Page 45 - GM EBOOK
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Using the Modules                                      Affiliation Quests
                                                                  Affiliation Quests are quests designed so that any
           The game of Ninja vs. Samurai RPG is open to the     non-affiliated PC may join a group that they desire.
         interpretation of the GM in its conception.  Charac-   All eight of the modules have these types of quests.
         ters, locations, and events can all be created using   The quests are designed for PCs to gain affiliation
         the guidelines provided in both the Game Manager’s     points that are earned to show the elder members that
         Manual and the Player’s Manual for creating areas      the PC is dedicated to the mission of a group.  A total
         and equipping and developing characters.  However,     of 15 Affiliation Points must be gained to earn access   C
         within the Ninja vs. Samurai RPG series exists fami-   into a group.  The Affiliation Points earned for a par-  h
         lies, clans and dojos whose information is detri-      ticular group can not be used as earned Affiliation    a p
         mental to creating and playing the Ninja vs. Samurai   Points toward another.                                 t
         RPG world correctly.  The full breast of this infor-                                                          e r
         mation can be found in the module books that per-        Each book has a total of three quests.  These quests
         tain to the organization.                              must be completed in sequence.  All quests offers a
                                                                character 5 Affiliation Points toward a group.  Upon
           The module books are dedicated to helping GMs        gaining 15 points (or completing the last Affiliation
         and players understand the family, group or clans, as   Quest) the player is rewarded with access to the in-
         well as the curriculum used to attain a black belt     formation in the module and other perks, and may
         ranking and higher.  If  GMs and players read, un-     begin using earned Experience Points toward advanc-
         derstand, and follow the information in modules        ing through the ranks of the now affiliated group.
         while playing all the parameters of their character,
         the world of Ninja vs.  Samurai RPG will provide for     Should a player no longer want to be Affiliated
         a most interesting gaming experience.                  with a group, they will have a deficiency toward the
                                                                next group they wish to join.  Should a player want
           Within these modules are several key sections that   their character to join a group their former group con-
         can assist a GM.  For example, the map of the area     siders an ally, they have a deficiency of 5 Affiliation
         controlled by a given group is fully illustrated show-  Points.  Should the group they want to join a neutral
         ing the location of every buildings in the property.    party, they have a deficiency of 10 Affiliation Points.
         Other things found in the module include: Infor-       Finally, a deficiency of 15 Affiliation Points is ap-
         mation about the group, The full training curriculum,   plied to a character wishing to join a group that is
         expanding the beginner levels (found in the Ninja vs.   considered an enemy of their former group.  If neces-
         Samurai RPG Player’s Manual) to the Master level.      sary, it is the responsibility of the GM to create the
         Affiliation Quests, which are the quests needed to     extra quests to make up for any deficiency the char-
         become a member of the group (if the character is      acter may face.  These quests may be inserted any
         not created/born into the group).  Along with the      where in the sequence.  Upon completion of all of the
         map of the area, there is also an illustrated map of   quests the character is granted permission to train and
         the compound or living facility for the group.  A list   advance in the new group.
         and description of tournaments that the group will
         hold.  Elder Quests, which are quests lead by the El-    Any techniques the character has already gained
         der Members of the group.  Finally, fully developed    may be applied to their training, and the experience
         character sheets for Elder Members and key charac-     points needed for those techniques may be subtracted
         ters of the group.                                     from the total points needed for a particular level
                                                                where applicable.
           GMs should become exceptionally familiar with
         the family, clan or dojo modules they use in order to   Elder Quests
         properly execute exciting quests, scenarios and cam-     Elder Quests are quests provided by the modules to
         paigns they create or play from within the module.     the GM.  These quests may be used as an independ-
                                                                ent quest or as a side quest during the play of another
                                                                campaign, quest or scenario.  These quests are lead

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