Inquiry
presented by Elysium Productions
Influence Board Game Rules
City Map (271k gif)
Codes and Locations
Jan. 24 locations and pins
Feb. 21 locations and pins
Mar. 21 locations and pins
Apr. 17 locations and pins
Introduction
The Influence Board Game (IBG) is design to provide players can have a rule-based system for interacting with their characters’ influences. In games past, wielding influences has not been an easy task, due mostly to the intentionally vague definition of their use. By providing a system of quantifiable rules, it is hoped that players will feel more comfortable getting involved with their influences, accomplishing their own characters’ goals in the process. It is also felt that a board-style game provides certain aesthetic elements of gameplay that heighten the experience of manipulating the mortal world as well as providing another element of strategy.
Despite the added strategic elements, the IBG will not be a necessary part of Inquiry. Players can choose not to participate in the board game if they should so choose not to do so. However, the IBG will be a rich source of game information, money, and other benefits – all of which can be acquired without the IBG, but not perhaps as easily. At the very least, the IBG is another avenue to accomplish goals. At most, it can be an essential source of political and social power.
Rules
The IBG is played on a Game Board, which is a map of the greater Boston area. It contains the various elements in the game. Players will receive an Influence Marker for each influence their character has in their character sheet. Upon the Game Board will be highlighted areas called Influence Zones. These zones represent areas around the city where influence may be exerted effectively. For instance, Fenway Park is an Influence Zone that is zoned for Industry. Thus, a character’s Industry influence may well exist at this location. When an appropriate influence is at an appropriately zoned area, that influence can perform a variety of actions (described later). Some Influence Zones are zoned for various types of influences. For instance, Fenway Park, in addition to being zoned for Industry, could also be zoned for Media, as it is a well-televised area during the summer. Thus, a character’s Industry or Media influences would be equally effective. All Influences Zones on the Game Board will be publicly marked. There will also be some influences of a "generic" type that can be used in any Influence Zone effectively. These generic influences are rare and valuable and are usually held by characters that have talents in information gathering.
When characters’ influences are on the Game Board, they will exist in a specific real-life location. The influence will be represented on the Game Board by a numbered pushpin or other similar device. Other players thus have knowledge about where influences are being used and through some detective work, may even find out who their owners are.
The IBG will be played in turns that occur weekly. Players are responsible for getting their influences' actions into the GMs before publicly designated turn deadlines. Actions will consist of instructions describing what actions each influence is taking in the next turn. The following table is a list of actions that an influence can take per turn:
Action |
Description |
Move |
Move influence to another location |
Hide |
Hide influence (hides 2 influences, player specified) |
Spot hidden |
Look for hidden influences in zone |
Collect info |
Ferret for info at the location, player specified |
Block info |
Devote influence towards blocking info, player specified |
Spy |
Investigate another player’s influence actions |
Sacrifice |
Sacrifice own influence to eliminate another influence |
Other |
Anything plausible (GM discretion) |
"Player specified" means that the player must provide explicit information regarding the action the influence is taking. For instance, if an influence is "Collecting Info", then the player must specify some kind of area to denote what kind of info the influence is looking for. Also, influences can be devoted to the same action for greater expected results.
In storytelling terms, actions represent the actions of mortals, not of characters. These actions, in significant quantities or result, will have an effect on the events of the mortal world. If a large amount of focus is drawn to a particular zone, that zone will receive a lot of attention. News of certain events may well spread throughout the city. The results of this will vary from event to event.
The action allows an influence to move from one location to another. Most locations will be numbered for easy reference. However, players are encouraged to move their pieces anywhere on the Game Board, so long as the location can be described.
This is a subtle action that has a low impact on the mortal world (by itself- in large quantities, it has a scalably larger effect).
The action is used to remove 2 markers from the visible Game Board. They still exist in the area, but they are hidden from public sight. Any 2 influences can be removed from public sight.
This is a subtle action that has a low impact on the mortal world.
This action is used to locate all hidden influences in the zone. Performing this action alerts all other influences your influence’s presence, but it yields an accurate count of all hidden influences in the zone.
This action has a medium impact on the mortal world.
This action is used to ferret around the zone for specific information. The more explicitly defined area of search, the more in-depth the retrieved information is likely to be.
This action has a medium impact on the mortal world.
This action is used to block the publicity of information within a zone. For each Block performed, other influence must counteract with one Collect to yield any information. Blocking info does not alert other influences to the action.
This action has a low impact on the mortal world.
This action is used to reveal what other influences are doing. Unless specific influences are targeted, revealed info will come from other players’ influences selected at random.
This action has a medium impact on the mortal world.
This action is used to permanently eliminate another player’s influence. It can only eliminate one influence (per Sacrifice action) and eliminates the player’s influence in the process.
This action has a high impact on the mortal world.
Also, so that characters can feel free to be creative, players may specify "Other" as their influences’ actions. Any plausible action will be allowed at the GM’s discretion. Anything outlined in the MeT rules is acceptable (for instance, using the influence to make some money as outlined in the MeT Influence Use scales). It is advisable to negotiate the validity of an intended "Other" action before the turn deadline. We hope that players will not abuse the flexibility of this action. If we feel that players are being unreasonable, we will deal with the matter appropriately.
The impact of this action varies from action to action, at the GMs’ discretion.
In addition to these actions, players will receive news about what is going on in they city in the areas where their influences exist. The more influence a character has in the area, the more in-depth and complete the accounts will be. For instance, if a character frenzies and kills two people in a blood rage. All players with influence in the area of the killings will hear some sort of rumor about the event.
Finally, to tie this in to the old influence system, see what your influences are worth.