I have decades of GMing experience with 100+ players coming and going over that time (darn Adulting!). One of the things I have found problematic with this pattern of player longevity (or lack of it, rather) is getting player buy-in to the idea of the party as a Heroic Unit. You know what I mean; players who end up only caring about their own characters, murder-hobos, turn-coats and the like. So many times when building a new group, the intent is good, but for one reason or another, the group begins to in-fight, either passively or aggressively. Players sometimes just stop caring about the story because their PC isn't the focus at the moment, taking this as free-reign to mess with the game. Not every group is like this, but even those groups tend not to last as Real Life often takes precedence.
(Yes, I understand that some of you have amazing groups, but that's not my experience.)
Now, one of the tools I've used with fairly good success is a Session Zero Relationship Map. Having sat down with the players and generated plot hooks, connections between the PCs, connections to NPCs, locations and more gives the party a great starting place as a unit. However, as the sessions go on, the Relationship Map can easily get out-dated or become totally unwieldy as more and more items and relationships are added to it. Also, historical relationships often disintegrate as players forget what was created during that Session Zero. It doesn't take long, actually, depending on frequency of play, speed of play, and player drop-in/drop-out for the Map to become incoherent. Reviewing the Map every so many sessions can help keep the decay away, but it still takes up a lot of prep-time to keep it up-to-date. And the sheer number of interconnected items on these Maps can render them nigh-unreadable.
As I'm getting ready to start yet another group in another new city, I've been wondering how to work with the Relationship Map this time. And then I've suddenly been reminded about the Fellowship Focus mechanic in The One Ring RPG where each player chooses one other hero to care about in the party, with mechanical benefits and penalties surrounding the focus' health and survival. Marrying this concept with the Obligation mechanic from Edge of the Empire, I've got the beginning of an idea...
- Replace "Obligation" with "Fellowship Focus"
- PC's must have at least 1 Focus with another party member (but never more than 1 with the same party member)
- PC's may buy Focus to non-party members (NPCs, Locations, etc.)
- Roll d100 as per Obligation at the beginning of every session.
I'll need to write this up in more detail, but thought I'd share the germ of this idea here and get some thoughts from the community.