Character Theory Making NPCs 4 strategy RP

Lorsh

Varlot
Roleplay Availability
Roleplay Type(s)
shellnut: low fantasy lordship simulator

I'm thinking that the players are able to ask for help from NPCs to avoid serious blunders, but not all advisors are necessarily reliable. Some of these aspects would be RNG, but idk if something like a trait system would be better, or base stats with randomized levels.


Could roll 10 and apply the result to determine these main, hopefully not mutually exclusive things? Would need a way to balance it out and make 'average' values more likely than the extremes, though. Maybe some main types of 'personalities' that influence how wild the values could get? 'Average' could pull it closer closer to the middle, 'Incompetent' could make negative values more likely?


Strategy: Planning, political know-how, logistics, etc. An NPC with high strategy skill would be able to provide reliable advice to the player, perform well in commanding larger formations and filling certain appointments - something like "Lord Quartermaster", for example. Poor strategic skill could lead to bigger picture blunders, even if the person is able to achieve a smaller-scale tactical victory. Poor strategy could cause other things to happen if the NPC is left in charge of something, like bringing too many wagons and slowing down the army, or failing to dismiss poor-quality levies from muster and causing a logistical strain (ex: Charlemagne sent home conscripts that only showed up with staves).

Tactics: Leading men in the field, independent decision making, officering skills, effectiveness as a captain or leader of a warband. High tactics would involve the NPC thinking more outside the box in battlefield situations. A vassal or commander with middling/lower tactics would mainly rely on contemporary military theory - so probably focus on heavy cavalry more than their archers and infantry.

Martial: Personal combat abilities. Affects duels and chances of survival in battle, though their participation is determined by bravery.

Bravery: Very high bravery can lead to foolhardiness and opposition to more cautious approaches. Lower bravery NPCs would be more weak-willed and cowardly - likely to flee, hide, or yield rather than risk their own skin, even if fighting is the better option.

Honor: Attitude towards warrior codes, ransoms, and military chivalry. High honor characters would be more upset about breaking oaths, executing nobles, etc. and be less effective when it comes to 'foraging' and raiding. Low honor characters would be morally flexible but perhaps less trustworthy - and they would almost always earn the ire of high honor characters.

Charisma: Likeability, diplomatic impact, popularity. Low charisma character would be awkward, abrasive, lack etiquette, etc. and be more likely to offend & sour negotiations if interacting with another player/NPC.

Finance: Ability to manage and raise money, secure loans, collect taxes. Low finance skill character wouldn't see the value in money, and be more likely to spend frivolously, get into debt, or make poor investments. A high finance character would know how to handle their silvers, and be aware of certain things like how much money would be needed for bribes, things like that.

Generosity: Low generosity is avarice and gold-grubbing, easily slighted over money. High generosity NPCs are wont to give alms, donations, and extend patronage to villages, towns, temples, etc. Their money may end up evaporating faster than a lord with low financial skill, but it may make them more loved and popular.

Heedfulness: How willing the NPC is to receive counsel from others. A character with poor strategic ability but high heedfulness might be steered away from disaster by listening to the advice of a subordinate - though very high heedfulness could result in them being taken advantage of, maybe. Lower heedfulness could be confidence in one's own abilities, or outright arrogance.


Anything else you think is important when it comes to authority figures/leadership?

Other factors aside from Honor concerning their general loyalty could be feudal relations, interfamily marriages, past slights, land disputes, etc.

Additionally, some things might be better to have as separate traits.

Frail: Vulnerable to injury.

Sickly: Vulnerable to illness.

Debilitated: Cripples, blind, deaf, etc. Can be a preexisting condition, or occur during the RP if mutilated or wounded. Putting out someone's eyes or lopping off their hand would give them a trait like this.

Ire: Heavily influenced by their ire about something, could be a faction, family, culture, or even something like a specific town.

Pious: Very religious.

Skeptic: Less religious.

Unlettered: Not very literate. Might preclude great skill in finance. Higher nobility and clerics are unlikely to possess this trait.
 
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