professional that gives him a car.
Hey so one of my players (a chosen) has just taken the skill from the professional that gives him a car.
I say just give him the car no strings attached. The player bought that Advancement by paying for it with hard earned XP, and so making them pay even more for it (even something like a promise) feels cheap to me.
I’d second what Chris said, but certainly mine it for world building. Perhaps ask the player how they get the car, and keep that answer in mind if there are plot hooks to be used.
Chris Stone-Bush that was a thought I had but at the same time just buying an armored van or having it appear just because just feels wrong in such a character/story driven game. Plus even if I just have the go get me a thing quest in return for the van that could make for an ok good plot hook even if the company has no more involvement beyond that. I will agree though that here spent his xp fair and square so it does feel a little rude to add strings to it though my thought was that it was kind of like taking a level in a different class so I wasn’t sure quite how this class mixing thing should work.
My feeling is that as the character bought this with XP, don’t add any other strings or make them jump through any other hoops. But certainly don’t just have the van appear out of thin air. Ask the player how their character got the van, and then mine their answers for stuff to use in the game.
Instead of looking for ways to make the story interesting for them to get the van, look for ways to make the story interesting because they have a van now. People asking for rides. People asking them to transport thing. The van needing maintenance. Stuff like that. They earned that upgrade fair and square so don’t attach any more costs for them to get it.
If the player wanted to acquire a van, but didn’t purchase it through an advancement, then I would say attach any and all string you want.
From an authorial intent perspective, taking a move from another playbook is just a normal way to get a new move, but allows more character personalisation than own-playbook moves.
Turn it into a vignette. Take a half hour or an hour and RP it out.
Thank you so much for all your help. This has defiantly helped me focus down how I’m going to make this car thing work. I like the idea of using this as a world building vignette because honestly my entire group is new to rpgs and most haven’t rped much at all before so this will be very helpful to get them to act as their characters (instead of their usual roll dice I hit the thing). Although I might hold on to this monster hunting road trip idea for the future because at least a few of the players sounded really excited over the idea. Thanks again for your help!
Last time one of my players asked for a car, I just gave it to them.
Of course, they did find a dead body in the trunk, but they did get the car….
One of my players lost their car in a monster attack, We made them roleplay an insurance claim.
Eli Nelson Awesome!!! I have to use that!