The Conspiracy is a simple, play-friendly method to describe interaction and conflict between city-based interest groups or conspiracies, reusing the entries of random encounter tables. Individually, random encounters represent local colour, complications in an ongoing scenario, or the beginnings of mini-adventures. By placing three or four next to each other – whether by design or chance – the result is often an adventure that can fill much of a session. Yet cities are even more complex, and they are filled with hidden social structures with dangerous agendas.
In the Conspiracy, the nexus points of a pre-drawn, blank “connection network” are populated with random or semi-random encounters, and once finished, a coherent design is created around the existing network.
Sample Networks |
The resulting network has multiple benefits. It shows who is associated
with whom, and it also shows which way clues lead from one point to the next
while the characters are investigating the network. The links can, furthermore,
represent command structures, dependencies, and especially the conduit of
information. They can be one-sided (marked with an arrow) or mutual. Stronger
links may be marked with bold lines, and weak, tentative ones with dashed ones.
Some connections can be dead ends, but important nodes – the „heart” of the
conspiracy – should be located close to the centre, approachable from multiple
directions. The deeper details of a network usually follow logically from the
connected nexus points.
These
networks are individually fairly simple, but they are often well hidden, and a
large city has several of them. They are often connected, too – but how? Does
it all form an enormous spider web, with a particularly clever conspirator
pulling all the strings? A hierarchy, with a leader or group on top of the
all-seeing pyramid? A matrix that seemingly leads nowhere? Or multiple networks
vying for power and influence? All configurations have their potential in the
game.
Example:
The Gamemaster wishes to develop a conspiracy
centred around Prince Alkoor, a double-dealing aristocrat. Selecting the second
basic layout, he rolls up seven encounters [these are drawn from The Nocturnal Table, a forthcoming supplement for running city campaigns, and are abridged here
for demonstration purposes]:
- 137
Bricks fallen from a nearby wall are all
stamped with the mark of a cat’s eye, reveal entrance to forgotten part of
house sealed up long ago.
- 151
City guards: 1d4*5 militias (Fighter 1)
battering down tenement door, suspected tax-dodgers.
- 212
Hermit, an animalistic, nameless wreck, digging in street garbage.
Cursed priest.
- 239 Mob: 2d4*10 men
looting neighbourhood
- 312 Robbers: Yusuf
Muraad Khusi (Illusionist 4) and 2d6 robbers (Fighter 2); the hunchbacked
Yusuf, hiding in a curtained hiding place, creates the illusion of several more
companions surrounding locale.
- 110 Alchemist Multiphage
of Lam (Illusionist 6) selling 1d6+1 potions from beaker of potions (01-40
delusion); also provides horoscopes (all ambiguous)
- 356 Thief Smardis
(Thief 4, deep blue turban, 4*opium), smoking a hookah and offering empty tower
apartment for sale at 140 gp.
Prince Alkoor's Conspiracy |
With
some more rolling and interpretation, the random entries yield a decent
criminal enterprise. It appears that Alkoor’s game is to expropriate plebeians
through aggressive tax-collection (151), as well as inciting looters in the
slum areas (239). He buys up properties on the cheap, and sells them through
one of his agents, a skilled thief named Smardis (356). Alkoor is mostly
careful to work through intermediaries, a loyal robber gang (312), placing his
orders in a secret meeting room in a sealed house (137). However, a more
immediate connection can also be established via the City Guard – perhaps he
has been stepping up the collection efforts and leaning on the officials. This
is only part of his racket, though – and perhaps an entirely lawful one!
We
have two more entries to consider. It seems Alkoor is related to a nameless
pariah (212), who could be a victim or a secret associate – the GM elects to
make him an effective spy most characters would not suspect. Finally, the
alchemist and potion-seller (110) is tentatively connected to both of Alkoor’s
main activities, without being linked to the robber gang. Perhaps he is not
even a formal part of the network – just someone who had made a fateful
connection, and can offer the important information that the two activities are
somehow connected… or someone who’d had his own fingers in the pie, but is now
in over his head.
And how does it all unfold? Does Alkoor end up losing his head, or does
he have an offer the players can’t refuse? Are those connections with the
robbers and the City Guard good enough to hound the company out of the city
before they jeopardise a perfectly good get-richer scheme? Well… The conspiracy
described above should serve as a sufficient framework to provide the right
kind of pointers, and let the characters connect the dots on their own. The
adventure can take the shape of a mission, or arise spontaneously from the
logic of the campaign: in any event, minor puzzle pieces can form a pattern;
and patterns, a grander design.
Cloak, Dagger, and a Few Magic Missiles |
Smart!
ReplyDeleteVery cool. And now I'm excited for The Nocturnal Table!
ReplyDeleteCool, simple procedure!
ReplyDeleteThis makes city play easier to set up; great idea!
ReplyDeletethumbs up
ReplyDelete