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DM’s Toolbox: Patrons

  • Written by John Lewis 4 Comments
    Last Updated:: January 22, 2009

    Something from my DM toolbox that I frequently employ in both campaign and adventure design is the patron.  Patrons are the movers and shakers of my campaign.  They are the people, creatures, organizations, and institutions that need things done and the characters are those people who can get it done for them.  Patrons are often the motivating force behind an adventure and can offer a plethora of campaign hook ideas. 

     

    There are a lot of things in a typical campaign that can motivate characters.  A sense of duty, love of adventure, the fight for survival, a need for revenge, even the simple pursuit of the almighty gold piece can send heroes into adventure.  There isn’t anything wrong with any of these motivators, but patrons can inject some new elements into your traditional fantasy game.  Patrons can offer a few things that these other methods of motivation sometimes lack. In this installment of the Toolbox we’re going to take an in-depth look at patrons and patronage in your campaign.

     

    Patrons and Goals

    When using other motivators the reason behind the need for the adventure is usually pretty transparent; the princess needs to be rescued because she’s the princess, the dragon needs to be killed because he’s terrorizing the countryside.  When a patron needs something done he may or may not provide the reason to the characters.  And even when the patron does offer an explanation there is always the possibility of lying to or misleading the heroes.  This alone opens numerous possibilities for the DM.  If your players are of a mercenary nature a good reward for undertaking the adventure is usually enough to for a patron to demand “no questions asked”.  When your players are on an adventure where the underlying goals aren’t clear the DM is free to come up with all sorts of hooks:

    • The heroes are actually doing something “bad”
    • The patron has a double-cross in store for the characters
    • The heroes’ actions may lead to some other adventure
    • Unforeseen consequences may arise
    • Loyalties may be tested between the patron and some other person or group
    • And of course the traditional “set-up” may occur

     

    Patrons and Treasure

    If you don’t want to sprinkle treasure throughout your adventure, then patrons are a good way to place some specific items (or money) in the characters’ hands.  Patrons are also great for introducing non-treasure rewards into the campaign.  Most of the time the primary reason for a party to undertake a quest is that the patron has something the heroes want or need; possibilities include:

    • Information
      • The location of the Lost City of Grenloch-Nor
      • The true name of the wraith lord of Summerest
      • Teleportation sigils for the Vault of Castenarius
    • Magic items, weapons, armor, or even just a bunch of gold
    • Access to some off-limits item or location
      • The Forbidden Library’s special collections vault
      • Use of the Sacred Altar of Radiance
    • Access with a hard to reach individual or group
      • An audience with King Myerdon
      • The right to speak to the Unbound Oracle of Kazhad-Din
      • A face-to-face with Blackjaw Kaine, Guildmaster of Stormhaven
    • Campaign specific valuables
      • A pardon form the Cornerstone City Council
      • The deed to Fort Griffin
      • A “favor” from Baraxis, Lord Mayor of Cinderhill

     

    Patrons and Verisimilitude

    One of my favorite reasons for using patrons is that they provide a great way to build “realism” into your campaign.  Patrons give the players a sense of the greater machinations of the world beyond their direct involvement.  Things happen in the world that the heroes are only indirectly part of.  Too often in a campaign the only things “moving and shaking” in the world are the PC’s.  With patrons the players can glimpse “behind the scenes”.  Of course you don’t want to use this to the point that the heroes feel like they don’t matter.  Just use it enough to remind them that there is a world beyond their line-of-sight.  Other people and groups want things, need things, and make plans of their own to get things.  The world marches on. 

     

    Using Patrons

    Putting patrons to work in you campaign can come in many forms.  In my current Dungeons & Dragons campaign I’m using patrons quite a bit.  Here’s a brief overview of how patrons and patronage are coming into play in the early stages of Dark Legacy:

     

    Right from the start of the campaign the PC’s are all members of the Assembly of Advisors.  This informal group of adventures frequently lends its expertise to the citizens of the Seven Bridges Valley.

    • The Assembly can provide occasional resources and assistance while also providing a catalyst for adventure through duty and loyalty.

     

    The Cornerstone Council and the Runespeaker form the governing body of the heroes’ hometown.  In fact, one of the PC is the son of a prominent council-woman.  Another PC is a sergeant in the Cornerstone guard.

    • Great patrons.  Not only do the town’s leaders need to look after the citizens’ interests (a great springboard for adventure) but each has their own agendas and interests.  When approached about a quest by a councilman are the heroes serving Cornerstone, or just the individual? 
    • These patrons are also great for feeding information and resources to the characters.  It also gives me as the DM a great opportunity to have lots of interesting NPC’s and start building mystery and intrigue within the campaign.

     

    When asked to investigate trouble near the community of Cinderhill the characters found themselves needing information and direction.  Soon they were introduced to Lord Mayor Baraxis, a person who could really aid them but needed a couple of “insignificant favors” done first.  Over the past couple of months Lord Baraxis has become a major NPC. 

     

    When the heroes needed to discover the identities of who was behind the attacks on the Old North Road, Baraxis was able to perform a ritual for them to reveal the Dragon’s Eye.  Of course in order to do the ritual the heroes needed to retrieve the bones of a martyr from the Sepulcher of the Ebon Skull.  When one of the heroes wanted a magic weapon Baraxis offered the longsword Soul Reaper to him.  Even though the sword feeds on the welder’s healing surges the PC still thinks it’s a pretty good weapon.  When the heroes cleared the ruins of Fort Griffin Lord Baraxis deeded the old structure to the party’s leader Dayereth.  Of course the fact that Dayereth’s mother is on the Cornerstone Council is probably irrelevant.  When the heroes saved Cinderhill from destruction at the hand of the Dragon’s Eye, Baraxis rewarded them with a dwelling in the village and the location of where their enemies where plotting their next evil scheme.

     

    As you can see this campaign is rife with patrons.  Lord Baraxis in particular has helped drive the campaign without forcing anything upon the PC’s.  Over the course of the past several months the characters have built up a solid relationship with Baraxis and several others.  Even though the patrons are not constantly present nor are they behind every adventure, the heroes have a sense that they are out their somewhere, doing something.  As they heroes negotiate through their various patrons’ goals and motivations they can’t help but wonder if they are still serving their original intentions?  Who has their back?  Are they doing the right thing?  Are they serving the greater good?

     

    Friendship, loyalty, and assistance.  Doubt, paranoia, and uncertainty.  Patrons can bring all of these elements and more into a great campaign.  Of course in my campaign the heroes of the Seven Bridges Valley just discovered that their patron, Lord Baraxis, is actually a vampire.  I wonder if that will affect the relationship…

     

  1. “Too often in a campaign the only things “moving and shaking” in the world are the PC’s.”

    That sentence caught my attention. This seems to happen in more advanced games that I game master or play in. Once the player characters start to get powerful, it seems like they rule the roost. Even plans on a grand stage seem to be dwarfed by the PC’s plan of what they are going to eat for breakfast, and who will die when they do.

    The best campaigns I’ve ever run or played in, the player characters usually started out insignificant and slowly built up. They never achieved galactic dominance. There was always a bigger picture than themselves. The galaxy would go on and still be interesting without them.

    But sometimes, campaigns would turn the direction of being completely focused on the PCs. What they do is always the focus of your campaign, but it doesn’t have to be the focus of your campaign world.

  2. Great advice. I’ve got many patrons in my current city campaign. I’m curious to see which one(s) the PCs will serve. Each PC will be approached by multiple groups asking for loyalty and/or service. Maybe they characters will play them off against each other.

    Another potential perk of a patron is granting rights and priviledges. Example: my PCs are just about to be rewarded with citizenship papers next session for a mission accomplished.

    Johnn Four’s last blog post..How Much Campaign Do You Plan Before Start?

  3. I agree entirely with what Samuel said above. The PC’s should never get too comfortable with their power or their situation, and having various factions vying for their attention or destruction is a way to keep them on their toes. Maybe this is the old school GM in me, but I think that the PC’s should always have threats within the campaign that they can’t possibly overcome by themselves. This forces them to have allies and the patronage of the powerful to not only succeed in their endeavors, but generally just to ensure their survival. I have always used patrons in my games, from great kings to shifty crime bosses. They are an awesome way to make a world feel vibrant and alive beyond the actions of the PC’s. Excellent post.

    Jack Crow’s last blog post..What’s your class baby?

  4. It is always nice, as a player, knowing that there’s something bigger and badder out there that you need to watch out for. Otherwise it’s easy to go running into every single battle and not even care what’s going to happen because you know you’re coming through it unscathed.

    I really do like the idea of playing different factions against each other or playing up to certain sides to gain favor.

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