Monday, 19 June 2023

Gangs of Infinigrad (Grand Freeform Faction Play Edition)

 (This stemmed from some discussion with the fine folk over at: https://cosmic-sorcery-society.itch.io/ ) 

You are the leader of a gang in the endless city of Infinigrad. 

Your goal is to rule as much of the city as you can. 

  • The Guilds are generally too powerful to mess with. Leave them alone. 
  • Order Keepers don’t like the cut of your jib, try not to let them notice you. 
  • Other organizations (businesses and the like) won’t bother you if you don’t bother them. 
  • Other gangs are not to be trusted. Approached with caution. 


Making a Gang, provide to the referee a: 

  • Name 
  • Description 
  • 2 key gang strengths 

Making a leader, provide to the referee a: 

  • Name 
  • Description 
  • 2 specific leader strengths 

All of the gang members, save the leader, have about the same abilities, prowess and equipment at the start of the game. This may or may not during the course of play, depending on your actions. 

(Get some gang ideas here: https://lizardmandiaries.blogspot.com/2019/01/gangs-of-infinigrad-part-3-d100-gang.html or find an automated version in this fantastic product: https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit

  • The referee will provide you with a list of suburbs at the start of the game. Pick one as a location for your first base of operations
  • Your gang starts with no resources other than 5 members and a leader. Your base of operations is a back room with some beds there and some storage space. 



Turns

  • Each turn you will send one (or more) order/ to the referee. The order will outline one key thing you want your gang to achieve in the turn, and how you will achieve it. 
  • Sometimes the referee may ask for specific orders from your gang leader, or specific gang members, depending on the length of time the turn represents. 
  • The referee will let you know how long the turn is and the number/type of orders they need. 

How long are turns? 

  • Year long turns - these focus on defining the long term key powers, resources and culture of your gang. 
  • Week long turns - these focus on the large logistical movements of your gang and the preparation of specific resources. 
  • Day long turns - these focus on specific jobs and tasks your gang would like to achieve
  • Battle turns - these focus on moments in bouts of armed conflict 

Each turn the referee will work out what happens, then provide private and public updates. 

  • Public updates will include any important news from across the quadrant of the city this is taking place in 
  • Private updates include a updating of gang: 
    • Members 
    • Resources 
    • Strengths 
    • Pertinent dangers 

For the Referee: 

Assume players are generally successful in their actions, if it is justified and logical. Provide specific reasons why an action will fail to the player before they finalize their turn so they may work towards that action becoming successful. Assume the gang members are competent and powerful. If two or more gang's actions come into opposition with one another the referee will need to untangle these and work out what happens! 

Suburbs have: 

  • A General description 
  • Key groups(about 5, and their population levels) 
  • Business/buildings/Services/Points of interest: About 20. 
  • Environmental dangers (if any) 

To add an element of chaos to the city, the referee may roll on the following table to generate exogenous events that may impact the operations of the player gangs in the next turn (AFTER the players have been forewarned of them):  

  1. Very large baneful event, impacting a number of random suburbs 
  2. Very large baneful event, impacting a number of random suburbs 
  3. Very baneful event, impacting some random suburbs 
  4. Very baneful event, impacting some random suburbs 
  5. Very baneful event, impacting a single random suburb 
  6. Very baneful event, impacting a single random suburb 
  7. Baneful event, impacting a single random suburb 
  8. Baneful event, impacting a single random suburb 
  9. Nil events 
  10. Nil events 
  11. Nil events 
  12. Boonful event, impacting a single random suburb 
  13. Boonful event, impacting a single random suburb 
  14. Very bonful event, impacting a single random suburb 
  15. Very boonful event, impacting a single random suburb 
  16. Very boonful event, impacting some random suburbs 
  17. Very boonful event, impacting some random suburbs 
  18. Very boonful event, impacting some random suburbs
  19. Very large boonful event, impacting a number of random suburb 
  20. Very large boonful event, impacting a number of random suburb




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