What’s more realistic?
A group of heroes waits in a tavern until adventure finds them …
… or a rich, well-connected patron provides them with the means to set out on the next adventure?
As cliched as both options can be, I’ve been rethinking my aversion to using the patron as a means of hooking into an adventure.
What’s caused this change of heart? I’m reading David Grann’s story of Victorian-era British explorer Percy Fawcett and his lifelong quest for “The Lost City of Z.”
One of the things I’ve learned is that patronage was an essential component for the real-life explorers who ventured into the frontier in the nineteenth century.
For Fawcett, who was nearly penniless despite his status as a gentleman, this form came from the Royal Geographic Society, and later, from a group of London financiers called The Glove. But he was hardly alone. Outfitting expeditions cost money, with transportation and equipment taking the lion’s share. It also took influence. Foreigners entering another nation to do their exploring had to ask permission, first, and this required more than good manners and a smile.
One thing I found interesting is that an adventuring rival Fawcett feared most was an independently wealthy physician, Dr. A.H. Rice, not because of his skill, but because he had the means to mount an expedition whenever he wanted, increasing the chances he could reach a location first. The rest of the adventuring fraternity often had to plan their expeditions for years, soliciting funds and waiting for the right conditions (war or an epidemic often being the things that delayed many efforts). But for those with ready cash, such obstacles were easily overcome.
This is nothing new. Part of the story of Christopher Columbus that is so familiar is his seeking the favor (and not insubstantial support) of Queen Isabella of Spain before sailing West and bumping into the New World.
In running gaming adventurers, often the patron is nothing more than a fairy godmother who, with a wave of her wand, can produce a carriage from a pumpkin that transports adventure-seekers to the next treasure-filled dungeon. Or, as in the case of the Pathfinder Society, is a source of an adventure lead itself, like Commissioner Gordon on the other end of the Bat-Phone.
I think, following the explorer model, a GM can create scenarios that better reflect the role of a patron.
Casting Call: Groups of adventurers, all with their own projects, appeal to a single entity with an interest in exploration. This requires the party to “audition” their idea and compete with others. Maybe having a party not be chosen during a couple of these might mean the party will be more appreciative of a patron that eventually choses them.
Shared Vision: A patron seeks them out because word is they have a shared vision for an expedition. There’s just one hook: the patron’s help comes with strings attached. The patron (or someone the patron knows) has to tag along, the patron has a theory needing testing, or the patron wants first dibs on some of the treasure.
Rich Widow: There is one person with means and rival groups both seek the patronage. Which group will curry favor and win that patron’s good graces? The patron usually has some peculiar preferences that need be satisfied.
Dirty Money: Not every patron is on the up and up. Does the party know they are dealing with an unscrupulous fellow? You betcha. But are they willing to overlook an indiscretion here and there? Sometimes it helps having a patron who doesn’t play by all the rules. If anything, this can sometimes result in having a colorful character as a patron.
If there are any GMs out there who have effectively used a patron to jump start your adventures, I’d love to hear your stories. Share them in the comments, please.
I took similar inspiration from reading “The Lost City of Z”. I based an entire campaign around the PC’s being recruited by the “Explorer’s League” to seek out a missing colleague that was only *marginally* based on Sir Percy Fawcett, and who found himself lost in the wilderness of a largely unexplored jungle continent.
I like the patron model. It provides clear direction for the PCs, and feels far more natural than “Let’s all go adventuring together, since we’re all here, and if we don’t the DM will have to scramble to ad-lib something for us.”
It does point the way. I think GMs with many new players would be well served by this approach.
I ran a campaign in college that used the Explorer’s League model. As it was a college group with a shifting attendance, I also took advantage of the premise to have a shifting party with an adventure of the week format. I even had a few players trade characters between sessions or swap back and forth between different characters based on the need of the week’s mission. It worked fairly well, despite the chaos, and the trading of characters made for some interesting roleplay.
In more recent gaming, our group was joined by a new member a month ago. As an established party nearing the epic tier of play, the new character was introduced as a patron. He came seeking them out for a mission with the caveat that he was coming as well and he’d pay them for the trouble. It worked pretty well and we’ll see what happens now that the stated goal was accomplished… sorta.
I like the idea of trading characters, if necessary. It reminds me of the Ars Magica approach a little.
I use patrons frequently and blend them in to the development of the PCs and the story. The great thing is, most PCs can find a patron (or vice versa). Anyone who’s a member of an organization can catch the eye of a more powerful member who’d like them to do something. For example:
1. A PC cleric gives a thundering sermon that catches the attention of the local church leader, who sees things the same way. The high cleric entrusts the PC to lead a mission she’s too busy to lead herself. Success will burnish the PC’s reputation within the church and strengthen personal ties with this leader.
2. A PC gang member shows loyalty, bravery, and judgment on an unexpectedly tough operation. The gang captain notices and decides the PC is ready for the next test– leading his first operation. (Or, if he’s already run small ops, it’s a much bigger op.) Success means the leadership is happy and the PC sees rising rank and pay. Failure means… well, don’t fail. 😉
3. A PC who belongs to a professional guild or mystical order is networking with other members. S/he meets a veteran member who has more jobs or clients coming at him than he can handle. He’ll flip one to the PC, taking a reasonable “finders fee” or “management overhead” for himself, of course. Do the job well and the veteran can refer more jobs and provide mentorship. Screw it up and you’ve got an enemy.
Even PCs who don’t belong to organizations can hook up with patrons via reputation. Two more examples:
4. A political leader wants something done without his/her fingerprints on it so deliberately hires PCs who are outside the normal political, military, or aristocratic circles. Success means becoming go-to operatives for this leader and his/her allies.
5. A wealthy family has heard of the PCs’ exploits and contacts them privately for a project that requires discretion. Success means excellent pay if not also the possibility of future employment. Failure means wealthy enemies.
I think that is a good reminder that the character’s own fraternal relationships can be the gateway to sponsorship. It certainly saves the GM from having to come up with an organization if the PC has one in their background. I like all the scenarios.
Great article Troy, and great comments. I generally use patrons, or make the characters members of a group such as the Harpers. Makes it very easy to steer them into adventures. Now, once they are there, they can do what they want.
I used a patron as the start to my current Pathfinder campaign. A wizard looking to have items procured could not find a party willing to take his low level jobs. So he sponsored an event where individuals applied. Each applicant drew a stick with the lower half painted a color. The wizard then drew a lot himself and interviewed everyone who had that color. From these he chose the individuals who would become the adventuring party. It worked well as a game start. The wizard continues to have the party procure items for him and has become a resource for other things as well. This approach really worked for our game.
I’m glad to hear that approach worked for you Courtney13. It sounds like a whimsical way to bring a party together in a magical fantasy world. Having a wizard for an employer must mean dealing with some weird things. “Cleanup on Aisle 13” takes on a new meaning when it’s a wizard in his lab making the announcement.
I often use Patrons or Organization as levers to get plots moving. As mentioned above, it is powerful individuals and institution that have the weight of authority and material to get strange and unlikely projects moving forward.
Patrons are also a great way to inject some intrigue or mystery into the game. The party uncovers some evidence that the patron is not being entirely honest. Planted? Misinterpreted? Patron is being squeezed? Party doesn’t “need to know”?
Funny you should mention “patron being sqeeuzed.” I’ve been considering that option. Don’t tell my players. Just between ourselves, right? 🙂