Last night, I was talking with my buddies Joe and Adam about how to mechanically handle the complex relationships of the Mass Effect universe. One of them contended that the Solo/Buddy/Team dynamic didn't really mirror the structure of the game very well. The other brought up the idea of using Relationships as a modifier for the Solo/Buddy/Team dynamic. On the long drive home from gaming, I was thinking (as often happens on moderately long car rides one takes by one's self) and came up with a little sub-game for the game.
First, though, we go to the Bad Guys. In most Marvel-based games, there's a mechanic called The Doom Pool which represents most of the adversity which the players will encounter. The Doom Pool is a great mechanic for showing the ever-growing threat that the Reapers possess, but with it being reset after each encounter it doesn't have quite the same inexorable menace attached. With that in mind, I'd like to introduce you to The Reaper Pool.
It really is just what it says on the tin: a giant pile (or jar or whathaveyou) of dice representing the strength of the Reapers. The number of dice in the Reaper Pool depend on the game you're wanting to mimic. For a ME1 game; the Reaper Pool is set rather low at around 25d12. For ME2, where the Reapers are a more credible threat; the Reaper Pool is set at a moderate 75d12. For ME3, where the Reapers are friggin' everywhere and we're all boned; the Reaper Pool is set to a cataclysmic 150d12. This pool can increase or decrease, depending on the actions of the PCs.
So, you're probably wondering how this Reaper Pool interacts with the Doom Pool. Lets look at an example:
Our heroes are on Intai'sei, in the Phoenix System of the Argos Rho cluster, trying to break into a Cerberus facility which has been using Reaper technology to indoctrinate a small army of abducted Yahg. The players are doing well, having successfully broken through the door's encryption and battled their way through the docking bay. They stand at a heavy blast door, when there is an explosion on the far side. The group's Drell Engineer finally hacks the door open, revealing a warehouse full of stasis pods. In each, a dormant Yahg is slowly corrupted by the Reaper tech which Cerberus has harvested over the years.
In the middle of the massive room, a section of the stasis pods have ruptured due to an inconvenient explosion. Standing in the center of the room are about a dozen Indoctrinated Yahg. The Storyteller has the Doom Pool for this bit of the adventure set at 3d6 + 2d8 + 1d10; a challenging, but not insurmountable, scene. The PCs, through some quick thinking and good use of Plot Points, reduce the Yahg to paste. Not wanting the PCs to get too full of themselves, the Storyteller lets the players know that they can hear the sounds of dozens of other stasis pods opening. As the PCs look around, the hundreds of pods surrounding them are all activating. The PCs, knowing they're outgunned, flee back to their shuttle. The Storyteller describes their flight back to their primary ship.
"As your shuttle docs with the MSV Hawke, a bright flash of light crests the planetary horizon. A Reaper has dropped from FTL just inside the atmosphere, igniting a small portion of it in a demonstrative fireball. Sensors show that its trajectory will lead it directly to the Cerberus Base."
At this point, the PCs have a choice; fight or flight. The PCs, being pragmatists, know that they have no chance of beating a Reaper and one hundred (or more) Indoctrinated Yahg. They advance in the opposite direction, towards safer ports. The Storyteller writes "Indoctrinated Yahg - 2d12" on a card and adds 2d12 to the Reaper Pool. Their enemies have grown stronger.
All of that is all well and good, but of what use is the Reaper Pool? During the primary game, not a lot. It sits there as more of a psychological tool for the Storyteller than anything else.
The PCs need a way to combat the Reaper Pool, of course, and that's where the Loyalty Pool comes into play. The Loyalty Pool starts the game with d12 in it for each PC. Not a lot of a chance against the unflinching destruction that is the Reaper Pool. Just like in the various Mass Effect titles, they're going to have to make friends and influence people in order to stop the imminent destructive hugeness of the Reaper Pool.
During any scene in which an Asset is created, a PC may spend 2 Plot Points to remove the Asset and create a Loyalty out of it instead. For instance, continuing the example from above: our PCs reach the Citadel to speak with their contacts. Not many of them are willing to help out, because organics are generally selfish to the core. The group's Turian Biotic decides to try to call in a favor with his cousin Barran who works for C-Sec. There's a rather intense social scene, but at the end Barran decides to help out as much as he can.
The player writes "Barran - C-Sec Officer - d8 Asset" on a card. The Turian Biotic's player can then decide whether he wants this Asset to be of use during the game itself OR in the meta-game. Being prudent, he spends the 2 Plot Points to add Barran to the Loyalty Pool. Barran's card is added to the Loyalty Pool stack. If the PCs wanted to cultivate their relationship with Barran, they can spend XP to increase his Loyalty value. If our Turian Biotic spent some time in a transitional scene working with Barran to maintain surveillance on a known criminal, he could spend 2 XP to increase Barran's value to a d10. (Preliminary costs are: d6 to d8 - 1XP, d8 to d10 - 2XP, d10 to d12 - 4XP.)
When the players reach a Final Mission scenario, the dice in each pool are up-converted to d12s (for example, if there are 32d6, 24d8, 20d10, and 6d12 in the Loyalty Pool, that converts to 26d12). The Reaper Pool stands at 80d12 (this being a ME2 style game and the PCs having fled the confrontation on Intai'sei, as well as a few other times the Reapers gained ground) versus the Loyalty Pool of 26d12. The difference of 54d12 are added to the Doom Pool for the Final Mission. The PCs are pretty boned. Had they spent more time cultivating their Relationships, they'd've actually stood a chance. As it looks now, they've got very little chance of making it out of their Final Mission alive.
Thoughts?
-J
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