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Birthright-L
10-02-2003, 09:19 AM
I recently purchased a game called Armegeddon 2089, a game by Mongoose

Publishing detailing battletech-like futuristic combat between giant walking

war machines in a backdrop of international worldwar. So of course, one of

my first questions about the main rulebook is, "How can this stuff be

applied to Birthright?"



Since all of the rules are OGL, I`m posting the negotiation rules from

memory. If anyone wants more details, I`ll post it in detail once I get the

book back but otherwise you may want to wait for my official Diplomacy

Action conversion.



---



In Armegeddon, player characters negotiate the contracts that their

mercenary company recieves. It`s not just, "Will you do this for this

much?" Basically, each "term" of the contract is negotiated for with each

side placing their arguments on that term until one side wins. Thus, each

term is an opposed diplomacy check. (don`t roll your eyes yet, it gets

good...)



First, you start off with the pre-negotiation. Decide any applicable skills

such as knowledge skills. Roll a DC 10 for each of these; each success gets

you a +2 bonus to the next pre-negotiation checks. (up to +10) The

pre-negotiation checks are a Gather Information check to find information

about your employer and his current situations and also an applicable

profession or knowledge skill you may have. You can also hire an accountant

to go over the initial offer first. Succeeding in these checks gives you

bargaining chips to work with, in the form of negotiation bonuses for use

later.



Next, we have the initial meeting. This is a basic diplomacy check (DC

around 15). Success gives you a +1 negotiation bonus. Failure gives you a

-1 negotiation penalty.



Next, comes the actual negotiation.

You and the employer can both introduce terms into the contract. The terms

are free-form and can be about anything you want, but there are some common

examples in the book. You can introduce terms that are beneficial to you

and terms that are harmful to you.



Each term you introduce has a negotiation bonus or penalty. This is added

or subtract to your diplomacy checks once the term is introduced. Good

terms (for the PCs) give penalties, bad terms give bonuses.



For example, if you introduce a bad term, say a secondary objective that you

have to complete in addition to the primary mission, you recieve a bonus on

future terms that you negotiate on (such as better pay). If you negotiate

for better pay (each 10% increase is -1 to future negotiation checks), it

becomes harder to get other things you may want (discounts, travel

compensation, free repair, salvage rights, etc.),



Each term is negotiated on with an opposed diplomacy check. The winner of

the check has the term negotiated in their favor. Roleplaying bonuses

apply, as well as other bonuses from feats and/or the pre-negotiation

checks. You can re-negotiate a term if you lost the diplomacy check, but

the opponent gets a comulative +5 bonus to their roll.



A common tactic for employers is to bring up all the secondary objectives

and "bad terms" later on in the negotiation process. This way, PCs get

bonuses to diplomacy checks only after everything`s already been negotiated

on and established, thus negating the benefit. Players who do their

homework beforehand will know about these "bad terms" early on and will

introduce them first, granting the benefits early, making it easier for them

to negotiate for better pay, intel, support, and benefits.



"We already know that this simple `recon mission` will involve an assault on

a listening post. We found out already about the land mines in the area.

And we know they`re expecting you to send in someone and they`ll be waiting

for us. So now that we`ve got that out on the table, let`s talk about our

payment..."



Finally, one last diplomacy check is made for final impressions, which

determines the likelihood of you getting a contract with that employer again

and any bonuses that may apply next time.



---



What do you think? Birthright-ey enough?

Is this helpful to anyone`s campaign?



-Lord Rahvin

Osprey
10-02-2003, 04:03 PM
I like it! :) Nice step-by-step breakdown of a negotiation process. Translates well for merchant / trade route negotiations. I like the part at the end about each side "doing its homework." It's a really important aspect of skillful negotiation and diplomacy.

-Osprey

Athos69
10-03-2003, 02:51 PM
Sounds exactly like the old BattleTech Mercenary's Handbook, in which the negotiation procedure was *exactly* like this....

Birthright-L
10-03-2003, 10:14 PM
Athos69 writes:



> This post was generated by the Birthright.net message forum.

> You can view the entire thread at:

> http://www.birthright.net/forums/index.php?act=ST&f=2&t=1985

>

> Athos69 wrote:

> Sounds exactly like the old BattleTech Mercenary`s Handbook, in which the negotiation procedure was *exactly* like this....

>



I don`t own that book.

Is there anything else in there that would be useful?

(new rules for espianage..?)



-Lord Rahvin

Athos69
10-08-2003, 02:27 PM
Nope -- it was just info on negotiation of a mercenary contract...

I *may* be able to dig up a copy -- I have no idea where to start to look in my archives...