1. The Allies in ADRP have been fun to have, though I often forget about them as a GM simply because I have to run them, meaning more NPCs on my plate than originally planned. Besides that there is a desire for Players to buy useful Allies and as the rules stand in SW, they can buy Friends (and enemies), but not Devotees. But Devotees are by default more powerful, so is there a way to allow the Players a way to "buy" Devotees and know who they are in SW?
2. Once play begins and PCs make connections during play, how should they choose them/"buy" the NPCs? Are Elders by default a Devotee class given their potential influence on the game and what if any restrictions should be placed on acquiring them?
Proposed Solution 1: Buying an Ally is a two-way (or even three-way) street, meaning that when you buy an Ally (or Enemy) of any kind, you also agree to take on some of that Ally's "baggage." That means if others learn of your connection you are target for the good and bad by association. If you buy a Devotee and it is known, you are confronted with solicitors, revenge, debt collectors, groupies, hanger-ons, etc. You are not just buying that NPC's occasional help, but rather buying into, and with more points/influence/power, a piece of that NPC's life experience. Not unlike buying a personal artifact that reflects a kind of mythology about the PC rather than spending Republic Credits at a shop for a throw away blaster.
What does anyone else think?
Sunday, April 15, 2007
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