The Social Crawl Part 1
The Social Crawl is a hex crawl, but for people. Each 'hex' (we'll call them 'marks' because there's some funny convergence on con-artist terminology), each mark is a person of interest and their entourage. The marks are connected to other marks. Think of the nature of the connections as the landscape. You need different gear when adventuring in the mountains, and you need different approaches when trying to contact an estranged lover vs. a hated enemy.
Social Crawling is great at:
4. Finally, remember those trapped connections? We need to figure out what kind of trap is there. Roll 1d10 twice on the chart below for each trapped connection to find the trigger for the trap and the reaction of the trigger.
When you place the traps, decide which contact will get the trigger. It matters for Approach and Leave triggers.
Now take a minute and look at the map. Begin to chart the lines of influence and antipathy. Think of it like a circuit, where a charge can move across some connections and not others.
We can imagine a player talking to Harbunger ibn Uleg about their "Tea" business. If the players have a lot of heat on them from making a scene, they'd let them know that Harrow Mordhend is a good friend and to keep away. If they somehow figure out that Harbunger is in league with Ghurghoura, any visible approach (asking about the connection, not covering their tracks) will make Ghurghoura just lie about everything. "No, I have no idea who Morvul is. Morrouvorchus? Never heard of them."
Social Crawling is great at:
- City intrigue games, where there are factions ready to fuck with each other
- Mysteries about rich people having tea and someone like drinks poison
- Cults, crime bosses, and political jerkfaces
There are two parts here:
- Building the Social Crawl
- Running the Social Crawl
Both use a different process, and building it is way more in-depth than running it. Building out the map can take a hot minute, but I've used maps I built in an hour for games that lasted three months, so the cost is worth it.
Building the Social Crawl
- Decide how big a network you want. I build them in squares of 3x3, 4x4, or 5x5. The maps work for different situations.
- 3x3 works well for a small town, a locked room mystery, or the crew on a space faring vessel a million miles from nowhere.
- 4x4 is default, it works well for cities, conflicting government bodies, or vampires shitting on each other.
- 5x5 is weird, you have two ways to treat this. You can either have a massive mega city with a half dozen factions, or you can have a smaller area that is much more detailed. I have had a hard time running a 5x5 map because my brain is full of snakes.
- Populate the marks with your NPCs. Marks closer to the top are higher status, harder to get in touch with. Those at the bottom have looser security or lower status.
- I love using the Last Gasp Grimoire NPC Birthing Sacs to make up a bunch of NPCs.
3. Start with the upper right mark, roll 1d4, 1d6, and 1d8 for each adjacent or diagonal mark. I move counter clockwise. Check the results of the d4 on the list below.
- No Connection
- Connection (None if diagonal)
- Connection
- Trap (denote with dotted line)
Diagonal connections are rarer, and I follow a couple rules to make filling out the chart easier.
- Don't cross connections, like two diagonals that cross (it just gets messy).
- Don't re-roll connections you've already tested
- Everyone has at least one connection.
The d6 determines the tenor of the connection, while the d8 determines the specific nature of the connection. Write the nature of the connection on the connecting line.
roll
|
1- Rivalry
|
2- Beneficent
|
3- Complicated
|
1
|
Estranged lovers
|
Lovers in a torrid affair
|
Love-hate relationship
|
2
|
Courting the same person
|
Childhood best friends
|
Witnesses to horror
|
3
|
Old friends grown sour
|
Stood together through battle
|
Lovers, both beholden to others
|
4
|
Financial competition
|
Trusted business partners
|
Trapped in deep debt together
|
5
|
Opposite sides of politics
|
Members of fringe sect
|
Both outcasts from family
|
6
|
Social climbers at odds
|
Friendly rivals
|
Excommunicated together
|
7
|
Family, always fractious
|
Scheming allies
|
Political outsiders infiltrating
|
8
|
Professionally trump each other
|
Trusted confidants
|
Owes life debt / Holds debt
|
roll
|
4- Occult
|
5- Covert
|
6- Malignant
|
1
|
Bound by holy destiny
|
Honeytrap / Mark
|
Toxic lover / trying to escape
|
2
|
Both followed by dark forces
|
Unknowing co-conspirators
|
Deep hatred from old grudge
|
3
|
Dabbled in demonism together
|
Rival crime bosses.
|
Loathing of each other’s failures
|
4
|
Cursed to kill each other
|
Spies wary of each other.
|
Financially dependent/ exploiting
|
5
|
Cultists to forgotten gods
|
Eager ally / Con artist
|
Opposite sides in clan feud
|
6
|
Possess one soul between them
|
Formed cartel together
|
Heretic / Religiously intolerant
|
7
|
Haunting each other’s dreams
|
Secret lovers
|
Schemes spiral out of control
|
8
|
Eager disciple / Disappointment
|
Blackmailer / Target
|
Usurper / Superior
|
4. Finally, remember those trapped connections? We need to figure out what kind of trap is there. Roll 1d10 twice on the chart below for each trapped connection to find the trigger for the trap and the reaction of the trigger.
roll
|
Trigger
|
roll
|
Result
|
1-2
|
Inquiry- The character directly asks about the connection without disguising their motives.
|
1
|
Ambush- The characters are attacked by forces appropriate for the mark.
|
2
|
Decoy- The mark deploys a decoy to distract the characters.
| ||
3-4
|
Etiquette- The character has breached etiquette before following up on the connection.
|
3
|
Clam up- The mark refuses to speak to the characters until amends are made.
|
4
|
Warning- The mark issues a warning to not engage. Ignoring the warning brings violence.
| ||
5-6
|
Leave- The character leaves the mark to follow up on the connection.
|
5
|
Cut-out Contact- The contacts do not speak directly, but through a third party who will be targeted for assassination.
|
6
|
Lies- Nothing the target says is trustworthy.
| ||
7-8
|
Approach- The character is following up on a connection.
|
7
|
Duel- A third party challenges a character to a duel on the contact’s behalf.
|
8
|
Unholy Attention- Known or unknown to the contact, a demon, undead, or aberration intervenes on their behalf.
| ||
9-10
|
Attention- The character has attracted third party attention and attempts to follow up a connection.
|
9
|
Histrionics- The mark panics and draws attention, shouting, crying, and carrying on until the characters calm them down or leave.
|
10
|
Roll Twice...
|
When you place the traps, decide which contact will get the trigger. It matters for Approach and Leave triggers.
Now take a minute and look at the map. Begin to chart the lines of influence and antipathy. Think of it like a circuit, where a charge can move across some connections and not others.
We can imagine a player talking to Harbunger ibn Uleg about their "Tea" business. If the players have a lot of heat on them from making a scene, they'd let them know that Harrow Mordhend is a good friend and to keep away. If they somehow figure out that Harbunger is in league with Ghurghoura, any visible approach (asking about the connection, not covering their tracks) will make Ghurghoura just lie about everything. "No, I have no idea who Morvul is. Morrouvorchus? Never heard of them."
This is amazing! There are so many possible uses for this.
ReplyDeleteI'm handing over the DMing reins in our D&D 5E game to someone who wants yo do more intrigue and the like, so I have sent her a link to this!
Nice to extend this to have the top row interact with the bottom row and the left column interact with the right-most column
ReplyDeleteThat'd be nuts and my monkey brain wouldn't be able to handle it. Better to have people in the corners be less accessible than the social butterflies in the middle, methinks.
DeleteAwesome system. Looking forward to reading part 2 ASAP.
ReplyDelete