Friday, April 1, 2016

Social Currency- Using Contacts to Move Story and Influence Players



The players in my Victoriana campaign really enjoy some of the oddball details on their character sheets. They like weird assets, and rubbing each other noses in privileges, but what really drives their play is contacts.
 This love of contacts and generating new contacts changed how we play. It’s changed how I run Victoriana. A player character can still call on his contacts as a resource for clues, or another warm body in a fight, but contacts can be as helpful to the Gamemaster as they are for players. This idea is nothing new, but I want to highlight what a PC’s contacts can add to your game.

At character creation, each player makes up a couple contacts adjusted by their Presence attribute. Often the contact just gets a name, a sub-race, and an occupation, just enough information so players can justify the help they get. These player-generated NPCs (non-player characters) can be plugged into your starting adventure as readymade plot hooks. If a player gets word one of his PC’s resources is in trouble, they have a reason to dive into your story:
“The gnome that customizes your guns was injured in a black powder explosion. His family suspects foul play.”
“The maid who knows all the juicy gossip about the blue-blooded families of London is scared of her employer’s friends. She needs your protection.”
“That scummy bookie with all the insights to the fixed races owes a lot of money to ‘Finger-Breaker’ Jones. He has a scheme with a huge payout.”

By the end of the adventure, the players have gained new contacts. Did they save a street urchin in a carriage accident? Contact. Did a Guild Thaumaturge see their impressive magical abilities? Contact. Did they make a new friend at Lady Ethridges cotillion? Contact.
How easily PC’s gain contacts will vary from group to group. They have to leave their new friends with a favorable impression or at least in their debt, but if a player wants to add an NPC as a contact I rarely say no. Some contacts can’t be relied on to stick their necks out for the PC’s as far as others, but most can answer a quick question or wrangle an invitation.

Gamemasters often reward their players with equipment, reputation, money, and experience points, but I think the easiest and most exiting rewards can be contacts. Using contacts this way becomes a feedback loop of player investment, plot hook, and reward, providing the players and the GM with mcguffins aplenty.

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