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The Old World - Grim and Perilous Beta v3

The Old World: Grim and Perilous is a free fan-made Warhammer Fantasy rulebook for Genesys RPG. Project's fanpage: https://www.facebook.com/TheOldWorldGenesys All Resources (Character Sheets, The Circle Adventure): https://tinyurl.com/yp9m3hnd

The Old World: Grim and Perilous is a free fan-made Warhammer Fantasy rulebook for Genesys RPG.
Project's fanpage: https://www.facebook.com/TheOldWorldGenesys
All Resources (Character Sheets, The Circle Adventure): https://tinyurl.com/yp9m3hnd

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planning. However, if you decide to advance

the party tension meter anyway, explain

your decision to the players and move

it by at least two segments. If you think it's

too much for a given situation, you probably

shouldn't move the indicator at all.

• Acting against the team's reputation. As we

explained earlier, a party builds its reputation

in a specific way that depends on its archetype.

After all, society expects mercenaries

to be brave and gangsters to be ruthless,

so when a group acts in a manner inconsistent

with its reputation, it can lose renown,

but usually the first result will be an increase

in tensions within the team. The rule of

thumb is: if a team behaves in a manner inconsistent

with their reputation, move the

party tension meter by at least 3 segments

(more depending on how much their actions

damage their reputation). Any subsequent

misconduct should also move the meter by

at least 3 segments, as well as result in the

loss of a Renown point (as long as anyone

outside the party has learned of their deeds).

Turning a Party Tension

Meter back

Similarly to all threat indicators, a party tension

mater can be turned back, however, it

should be quite rare. For example, you may

allow spending t to turn the meter back (but

only once per encounter/scene!). Also, achieving

important goals and outstanding successes

may reduce some tension between the party

members. If the party was really invested in reducing

tension to zero, you could allow it under

the condition that they come up with a good

plan how to do so and are ready to bear the appropriate

costs. One interesting idea might be

to organize a tavern crawl that would eat up a

significant chunk of the party's money. Or, for

more devout parties, an all-night penance and

a generous offering to the temple. The possibilities

are endless, but it's important that their

cost is steep enough to discourage the party

from taking advantage of it too often, while

at the same time not taking too much time or

pulling the party away from its real goals.

Managing Renown

New rules and special abilities can give players

a strong incentive to make decisions that

only increase their Renown. So what can you

do to prevent this? The simplest answer is:

Don't do anything! If this is exactly what players

want their characters to be occupied with

and you are having fun presenting them with

new challenges, there's nothing wrong with

that. However, we understand that sometimes

you may want players to participate in a more

structured story, and chasing Renown may

distract them unnecessarily.

In this situation, we first suggest constructing

a story that fits the archetype chosen by

the players. For example, if the players have

decided that their PCs will form a smuggling

gang and bring in illegal goods from the Border

Princess, pose problems for them with law

enforcement, hostile competition, or untrustworthy

clients. This will cause their Renown

to grow naturally with the development of the

plot and even drive it further.

Also, don't hesitate to talk to the players if the

chosen archetype of the team does not fit your

plans. Then help them choose a different archetype

that fits the story better.

The Old World: Grim and Perilous 167

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