Crafting Contact Networks

By edwardavern, in Star Wars: Edge of the Empire RPG

Hi all

I know Contact Networks got some rules in Endless Vigil , but although I quite liked their basic functionality - using scope/expertise as characteristic/skill - I wasn't too taken with the suggested methods of building them up (beyond simply being a "reward"). Especially since I have a player who is very anxious to be the "guy who knows people" guy, and who wants to make building networks of contact very much a part of his experience.

However, it occurred to be that "building" is just another word for "crafting", and that's something we have rules for. Pick a template, pay financial and temporal costs, make skill check (probably Streetwise, in this instance), apply Threat and Advantage - lovely little system, and it seems like it could very easily be something that could be applied to contact networks.

So, here are my questions:

  1. What's wrong with this idea? Where are the pitfalls?
  2. How could this idea be taken further? (For example, what are the templates? And how would expanding a pre-existing network work?)

Thanks in advance.

1. Unless you make the time requirements quite significant (which I would think they would have to be for it to be done properly) it would be quite easy for them to go, "I have 2 months of downtime, I found three contact networks in that time." But from what I've heard that can be a problem with crafting.

2. I think the skill should vary depending on the network your trying to setup. A few ideas of mine are found below;

Military: Leadership check, would allow for information to be gained about the actions of that agency and some of the actions of its opponents. Requirements: Must be a member of the organization they are trying to setup the network in.

Advantage: 1+ Additional Coverage (allows the network to be spread further), 2-3 High Level Contacts (the contacts are a higher rank than normal)

Triumph: Spy (Gives additional information on the movements of enemies of the organization)

Threat: 1+ Reduced Coverage (reduces network size), 2-3 Low Lever Contacts (the contacts are lower rank and have less access to information), 3+ Spotty Information (Information is either unreliable or less detailed)

Despair: Turncoat (The enemy of the organization has any information that the players gain)

Criminal: Streetwise check, difficulty based on group obligation. This one would give information about various criminal groups and the on-goings of the underworld/

Advantage: 1+ Reliable (The network is less likely to turn the characters over, for the right price), 2 Additional Coverage (Harder to get in a criminal network than a military one)

Triumph: Steadfast (Will never turn the PC's over, for any price), Best Deal (The contact network always knows where the best deal is)

Threat: 1+ Unreliable (The network is more likely to turn the characters over), 1+ Reduced Coverage (same as above), 3+ False Information (the network may provide information that is outright false)

Despair: Where's the Money? (Unless paid regularily the network will betray the PC's).

Political: Negotiation or Coercion check, difficulty based on group obligation.

Advantage: 1+ Additional Coverage (Same as above), 2-3 High Level Contacts (the contacts have more influence than normal), 3+ Selection Process (The character can pick the organization or area the contacts come from).

Triumph: Back Pocket (The PC's can ask favors of high level contacts, such as ignoring crimes, getting better deals, etc.)

Threat: 1+ Reduced Coverage (Same as above), 2+ Pawns (Many of the contacts either lack information, or authority to take action, such as low level aids), 3+ Corrupt (The contacts will side with whoever suits their interests better at the time, making them and their information unreliable)

Despair: Out of Office (The contacts may be removed from office at a random time, thus preventing them from providing further information)

Just a few thoughts. Hope Both of my answers help.

Edited by Imperial Stormtrooper
Accidentally Posted Early

I prefer the idea of coming up with contact networks in a narrative manner. Use minor NPC factions and groups and the like. Have the player make the contacts through play. He can foster those contacts with some favours (or with bribes or some well placed charm/coercion/negoitation checks). I think using crafting type rolls to foster relationships with these networks could be a good idea though. Let the player spend his downtime shmoozing with local gangs etc.

Like Stormtrooper said, if you don't work out the time issue, then the PC could end up making friends with every **** organisation in the galaxy during an extended downtime period.

The most recent version of Shadowrun had pretty extensive guidelines for contacts. In that system, contacts have an Connection rating (1-12) and a Loyalty rating (1-6). Connection describes the contact's sphere of influence, and Loyalty is just that; Loyalty also provides bonuses when the PC negotiates with that contact. There's more to it, of course, but it's a nice system worth investigating. The Shadowrun game isn't for everyone, but it has some elegant mechanics here & there that are worth incorporating into other games. You might be able to find it at a discount/used bookstore or you may purchase a PDF online.

One of the things I like about the contacts in Shadowrun is that they are explicitly people with their own motivations and agendas. Sometimes they call the PCs for help just like the PCs call them! It's more bookkeeping for the GM, of course, and that sort of give-and-take of favors can get out of hand if you let it. Nonetheless, I really like it.