Thursday, September 1, 2016

What Assets, Bonds, and Credit does a Barbarian have?

8 comments:

  1. Assets include a weapon, some sort of mount, and oddments. No coin per say.

    Bonds needs to include with a particular NPC they know. Who do they know outside of the PCs? Or, do they only know the PCs?

    The rest of the PCs mutually build out their home. The Barbarian won't. What does she do instead?

    Similarly, each PC builds out a community they feel a part of. Wizard's academy, thieve's guild, etc. what does the Barbarian feel a part of?

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  2. Depends on the trope. Conan and He-man both have their own ragtag groups while someone like Beastmaster has his animal companions. I think they would have "companions" they travel(ed) with.

    In terms of community building, I feel like a barbarian would most be interested in sort of... inserting her culture into the place she has chosen to settle down in. Perhaps a small shrine to Gram'uhl and maybe furs lining their house. Maybe they work to create and change local customs to be more inclusive?

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  3. When Conan was asked "what is best in life", all of his answers were non-material (crush your enemies, see them driven before you, hear the lamentations of their women). So I'd probably go in that direction.

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  4. So the barbarian seems to be an outsider in these civilized lands, more at home wandering the wastes than in any place within a year's journey of here. If he isn't a member of a local nomadic tribe, he's almost by definition a loner.

    Still, he has to eat, live, and get equipment. What does he do when times get rough?

    Barbarians have touch points on the fringes of civilization. Those homesteads on the frontier that he's protected from raiders leave out bread and smoked fish when they know hunting has been rough. Flocks of birds and herds of wild cattle know him, and he understands their cries of alarm, the way they mark the ground to lead to water holes, and how to sleep among them. Groups of bandits or other outlaws -- shunned by society for rules the barbarian cares about not one wit -- respect his strength, and are always happy for his aid.

    Whereas other civilized groups join an organization, the barbarian develops a network of personal connections and known hosts (hospitality laws are always important to barbarians)



    Credit is a matter of reputation and favors -- you're the guy who took out that giant serpent that was giving us so much trouble. When you drink at our bar, no one starts fights. When little jimmy got lost following the spring lambs, you brought him back. You, and those who look like you, will never be shunned here.

    At least that's my thought.

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  5. John Hattan Do you know that quote was taken from Alexander The Great, and originally ended "and to ride their horses" ?

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  6. Also, barbarians naturally attract people who are very smart but very weak. Since barbarians are very strong but dumb as a stump, they tend to pair up with someone who's crafty but weak so they can make up for each others' deficiencies.

    There are other examples, but the best is probably "Master Blaster" from Mad Max Beyond Thunderdome.

    So I guess the quality of your associated smart-person would be a good attribute by which to measure the quality of a barbarian.

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  7. I think I got what I need here.

    The barbarian is a traveler.

    They have assets including a sword, a short bow, a mount, and an travel books. They are the only character to start with a mount, and the only character to start without coin.

    They have have a travelling companion, and the relationships can be Tutor, Beast tender, Servant, Mentor, or something stranger. That is, your compansion could be Aristotle (or you could be!), or they could be the guy who makes sure your mount is well cared for.

    They start with credit only with their home, and are asked to detail how it is different from where the PCs are.

    They have moves letting them use their weird emotional reactions as leverage, use the travel books to learn about where they are, take over communities, be the One Who Knocks, smash stuff, increase their bond rating, and help others learn about the world away from them.

    Jaded moves are always all about treating people as mere ends, rather than means in themselves.

    Thanks everyone. I think I've got it.

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