Drawbacks - Exile vs. Wanted
Posted: 05 July 2010 09:01 PM   [ Ignore ]
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What is the rationale behind making Exile worth 150 CDP and Wanted 100 CDP?  It seems to me that Exile is pretty minor unless the GM decides that particular city-state is necessary to the game.  Otherwise Wanted is a MUCH bigger problem, with having to evade security at virtually every city-state, plus bounty hunters, etc.

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Posted: 05 July 2010 10:10 PM   [ Ignore ]   [ # 1 ]
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ChrisLS - 05 July 2010 09:01 PM

What is the rationale behind making Exile worth 150 CDP and Wanted 100 CDP?  It seems to me that Exile is pretty minor unless the GM decides that particular city-state is necessary to the game.  Otherwise Wanted is a MUCH bigger problem, with having to evade security at virtually every city-state, plus bounty hunters, etc.

Yes and No. Just because a security force is tracking someone doesn’t mean they have any authority outside of the Arcology or City-State they are from. Where-as, if you take a Exile status, that prevents any real interaction with that location. Plus there is no assurance the GM will allow the player to choose what city state they have been exiled form. I would likely either choose it for the player or limit their selection to ones that apply to the sessions we are playing, thus justifying the obtaining of 150 CDP.

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Posted: 05 July 2010 10:27 PM   [ Ignore ]   [ # 2 ]
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With the description of the Wanted disadvantage, I’d say that there is enough cooperation between the city-states to create major headaches for any Wanted character.  So I guess the only want to justify the Exiled cost would be that the player would be exiled from the city-state in which they are currently operating!  In other words, to truly be a disadvantage, Exiled would have to play directly into the game.

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Posted: 06 July 2010 09:18 AM   [ Ignore ]   [ # 3 ]
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ChrisLS - 05 July 2010 10:27 PM

In other words, to truly be a disadvantage, Exiled would have to play directly into the game.

Replace the word “Exiled” with “any drawback” and you are right on target. There are ways to avoid the penalties of any of the drawbacks in game. The GM and the group at large need to be clear with each other that if you pick a drawback, you need to make sure that you roleplay the penalty as an actual penalty.

If a group needs a technical reason to enforce this, I would suggest making all Drawbacks only give half the normal CDP at character creation. Once a player has roleplayed the disadvantage to the GM’s contentment, the GM can award the remaining CDP.

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Posted: 07 July 2010 11:00 AM   [ Ignore ]   [ # 4 ]
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We had a big conversation about Exiled in another thread. Hope this helps: My post in the thread.

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Posted: 08 July 2010 03:53 PM   [ Ignore ]   [ # 5 ]
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Why not leave them exiled from the only Mega-City around, so that most good equipment & knowledge comes only from the city? Let them be set in a dreg of a town on the outskirts of this great place they can never be in. You don’t need kill squads. Just give them a reason to long for it without them needing to be there via quests & missions. It should signify a paradise-like quality of civilization that they were thrown out of, & now have to fight to survive without it. To rub it in have an encounter with mutants akin to “Deliverance” >insert evil laugh

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Posted: 08 July 2010 07:49 PM   [ Ignore ]   [ # 6 ]
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Have their enemies hide out in the city where they are protected and coddled by the very forces that unjustly Exiled the PC. They send messages that consist of “LOLOLOLOLOL” and pictures of them having sex with the PCs sister.  That’ll make Exiled a really interesting disadvantage really fast.

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Posted: 08 July 2010 08:36 PM   [ Ignore ]   [ # 7 ]
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^ Evil, I like it. One thing to think of it that you don’t need to rule with an Iron Fist it is better to rule with a Velvet Glove.

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Posted: 13 July 2010 06:39 PM   [ Ignore ]   [ # 8 ]
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JDCorley’s interpretation is very much in line with the way we envisioned Exiled being played. This is a deep, irreparable violation of a community, the sort of thing that results in complete isolation, at least for a time, and is meant to inspire players to explore elements of the game’s setting in a more social context. Wanted is important for character development for sure, but to be exiled… that’s character depth of another sort and there’s a story to be told there. This is a great drawback to explore in game at some time as part of a story. You can also use this drawback to interfere with a character’s status as a citizen and their ability to travel if you’d like to add some immediate and overt consequence in the same way security forces might pester wanted characters.

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Posted: 26 August 2010 06:39 AM   [ Ignore ]   [ # 9 ]
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