Rank: Advanced Member Groups: Member
Joined: 4/25/2010 Posts: 75 Points: 225 Location: London UK
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Hi
2 questions on organisations.
First, can a character have more than one organisation? If so how would that work in terms of progression and use? I assume that multiple organisations means more flexibility but less control because the character's time would be split. Then again perhaps one is enough.
Secondly, scope: I am looking for a bit more detail than in the book. How do you judge the appropriateness for access to a organisation's support based on its scope? For example, what scope would give you access to an organisation over a whole city, region, country, the claw?
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Rank: Administration Groups: Administration
Joined: 3/12/2008 Posts: 234 Points: 569
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Hey! You bet, a character can have more than one organization. There's a note on p. 124 saying that if a character has more than one organization, he must pick one to advance every other time he levels up. So you can only advance one at a time. That tends to deter players from deciding to have characters with more than one organization, or at least more than one powerful organization, because it's usually better to have one organization with high scores than multiple ones with low scores (at least, it is in my campaigns, where there are often restrictions like those mentioned on p. 121, where only organizations with Scope 5 or greater are invited to certain events, and only organizations with Force 8 or more get to send a representative to the Tournament of Orchids, for example).
Also, if you have characters with more than one organization, and somehow the secondary organizations do become powerful (buildings, story awards, etc.), then I'd make sure the villains and other NPCs have multiple organizations too. Otherwise the economy of actions skews heavily toward the PCs. (To be honest, though, if this started to be a problem, I'd probably just have the villains and NPCs seriously hammer on one of the multiple-org PC's orgs, to bring him back down to one or a manageable number. Unless the player was so totally, totally into organizations that he was DYING to have multiple ones; then I'd just try to match his action economy.)
Scope. Definitely a good question! It's amorphous in the book. As mentioned, there are different ways to have a lot of Scope. But... to add a little more nitty-gritty to it:
A) To have influence throughout the Claw, an organization would need at least Scope 15. That would be tenuous influence at best, probably only by reputation and occasional diplomacy, in corners like Surcyre, Varteka, etc. Scope 20 would be true continental influence with permanent, respected, powerful ambassadors, envoys, agents, or factors residing in virtually every foreign kingdom (maybe not Agremarck! and maybe not the ephemera in the Dragon Isles and the newer Doomholds).
B) To have influence around a local region, depending on the size of the region, a Scope of 5 suffices. That's maybe a small barony or a single city. Scope 5 makes sure that the Baron has to consider you in local affairs, although affairs that touch on the kingdom grant him greater ability to ignore you because without a doubt he'd have the crown to back him up on those.
C) Scope 10-15 would be a kingdom, scope 5-10 would be moving from a single city to a huge, world-famous city and its environs up to a small kingdom, and scopes 1-5 would be moving from your neighborhood or circle of contacts up a larger sphere of influence.
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Rank: Advanced Member Groups: Member
Joined: 4/25/2010 Posts: 75 Points: 225 Location: London UK
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Thanks, very helpful.
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