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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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