What is the point of the PCs being awarded titles?
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I'm reading through the Lost Mine of Phandelver adventure, and the side quests that can be had from some of the people in town. After finishing those quests, the characters can be approached by the NPC, and if the characters share viewpoints with the quest giver, the NPC can award the character a title.
For example, Daran Edermath, of the Order of the Gauntlet, can give a character showing honor and vigilance the title of Chevall. Halia Thornton, of the Zhentarim, can give a character showing a desire for wealth and power the title of Fang.
What is the point of these titles? I'm wondering about these titles in this adventure specifically, but an answer about titles in general is also welcome.
dnd-5e published-adventures lost-mine-of-phandelver factions
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up vote
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I'm reading through the Lost Mine of Phandelver adventure, and the side quests that can be had from some of the people in town. After finishing those quests, the characters can be approached by the NPC, and if the characters share viewpoints with the quest giver, the NPC can award the character a title.
For example, Daran Edermath, of the Order of the Gauntlet, can give a character showing honor and vigilance the title of Chevall. Halia Thornton, of the Zhentarim, can give a character showing a desire for wealth and power the title of Fang.
What is the point of these titles? I'm wondering about these titles in this adventure specifically, but an answer about titles in general is also welcome.
dnd-5e published-adventures lost-mine-of-phandelver factions
New contributor
add a comment |Â
up vote
7
down vote
favorite
up vote
7
down vote
favorite
I'm reading through the Lost Mine of Phandelver adventure, and the side quests that can be had from some of the people in town. After finishing those quests, the characters can be approached by the NPC, and if the characters share viewpoints with the quest giver, the NPC can award the character a title.
For example, Daran Edermath, of the Order of the Gauntlet, can give a character showing honor and vigilance the title of Chevall. Halia Thornton, of the Zhentarim, can give a character showing a desire for wealth and power the title of Fang.
What is the point of these titles? I'm wondering about these titles in this adventure specifically, but an answer about titles in general is also welcome.
dnd-5e published-adventures lost-mine-of-phandelver factions
New contributor
I'm reading through the Lost Mine of Phandelver adventure, and the side quests that can be had from some of the people in town. After finishing those quests, the characters can be approached by the NPC, and if the characters share viewpoints with the quest giver, the NPC can award the character a title.
For example, Daran Edermath, of the Order of the Gauntlet, can give a character showing honor and vigilance the title of Chevall. Halia Thornton, of the Zhentarim, can give a character showing a desire for wealth and power the title of Fang.
What is the point of these titles? I'm wondering about these titles in this adventure specifically, but an answer about titles in general is also welcome.
dnd-5e published-adventures lost-mine-of-phandelver factions
dnd-5e published-adventures lost-mine-of-phandelver factions
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2 Answers
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There is no specific purpose, for now
However, the Lost Mine of Phandelver adventure could be the beginning of a larger campaign. A player's character can have a useful contact in the respective faction. See the "Faction Agent" background in the Sword Coast Adventurer's Guide for a practical example:
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.
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There's no inherent point - so it's up to you as DM
The party members are given the opportunity to join a faction as part of the adventure, as you point out. However, there are no story implications for joining these factions as part of the adventure.
As such, any consequences of joining a faction are entirely up to you (as DM), and whether you want to continue adventuring in the same world with the same characters after you complete the campaign. If you do, of course, you can have their faction membership provide them with some benefits, or plot hooks/missions that tie in to your next adventure.
AL handles them in a unique way
In addition, faction membership has more relevance in Adventurers League organized play, where players take the same character through several different adventures. This article summarizes the way faction membership originally worked in AL.
However, it seems like AL's faction rules have changed for the season 8 storyline, and now only allow characters to stay in a faction if they swap their existing background feature for the Faction Agent's "Safe Haven" background feature. Their reasoning and changes are summarized here:
We wanted to use them in a support capacity in our Adventurers League games but after 7 seasons we found that they just werenâÂÂt hitting the guided narrative tones that we wanted to hit. Their inclusion, while superficially an attractive option, was leading to weak story decisions and more often than not we felt that the faction missions and motivations were âÂÂtacked onâ to the adventures. This takes away from the scope of the stories that we want to share, and nobody wants a subpar story.
[...]
So what does this mean for characters that already have a faction? Well, itâÂÂs pretty easy:
- you can leave your faction (normal rules apply)
- you can stay in your faction by exchanging your current background
feature with Safe Haven, the feature used by the Faction Agent
background (from Sword Coast AdventurerâÂÂs Guide). You may do this
regardless of your level, just as how your alignment might change as
your story progresses.
- factions will no longer be providing magic items, nor will the mentor
functions exist
- we have a replacement system that is undergoing additional review to
replace those functions â and more!
- remember that characters with a lawful evil alignment are required to
be members of either the Zhentarim or the Lordsâ Alliance, and
Adventurers League play does not allow neutral evil or chaotic evil
alignments in play
I haven't personally played AL, so I don't know all the details. Even if you don't play AL, you can model your own handling of factions after their faction system (their old one or the upcoming one).
add a comment |Â
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
2
down vote
There is no specific purpose, for now
However, the Lost Mine of Phandelver adventure could be the beginning of a larger campaign. A player's character can have a useful contact in the respective faction. See the "Faction Agent" background in the Sword Coast Adventurer's Guide for a practical example:
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.
add a comment |Â
up vote
2
down vote
There is no specific purpose, for now
However, the Lost Mine of Phandelver adventure could be the beginning of a larger campaign. A player's character can have a useful contact in the respective faction. See the "Faction Agent" background in the Sword Coast Adventurer's Guide for a practical example:
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.
add a comment |Â
up vote
2
down vote
up vote
2
down vote
There is no specific purpose, for now
However, the Lost Mine of Phandelver adventure could be the beginning of a larger campaign. A player's character can have a useful contact in the respective faction. See the "Faction Agent" background in the Sword Coast Adventurer's Guide for a practical example:
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.
There is no specific purpose, for now
However, the Lost Mine of Phandelver adventure could be the beginning of a larger campaign. A player's character can have a useful contact in the respective faction. See the "Faction Agent" background in the Sword Coast Adventurer's Guide for a practical example:
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.
answered 48 mins ago
enkryptor
22.3k976188
22.3k976188
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add a comment |Â
up vote
0
down vote
There's no inherent point - so it's up to you as DM
The party members are given the opportunity to join a faction as part of the adventure, as you point out. However, there are no story implications for joining these factions as part of the adventure.
As such, any consequences of joining a faction are entirely up to you (as DM), and whether you want to continue adventuring in the same world with the same characters after you complete the campaign. If you do, of course, you can have their faction membership provide them with some benefits, or plot hooks/missions that tie in to your next adventure.
AL handles them in a unique way
In addition, faction membership has more relevance in Adventurers League organized play, where players take the same character through several different adventures. This article summarizes the way faction membership originally worked in AL.
However, it seems like AL's faction rules have changed for the season 8 storyline, and now only allow characters to stay in a faction if they swap their existing background feature for the Faction Agent's "Safe Haven" background feature. Their reasoning and changes are summarized here:
We wanted to use them in a support capacity in our Adventurers League games but after 7 seasons we found that they just werenâÂÂt hitting the guided narrative tones that we wanted to hit. Their inclusion, while superficially an attractive option, was leading to weak story decisions and more often than not we felt that the faction missions and motivations were âÂÂtacked onâ to the adventures. This takes away from the scope of the stories that we want to share, and nobody wants a subpar story.
[...]
So what does this mean for characters that already have a faction? Well, itâÂÂs pretty easy:
- you can leave your faction (normal rules apply)
- you can stay in your faction by exchanging your current background
feature with Safe Haven, the feature used by the Faction Agent
background (from Sword Coast AdventurerâÂÂs Guide). You may do this
regardless of your level, just as how your alignment might change as
your story progresses.
- factions will no longer be providing magic items, nor will the mentor
functions exist
- we have a replacement system that is undergoing additional review to
replace those functions â and more!
- remember that characters with a lawful evil alignment are required to
be members of either the Zhentarim or the Lordsâ Alliance, and
Adventurers League play does not allow neutral evil or chaotic evil
alignments in play
I haven't personally played AL, so I don't know all the details. Even if you don't play AL, you can model your own handling of factions after their faction system (their old one or the upcoming one).
add a comment |Â
up vote
0
down vote
There's no inherent point - so it's up to you as DM
The party members are given the opportunity to join a faction as part of the adventure, as you point out. However, there are no story implications for joining these factions as part of the adventure.
As such, any consequences of joining a faction are entirely up to you (as DM), and whether you want to continue adventuring in the same world with the same characters after you complete the campaign. If you do, of course, you can have their faction membership provide them with some benefits, or plot hooks/missions that tie in to your next adventure.
AL handles them in a unique way
In addition, faction membership has more relevance in Adventurers League organized play, where players take the same character through several different adventures. This article summarizes the way faction membership originally worked in AL.
However, it seems like AL's faction rules have changed for the season 8 storyline, and now only allow characters to stay in a faction if they swap their existing background feature for the Faction Agent's "Safe Haven" background feature. Their reasoning and changes are summarized here:
We wanted to use them in a support capacity in our Adventurers League games but after 7 seasons we found that they just werenâÂÂt hitting the guided narrative tones that we wanted to hit. Their inclusion, while superficially an attractive option, was leading to weak story decisions and more often than not we felt that the faction missions and motivations were âÂÂtacked onâ to the adventures. This takes away from the scope of the stories that we want to share, and nobody wants a subpar story.
[...]
So what does this mean for characters that already have a faction? Well, itâÂÂs pretty easy:
- you can leave your faction (normal rules apply)
- you can stay in your faction by exchanging your current background
feature with Safe Haven, the feature used by the Faction Agent
background (from Sword Coast AdventurerâÂÂs Guide). You may do this
regardless of your level, just as how your alignment might change as
your story progresses.
- factions will no longer be providing magic items, nor will the mentor
functions exist
- we have a replacement system that is undergoing additional review to
replace those functions â and more!
- remember that characters with a lawful evil alignment are required to
be members of either the Zhentarim or the Lordsâ Alliance, and
Adventurers League play does not allow neutral evil or chaotic evil
alignments in play
I haven't personally played AL, so I don't know all the details. Even if you don't play AL, you can model your own handling of factions after their faction system (their old one or the upcoming one).
add a comment |Â
up vote
0
down vote
up vote
0
down vote
There's no inherent point - so it's up to you as DM
The party members are given the opportunity to join a faction as part of the adventure, as you point out. However, there are no story implications for joining these factions as part of the adventure.
As such, any consequences of joining a faction are entirely up to you (as DM), and whether you want to continue adventuring in the same world with the same characters after you complete the campaign. If you do, of course, you can have their faction membership provide them with some benefits, or plot hooks/missions that tie in to your next adventure.
AL handles them in a unique way
In addition, faction membership has more relevance in Adventurers League organized play, where players take the same character through several different adventures. This article summarizes the way faction membership originally worked in AL.
However, it seems like AL's faction rules have changed for the season 8 storyline, and now only allow characters to stay in a faction if they swap their existing background feature for the Faction Agent's "Safe Haven" background feature. Their reasoning and changes are summarized here:
We wanted to use them in a support capacity in our Adventurers League games but after 7 seasons we found that they just werenâÂÂt hitting the guided narrative tones that we wanted to hit. Their inclusion, while superficially an attractive option, was leading to weak story decisions and more often than not we felt that the faction missions and motivations were âÂÂtacked onâ to the adventures. This takes away from the scope of the stories that we want to share, and nobody wants a subpar story.
[...]
So what does this mean for characters that already have a faction? Well, itâÂÂs pretty easy:
- you can leave your faction (normal rules apply)
- you can stay in your faction by exchanging your current background
feature with Safe Haven, the feature used by the Faction Agent
background (from Sword Coast AdventurerâÂÂs Guide). You may do this
regardless of your level, just as how your alignment might change as
your story progresses.
- factions will no longer be providing magic items, nor will the mentor
functions exist
- we have a replacement system that is undergoing additional review to
replace those functions â and more!
- remember that characters with a lawful evil alignment are required to
be members of either the Zhentarim or the Lordsâ Alliance, and
Adventurers League play does not allow neutral evil or chaotic evil
alignments in play
I haven't personally played AL, so I don't know all the details. Even if you don't play AL, you can model your own handling of factions after their faction system (their old one or the upcoming one).
There's no inherent point - so it's up to you as DM
The party members are given the opportunity to join a faction as part of the adventure, as you point out. However, there are no story implications for joining these factions as part of the adventure.
As such, any consequences of joining a faction are entirely up to you (as DM), and whether you want to continue adventuring in the same world with the same characters after you complete the campaign. If you do, of course, you can have their faction membership provide them with some benefits, or plot hooks/missions that tie in to your next adventure.
AL handles them in a unique way
In addition, faction membership has more relevance in Adventurers League organized play, where players take the same character through several different adventures. This article summarizes the way faction membership originally worked in AL.
However, it seems like AL's faction rules have changed for the season 8 storyline, and now only allow characters to stay in a faction if they swap their existing background feature for the Faction Agent's "Safe Haven" background feature. Their reasoning and changes are summarized here:
We wanted to use them in a support capacity in our Adventurers League games but after 7 seasons we found that they just werenâÂÂt hitting the guided narrative tones that we wanted to hit. Their inclusion, while superficially an attractive option, was leading to weak story decisions and more often than not we felt that the faction missions and motivations were âÂÂtacked onâ to the adventures. This takes away from the scope of the stories that we want to share, and nobody wants a subpar story.
[...]
So what does this mean for characters that already have a faction? Well, itâÂÂs pretty easy:
- you can leave your faction (normal rules apply)
- you can stay in your faction by exchanging your current background
feature with Safe Haven, the feature used by the Faction Agent
background (from Sword Coast AdventurerâÂÂs Guide). You may do this
regardless of your level, just as how your alignment might change as
your story progresses.
- factions will no longer be providing magic items, nor will the mentor
functions exist
- we have a replacement system that is undergoing additional review to
replace those functions â and more!
- remember that characters with a lawful evil alignment are required to
be members of either the Zhentarim or the Lordsâ Alliance, and
Adventurers League play does not allow neutral evil or chaotic evil
alignments in play
I haven't personally played AL, so I don't know all the details. Even if you don't play AL, you can model your own handling of factions after their faction system (their old one or the upcoming one).
answered 26 mins ago
V2Blast
14.4k23594
14.4k23594
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