The heroes(ahahahahahahahaha) have recently finished getting their faces caved in with the sheer terror from holding off a horde of wights. So now they are brought before the Karl, the boy child sigmar reborn, yadayadayada,
Instead of just handing them the next phase of the adventure, I was thinking of adding a wee bit of a challange. Wouldn't it be so much more fun to give the players their first taste of inter-camp politics?
The camp has five separate yet interlinked individuals with both strong personal goals and an excellent sense of political strategy. I the pressure of this rivalry should be present and the PC's should be allowed to essentially choose where their loyalties lie.
How do I see this working? Errr, I'm not actually sure.
Currently it's:
Get my standard pre-built six space progress tracker.
Everyone roles social initiative.
On their initiative phase, players can attempt to either move the tracker or move it back. The NPC's are vying for two things here: To be the ones to offer the PC's a job(First incident phase) and to be the one's to introduce them to Karl.(Second incident).
If an NPC happens to be the one at that particular stage of the phase, then they can take the chance to use it's benefit, so either they will offer the PC's a job, or be the one's to introduce them to Karl. Bear in mind though that these can be two seperate people, so it is possible that someone who did not want the PC's hired will introduce them, hence implying a poor introduction to the head of the cult. Of course, if it is the same NPC for both, then goody for them.
Advancing the track requires a successful influence roll from anyone. But bear in mind that such high level characters have an almost universally high mental skills score. The PC's can help(hence the challange) and thus make it easier, or even advance the track themselves.
Suggestions for actions?