Developing the Fixer's Network and Contacts

Developing the Fixer's Network and Contacts

 

10.1.2 Network and Contacts

 

Overview

A core aspect of the Fixer's role in Infinite Frontiers is their extensive network of contacts and influence within various factions, corporations, and underworld elements. This network is not only a narrative device but also a mechanical system that empowers the Fixer to:  
  • Access Information: Gather intel crucial for mission planning and execution.
  • Acquire Resources: Obtain equipment, favors, or assistance beyond standard means.
  • Influence Events: Shape the game world by leveraging relationships and reputation.
  Implementing the Network and Contacts as a solidified mechanic ensures that the Fixer's abilities are tangible, balanced, and seamlessly integrated into the game's existing systems. The mechanics should be intuitive, engaging, and provide meaningful choices without overwhelming complexity.  

Implementing the Network and Contacts Mechanics

To develop a robust yet accessible system for the Fixer's Network and Contacts, we focus on three key components:  
  1. Contacts Management
  2. Influence Points and Reputation
  3. Network Actions and Mechanics
 
 
1. Contacts Management
 
1.1 Defining Contacts
Contacts are individuals or organizations with whom the Fixer has established a relationship. They can provide services, information, or resources that aid the team. Contacts are categorized based on their:  
  • Type: Individual (e.g., informant, technician) or Organization (e.g., street gang, corporation).
  • Field: Area of expertise or influence (e.g., technology, smuggling, politics).
  • Reliability: Trustworthiness and willingness to assist.
 
1.2 Contact Profiles
Each Contact has a profile containing key information:  
  • Name and Role: Identifies the Contact and their position.
  • Field of Expertise: What the Contact can provide.
  • Relationship Level: Indicates the strength of the Fixer's relationship with the Contact.
  • Motivations: Describes the Contact's interests, which can influence interactions.
  • Availability: How often the Contact can be called upon.
  Example Contact Profile:
  • Name: Lexa Grey
  • Role: Cybersecurity Specialist
  • Field: Hacking and Information Brokerage
  • Relationship Level: 3 (on a scale of 1-5)
  • Motivations: Profit-driven but values mutual respect.
  • Availability: Can be contacted once per mission.
 
1.3 Relationship Levels
The strength of the Fixer's relationship with a Contact is quantified using Relationship Levels, which affect the Contact's willingness to assist and the quality of aid provided.  
  • Level 1 (Acquaintance): Minimal trust; limited assistance.
  • Level 2 (Familiar): Basic trust; standard services.
  • Level 3 (Trusted): Good rapport; above-average support.
  • Level 4 (Allied): Strong bond; significant aid.
  • Level 5 (Close Ally): Deep trust; exceptional assistance.
  Advancing Relationship Levels:
  • Mechanics: Increase levels by completing favors, sharing valuable information, or successful interactions.
  • Roleplaying: Engage with Contacts meaningfully during the narrative.
 
 
2. Influence Points and Reputation
 
2.1 Influence Points (IP)
Influence Points represent the Fixer's social capital, used to leverage Contacts and sway situations.  
  • Earning IP: Gained through missions, networking actions, and significant roleplaying moments.
  • Spending IP: Used to:
    • Improve Relationship Levels with Contacts.
    • Acquire favors or special resources.
    • Influence outcomes in social situations.
  IP Mechanics:
  • Starting IP: The Fixer begins with a base amount (e.g., 5 IP) determined during character creation.
  • IP Economy: IP should flow steadily, rewarding proactive networking while preventing hoarding.
 
2.2 Reputation System
Reputation reflects the Fixer's standing within various factions and the broader game world.  
  • Reputation Tracks: Separate tracks for different factions or sectors (e.g., Corporations, Underworld, Law Enforcement).
  • Reputation Levels:
    • Negative Reputation: Disliked or hunted.
    • Neutral Reputation: Unknown or indifferent.
    • Positive Reputation: Respected or favored.
  Influencing Reputation:
  • Actions: Completing missions, making moral choices, or public actions impact Reputation.
  • Consequences:
    • High Reputation: Unlocks better missions, access to elite Contacts.
    • Low Reputation: May close doors but open alternative paths (e.g., criminal opportunities).
 
 
3. Network Actions and Mechanics
 
3.1 Utilizing Contacts
The Fixer can interact with Contacts through Network Actions, which are specific tasks or requests made to a Contact.   Types of Network Actions:
  • Information Gathering: Obtain intel on targets, locations, or events.
  • Resource Acquisition: Secure equipment, funds, or personnel.
  • Favors: Request special assistance, such as safe passage or interference with adversaries.
  Mechanics:
  • Action Cost: Each Network Action requires spending IP and may involve a dice roll.
  • Roll Mechanics:
    • Attribute + Talent Roll: Typically, Spirit + Negotiation or Mind + Networking.
    • Difficulty Rating (DR): Set based on the request's complexity and the Contact's Relationship Level.
  • Success and Failure:
    • Success: The Contact provides the assistance requested.
    • Failure: The request is denied, and Relationship Level may decrease.
  Example Network Action:
  • Objective: Obtain blueprints of a secure facility.
  • Contact: Lexa Grey (Cybersecurity Specialist, Relationship Level 3).
  • Mechanics:
    • Cost: 1 IP.
    • Roll: Mind (5) + Networking (4) = 9 dice.
    • DR: 3 (moderate difficulty).
    • Outcome:
      • Success: Lexa provides the blueprints.
      • Failure: Lexa cannot help; may require an alternative approach.
 
 
Integrating Network Mechanics with Existing Systems
 
Consistency with Core Mechanics
  • Attribute + Talent Rolls: Network actions use the same dice pool system, ensuring familiarity.
  • Resource Management: IP functions similarly to other resources, like Action Points (AP), providing a cohesive experience.
 
Ease of Understanding
  • Clear Rules: Define IP earning and spending straightforwardly.
  • Simplified Tracking: Use a dedicated section on the character sheet for Contacts and IP.
 
Engagement and Fun
  • Meaningful Choices: Deciding how to spend IP and which Contacts to develop adds strategic depth.
  • Narrative Impact: The Fixer's network directly influences the game world, making actions feel significant.
 
 
Practical Example: Utilizing the Network in Play
  Scenario: Preparing for a High-Risk Mission  
  • Objective: Infiltrate a heavily guarded facility to retrieve a prototype device.
  • Fixer's Plan:
    • Step 1: Use a Contact to obtain security schedules.
    • Step 2: Acquire specialized equipment through another Contact.
    • Step 3: Request a distraction from an allied gang to draw guards away.
  Mechanics:   1. Obtain Security Schedules
  • Contact: Elena Rossi (Facility Staff Member, Relationship Level 2).
  • Action Cost: 1 IP.
  • Roll: Spirit (5) + Negotiation (5) = 10 dice.
  • DR: 2 (easier due to existing relationship).
  • Outcome: Success provides detailed security schedules.
  2. Acquire Specialized Equipment
  • Contact: Zane Torvald (Black Market Dealer, Relationship Level 3).
  • Action Cost: 1 IP + Payment (in-game currency or favor).
  • Roll: Not required if payment is sufficient.
  • Outcome: Team receives equipment needed for infiltration.
  3. Arrange Distraction
  • Contact: Rico Delgado (Gang Leader, Relationship Level 3).
  • Action Cost: 2 IP (higher due to the risk involved).
  • Roll: Spirit (5) + Negotiation (5) = 10 dice.
  • DR: 4 (challenging request).
  • Outcome: Success means the gang stages an incident, diverting guards.
  Impact on Gameplay:
  • The team gains significant advantages during the mission due to the Fixer's network.
  • The Fixer expends IP, balancing their resources.
  • Relationships with Contacts are strengthened, setting up future interactions.
 
 
Advancing the Network and Contacts System
 
Dynamic Relationships
  • Consequences of Actions: Successes and failures with Contacts can alter Relationship Levels.
  • Evolving Motivations: Contacts may change over time, presenting new opportunities or challenges.
 
Integration with Storytelling
  • Plot Hooks: Contacts can introduce side missions or personal quests.
  • Conflict Generation: Rival Contacts or factions may emerge, adding depth to the narrative.
 
Collaborative Opportunities
  • Team Involvement: Other players can interact with Contacts, fostering group engagement.
  • Shared Resources: The team benefits from the Fixer's network, enhancing teamwork.
 
 
Ensuring Balance and Fairness
 
Limiting Overuse
  • IP Costs: Require thoughtful expenditure of IP to prevent over-reliance on Contacts.
  • Availability Restrictions: Contacts may have limited availability, preventing constant assistance.
 
Avoiding Spotlight Monopolization
  • Shared Decision-Making: The Fixer involves the team in planning and deciding when to use Contacts.
  • Encouraging Other Roles: Missions and challenges require diverse talents, giving all players opportunities to contribute.
 
Transparent Mechanics
  • Clear Guidelines: Provide players with an understanding of how the Network and Contacts system works.
  • Open Communication: The Fixer discusses potential network actions with the group, maintaining trust.
 
 
Simplifying for Ease of Understanding
  • Visual Aids: Use charts or tables to track Contacts and IP.
  • Examples in Rulebook: Include sample interactions and scenarios to illustrate mechanics.
  • Step-by-Step Guides: Break down processes like acquiring a new Contact or using IP.
 
 
Enhancing Engagement and Fun
  • Personalization of Contacts: Develop unique and memorable NPCs that players enjoy interacting with.
  • Impactful Outcomes: Ensure that network actions have noticeable effects on gameplay and the story.
  • Player Agency: Allow players to suggest or seek out Contacts, involving them in the networking aspect.
 
 

Conclusion

By solidifying the mechanics of the Fixer's Network and Contacts, we provide a system that is:  
  • Engaging: Offers strategic choices and meaningful interactions that enrich the gameplay experience.
  • Intuitive: Aligns with existing mechanics, making it easy for players to understand and utilize.
  • Balanced: Ensures that the Fixer's abilities enhance the team without overpowering other roles.
  • Integrated: Seamlessly fits into the world of Infinite Frontiers, reflecting the game's themes of networking and influence.
  This system empowers the Fixer to leverage their unique strengths, contributing to the team's success and driving the narrative forward. It adds depth to the game, creating opportunities for rich storytelling and collaborative play.  
 

Next Steps

  • Playtesting: Implement the Network and Contacts mechanics in sessions to gather feedback and refine.
  • Rulebook Inclusion: Incorporate detailed explanations, examples, and tools into the Infinite Frontiers rulebook.
  • Player Resources: Provide character sheet templates and tracking aids to assist with managing Contacts and IP.
Rulebook

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