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Audience Interaction

by admin published Jun 02, 2015 01:38 AM, last modified Jun 02, 2015 01:38 AM
by Hawke — last modified Feb 17, 2015 02:55 PM — Here is information regarding options allowing the Spartan Show audience to interact and influence the Adventurer's Guild story.

The Spartan Show Adventurer's Guild broadcasts live over Twitch.tv and related services. Audience members can interact through real time chat and other features.

One feature we are experimenting with includes the ability of viewers to use accumulated XP (or through direct donation) to influence aspects of the continuing adventure. Options may range from very minor little influences, to significant impact (without creating chaos to the overall story line).

 

We are working out the details on how much each option will "cost".

Please keep watching the show for additional updates.

This page will be updated as needed without prior notice.

Thank you for your support of The Spartan Show Adventurer's Guild. Be sure to support all the great broadcasts from The Spartan Show on the SpartanShow.tv website and related sites.

Generally each item may not occur more than once per game session, nor back-to-back sessions. If submitted later in the broadcast, may not be able to incorporate into the game until the following game session broadcast.

Experimental XP cost listings for each feature

10 = party roll's Perception check, DC 18. If detect, has feeling being watched.

 

20 A lone deer (doe) is seen. Audience may describe what kind.
30   A dog, apparently following the scent of something. It looks like a domesticated dog, and is very friendly if not threatened.
40   Racoon tries to steal food from party while sleeping/camped.
50 A murder of crows.
60   Lone wolf, avoids confrontation, but keeps trailing party from a great distance.
70 Wounded solider unconscious on trail party if following/near. (either Arthurian or Mordredian (DM's discretion))
80 The cat again??? Is it the same cat last seen in the little girl's tent? An actual housecat is seen, it runs away if anyone approaches it. Remember they have all been killed off in recent years, so a rare sight!

90 Unnatural-seeming heavy

100 Pack of hungry wolves!

 

 

 

 

 

XP CostItemNotes
10 Lone refugee from nearby village seen on small trail.
20 A cat! An actual housecat is seen, it runs away if anyone approaches it. Remember they have all been killed off in recent years, so a rare sight!
30 A dog, apparently following the scent of something. It looks like a domesticated dog, and is very friendly if not threatened.
40 A lone deer (doe) is seen. Audience may describe what kind.
50 Racoon tries to steal food from party while sleeping/camped.
60 Lone wolf, avoids confrontation, but keeps trailing party from a great distance.
70 Wounded Mordredian soldier found unconscious on trail party if following/near.
80 Thief attempts to sneak up on party during sleeping, and attempt to steal something.
90 Unnatural-seeming heavy thunderstorm (coming from due South at unnatural speed).
100 Pack of hungry wolves!
100 Item of some possible significance noted lying on road/trail
200 Farmer/rancher/hunter/trader seen working the field/lands
200 Farmer/trader carrying goods to Camelot
300 Messenger on foot, en route to/from Camelot
300 Messenger on horseback, en route to/from Camelot
300 Burned village (no survivors - recently raided)
400 Arthurian scout on foot
400 Arthurian scout on horseback
500 Arthurian foot soldier(s) DM will roll 1d4 to determine quantity
500 Short Term Minor Weather Event
500 Encounter with "mad" beggar/hermit
500 Burned village (lone survivor - recently raided)
500 Lone wandering survivor from raided village
600 Small group of survivors from raided village
700 Medium group of survivors from raided village
800 Large group of survivors from raided village
900 Mordredian foot scout
1000 Mordredian scout on horseback
1100 Mordredian light patrol on horseback 4 light armor men on light horses
1200 Mordredian light patrol on foot
1300 Mordredian light footsoldier(s) 4d4 (4-16) men
1400 Mordredian heavy footsoldiers 4d4 (2-16) men
1500 small Mordredian encampment 4d4 (4-16) men
1600 medium Mordredian encampment 2d6x10 (20-120) men
1700 large Mordredian encampment 1d10x100 (100-1000) men
2000 Audience member gets one roll on "random encounter" chart for region.
2500 Audience member gets to pick one item from "random encounter" chart for region
3000 Audience member gets to play one creature from "random encounter" chart for region
5000 1 Audience member takes over temporary control of minor NPC for one hour (with DM option to veto any inappropriate actions)
10000 Audience member takes over temporary control of minor NPC for half game session (2 hours) (with DM option to veto any inappropriate actions)
15000 Audience member takes over temporary control of minor NPC for one full game session (2 hours) (with DM option to veto any inappropriate actions)
20000 Audience member takes over moderately important NPC for one hour (With DM option to veto any inappropriate actions)
25000 Audience member takes over moderately important NPC for half game session (2 hours) (with DM option to veto any inappropriate actions)
30000 Audience member takes over moderately important NPC for one full game session (with DM option to veto any inappropriate actions)

 

 

 

Earthquake (minor tremor up to significant, but not allow cataclysmic yet, but could allow happen before PCs get there, so impacts how situation there is before they get there).
Weather events from minor to moderate, to extreme, but not cataclysmic locally (though could allow elsewhere for where PCs may be heading).
Flood (minor, localized)
Flood (general mid-sized area).
Fire – grass
Fire – forest
Rock slide
Avalanche
Meteorite
Comet
Asteroid

 

We are working on a specific cost for each option, but here is a short list of just a few ideas being considered (this page will be revised as we solidify these ideas):

  • male Drow (solo) – evil
  • male Drow (solo) – good/neutral
  • female Drow (solo) – evil
  • Female Drow (solo) = good/neutral
  • Male Drow group (2-4) – evil
  • Female Drow group (2-4) – evil
  • Drider (solo) – evil (male)
  • Drider group (2-4) – evil (males)
  • Drow covert scout group – 1 female (leader), 2 males, 1 Drider.
  • Past, old, Ritual evidence found to Lolth.
  • Past, recent, ritual evidence found to Lolth.
  • Past, old ritual evidence found to ________.
  • Past recent, ritual evidence found to _________.
  • Ritual happening (night time), to ___________.
  • Ritual happening (night time), to Lolth (not Drow).
  • Ritual happening (night time) to Lolth (at least one Drow).
  • Unnatural freezing fog (Mordredian/LeFay).
  • Unnatural striking lightning storm (very localized) (Mordredian/LeFay).
  • Plague! - 1 dead animal, non-populated area
  • Plague! - multiple dead animals, non-populated area.
  • Plague! - 1 dead animal, populated area
  • Plague! - multiple dead animals, populated area.
  • Plague! - 1 dead child, non-populated area.
  • Plague! - 1 dead elderly, non-populated area/remote/hermit.
  • Plague! - lone farmhouse (not near village), entire dead family.
  • Plague! - lone farmhouse (not near village), entire family, some living.
  • Plague! - 1 animal, living, populated area (small village, unidentified by populace, discovered by PC/NPC).
  • Plague! - multiple living animals in populated area (small village, unidentified by populace, discovered by PC/NPC).
  • Plague! - one child, living, small populated area.
  • Plague! - one elderly, living, small populated area.
  • Plague – more than one person, small populated area
  • Plague! - living traveler/soldier early stages.
  • Plague! - living traveler/solider advanced stages.
  • Plague! - 1 dead animal, large town or small city.
  • Plague! - multiple dead animals, large town/small city.
  • Plague! - multiple dead animals, city/port
  • Plague! - 1 living animal, large town/small city.
  • Plague! - multiple living animals, large town/small city
  • Plague! - 1 dead child, large town/small city
  • Plague! - 1 dead elderly, large town/small city
  • Plague! - 1 dead person, city/port.
  • Plague! - 1 living person, large town/small city
  • Plague! - 1 small group of people, large town/small city.
  • Plague! - 1 living person, city/port
  • Plague! - 1 small group, city/port
  • Plague! - most/entire (small) village.
  • PC infection check... minor, cold.
  • PC infection saving throw... minor, flu.
  • PC infection saving throw, miserable flu.
  • PC infection saving throw, random illness (appropriate to location, season, etc.) roll, appropriate to PC action/situation/location. Minor.
  • PC infection saving thrown, random illness, appropriate to PC actions/situation/location. Moderate.
  • PC infection savyng throw, random illness roll, appropriate to PC actions, situation, location, significant.
  • Minor NPC infatuation with 1 PC (infatuation does not always mean romantic, could just be obsessive interest in the “hero” or similar).
  • Minor NPC, anger/vengeful toward 1 PC.
  • Moderate NPC, infatuation with 1 PC. (infatuation does not always mean romantic, could just be obsessive interest in the “hero” or similar).
  • Moderate NPC, anger/vengeful toward 1 PC.
  • Significant NPC, infatuation with 1 PC. (infatuation does not always mean romantic, could just be obsessive interest in the “hero” or similar).
  • Significant NPC, anger/vengeful toward 1 PC.
  • Helpful NPC
  • Helpful location (Inn, hideout, etc.)
  • Helpful group of NPCs
  • Helpful resource (herbs, blessed location, healing waters, etc.)
  • Divine intervention, minor, helpful
  • Divine intervention, minor, complicating/mischievous
  • Divine intervention, minor, spiteful

 

Suggestions for additional ideas are also welcomed.

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