Access is one of the more jealously guarded privileges in hierarchical systems, and social standing reinforced status, but also kept the big dogs ideally focused on the issues they need to be concerned with. Details of policy and realm health, maurauding fae raids, and magical curses. The important stuff.
The rules below are a revision of a new insertion to the Dragon Heresy set, and seemed like a good idea when in my recent streaming play the 1st-level characters seemed bound and determined to head off to see the hajarl or a merchant prince personally. I deflected it in play by having a lower-rank NPC, who happened to be related to the merchant prince, take the call instead. Why pick up dice if you don’t have to?
But some sort of guideline for whether or not an influential person will take the PCs request seemed wise.
Plus: if you’re wondering, this is basically an equivalent of “you get XP for gold.” The wealthier and more successful you are, the more ships, fortresses, and troops you commend, the nicer your armor, weapons, and clothing, the more you look the part of the mighty hero. It’s also a good way to look at how a sheltered offspring of a powerful noble might be a 1st-level or lower character, but still be worthy of dealing with seriously: good Persuasion due to charisma and practice, plus tremendous status and resources. Suddenly not all lords have to be 15th level fighters or mages (though many will be)!
The rules here aren’t final. I may flip it around a bit and instead make the Social Standing a passive check, and recast this as a 2d10 or 3d6 roll for a “reaction” with relative standing as a modifier (so it’s a single, player-facing roll instead of a contest). A passive score will also allow a quick comparison: “no, you’re more than 20 lower than Lord Robert; the best way to get the hajarl’s ear is to approach Lady Alina, the newly-appointed jarl of one of his vassal towns; she’s a jarl, but of lower standing and might treat more equally with you, and SHE can bring your petition before Robert.”
None of the concepts below should replace good roleplay, but they will help guide things. I may yet flatten things out a bit; pretty much anyone could step in front of the Thing/Althing to speak, and the kind of disparity in social standing was a continental thing more than a viking thing. But the core is there, and this basic concept is easily portable into other games: apparently this works out fairly well using ACKS’ native level tables as well.
So there we go. Here’s the Dragon Heresy version of “XP for gold.”
As the Kickstarter winds down, today I’m going to write rules for “flyting,” a ritual poetic contest of insults. That will complete the “alternate rules work” that I want to do to provide options for conflict and conflict resolution that don’t involve pointed sticks. Between flyting and grappling and access restrictions found below, there are plenty of ways to challenge the party without relying n always breaking out weapons.
From here, I will get busy with writing “Identify Fiend or Foe” advice for my monsters, and ensuring that some of the “I’ll do this later” parts of the ms are finally complete. Continue reading “Dragon Heresy Rules Excerpt: Social Standing”