If one of my players (Gunlugger) chooses to get a holding as an improvement, I reckon I simply use the narrative to…

If one of my players (Gunlugger) chooses to get a holding as an improvement, I reckon I simply use the narrative to…

If one of my players (Gunlugger) chooses to get a holding as an improvement, I reckon I simply use the narrative to get him one, or some “retroactive” narrative on how he got it. However I was wondering, it says they get wealth, so do they not get Leadership automatically then? If not, then I reckon the ramifications of not investing in this could be an unruly holding? Do I have these points right?

Thanks

8 thoughts on “If one of my players (Gunlugger) chooses to get a holding as an improvement, I reckon I simply use the narrative to…”

  1. Leadership is for the Hardholder’s gang, not for the hold itself. (Leadership: when your gang fights for you,… )

    Although, I guess if you didn’t have any enforcement…

  2. Well I guess I just meant it, since he would be getting a gang by having a holding, I doubt he would have a holding without one… So based on what you said, I suppose I can just handle his gang as any gang without Pack Alpha or Leadership? Thanks.

  3. Nope, they don’t get Leadership. You don’t get a gang with a holding and Leadership is used to direct a gang during a fight. Wealth is what a holding brings in for the person in charge.

    An unruly holding? Sure! But a gunlugger could pretty easily keep an unruly populace in line through force of arms.

  4. The small hold they get for the advancement is different from the Hardholder’s hold, and don’t include the gang. The rules for its creation are on page 260, in the character’s crap chapter.

    All that said, if he really wanted a gang, he could get one, but he won’t learn Leadership over night. (Unless there’s a reason on the narrative anyway! But it will basically be a free improvement, so…)

    (Edit: sorry for answering after an answer; I type slow on my phone. Lol)

  5. Just some personal advice/anecdote/whatever  Rivenor Black , when I’ve had characters pick up a holding I usually populate it with 2-3 small gangs that each hate one another for some reason or another. This not only create a few new threats but it gives the player a real incentive to focus on maintaining order & civility in their holding while also providing an opportunity to pick up a gang later on with another improvement, especially if Pack Alpha is part of the improvement because then the gang will already have it’s own impulses and motivations before the PC takes command of them.

  6. A trope often seen in westerns is “the reluctant sheriff”.  This might be a way to give a PC a holding.  Example: The town has been abused for a long time by Bad Guys, and their last sheriff just ran away or got killed.  And then along comes the PC, who says or does something impressive just at the right (or wrong) moment.  The whole town (a bunch of random misfits and losers) collectively decides “YOU’RE THE NEW SHERIFF!” and pins a badge on them.

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