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Tuesday, August 16, 2022

Membership in In-Game Organizations Shouldn't Require Specific Class Levels

I remember the first time I came across the opportunity to join in-game organizations was back when I was playing in the Forgotten Realms during the DND 3.5 era. From the Harpers to the Red Wizards of Thay there were particular prestige classes that granted you unique and unusual abilities that were outside the purview of any other classes, and you could join as soon as you met the necessary prerequisites. Even though I never got far enough in a game at that time to reach those prestige classes, it felt like a great, organic addition to my character that would tie me more firmly to the setting, and that desire always sat there in the back of my mind whenever a new game was announced.

Basically what I talked about in What Organizations Does Your Character Belong To?, a little while back.

While I've put my own spin on this idea (more on that later), I wanted to address the other side of the coin this week. Because membership in an in-game organization shouldn't require character levels... if something is a story element, let it be a story element without forcing your players to cut their nose off to spite their faces, mechanically speaking.

And if you haven't grabbed a copy of this book, I would highly recommend it.

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Walking That Fine Line Between Roles and Rolls


I mentioned that I first noticed this unique opportunity back in the 3.5 era, but I feel like Pathfinder really brought it home. From prestige classes that covered most major organizations within the Golarion setting, and a slew of class archetypes that you could start taking straight from level one, it felt like the designers really wanted to provide players with opportunities to tie their story to the pillars within the setting to help players make their characters feel more organic... and maybe for some extra wooge.

You can never have too much wooge.

However, it's important to remember that while story and mechanics can converge in perfect harmony, sometimes that isn't the case. And when that happens, it's important to take a step back and find a solution that works well for your particular game.

As an example, consider the hellknight prestige class for Pathfinder. Now, the hellknights are a large organization made up of dozens of orders and chapters, each with its own unique set of special skills and creed that it follows. Whether it's the Order of the Nail and their focus on maintaining law and order, the Order of the Rack and their focus on breaking dissent and putting down rebellions, and so on, and so forth, there's a lot of personality to these orders.

Now, a player could angle themselves toward taking levels in this prestige class once they meet the prerequisites (which involve slaying a devil with hit dice greater than the character while being witnessed by existing hellknights, so not a walk in the park). At that point they can choose which order they join, and gain particular abilities that bolster their character build as they go up in the hellknight prestige class.

However, let's assume you have a character at the table who isn't going to benefit from that class's abilities. The player may not want to expend the extra resources to meet the prerequisites (like heavy armor proficiency, Intimidate ranks, etc.), but they still want their character to become a member of a particular hellknight order for story reasons. The GM is able to do that with a snap of their fingers.

I dub thee Sir Bastard. Now arise, and spread the Law!

Say, as an example, a player was going all-in on a ranger build that focused on tracking and bringing down specific enemies. This might be an ideal candidate for the Order of The Scar, a hellknight order that hunts down killers and assassins. But this character wouldn't benefit from joining the prestige class in a mechanical sense... however, as far as their story goes, they could very easily start the game as a hellknight armiger (essentially a squire), and then at an appropriate time in the story be officially raised to the social position of hellknight (probably after slaying the devil, just for appearances).

This provides the benefits of tying the character more firmly to the setting, providing them with a structure that dictates why they're involved in a given adventure, and the goals they're trying to achieve. It also helps the GM because it tells them what kind of NPCs are likely to figure into this character's interactions, along with the places they've been, and the things they've seen. It also helps lay out a good way to reward the PC for service, allowing them to climb the ranks of the organization and to gain access to other forms of aid, prestige, and social currency.

In the end, it's a win for everyone.

I Talked About This in an Earlier Splat Book of Mine


I told you we'd circle back around to Sellswords of Sundara (available for both Pathfinder and DND 5E), didn't I? For those who are curious, this splat recently got its own audio drama, "The Price of Steel" on the Azukail Games YouTube channel... so toss the channel a sub, and give the track a listen!



Now, Sellswords of Sundara is pretty much what it says on the tin. The splat contains 10 mercenary companies complete with their specialties, uniform style, brief history, combat doctrine, some notable NPCs and rumors, as well as either a subclass (for 5E) or an archetype (for Pathfinder) should one wish to really embody the style of character described.

However, as I explicitly stated in the introduction to the book, players should not be forced to use these mechanical options merely to have their characters be a part of one of these free companies. If someone wants to play a wizard who's part of the Widowmakers free company (a rowdy gang of bruisers and bastards that are little more than cutthroats), they should be allowed to do that. A cleric who specializes in raising and controlling the dead would rise to a command position in the Risen Legion, and shouldn't have to take the fighter-based archetype of the Risen Legionnaire.

And so on, and so forth.

Because the thing about organizations that makes them so useful to you as a GM is that they're never made up of just one kind of character. Even going back to the Forgotten Realms, the Red Wizards of Thay were, of course, all wizards... but those weren't the only people in the organization. There were Thayan Bodyguards (another fun prestige class that came out later) who acted as the muscle to keep the tattooed spellcasters safe. There are the soldiers, the informants, the assassins, and the myriad of people who owe their allegiance to the Red Wizards and their power structures, even if they themselves are not one of those wizards.

Ideally, you want to make these organizations as available as possible because it grounds your player characters in the setting, and provides you with an easier time as the Game Master for telling their stories. While not every character will be drawn to an organization, whether it's a bandit gang, a mercenary company, or a knightly order, they can help provide a lot of useful structure that will save you time and energy going forward.

Recommended Reading


If you're looking for some additional organizations beyond what's available in Sellswords of Sundara, consider the following supplements!

- 100 Secret Societies: Shadowy organizations who seem to have tendrils everywhere, it's possible everyone in the party might be a member of this order and not even know it... or that they each serve a different master when everyone else's back is turned!

- 100 Cults to Encounter: From those who seek the favor of the old gods, to those who delve into outré philosophies, cults come in many forms. Not only that, but they can make quite a useful organization for those seeking a place to... belong.

- 100 Fantasy Guilds: From inventors and explorers, to monster hunters and assassins, guilds dip their fingers into damn near everything... which is why they can be so useful, and flexible, as an organization in your game.

A Baker's Dozen of Noble Families: From the swamp-dwelling clan fam of the Dredgers, to the deep pockets of High Hall, these 13 noble families are fleshed out enough that you can easily make your character a member.

100 Random Mercenary Companies: From the warrior wizards in the Acolytes of Arannis, to the black-clad battalions of the Harbingers of Sorrow, each of these companies offers unique ties for those who signed up for a tour of service.

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That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

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