Hi everyone,
I am gearing up to GM my first campaign, going through agents of dune and then Masters of dune.
I have been re-reading the rules and trying to wrap my head around the conflict system, I think I understand it now but I have some questions regarding assets quality for things like spies. There is no quality mentioned in the rule book so I am trying to gauge how to best approach this.
What do you typically use for starting quality of spy? How many spy does a house typically use in a spying intrigue?
My feeling was that for a given intrigue I might give 2 spy of quality 1 and maybe one of quality 2 to each house/opponent. This would be the standard and raise these value if espionage is one of the house area of expertise.
Any pointers from people having used the system are very welcome!
Thanks!
All the assets have a quality 0.
The quality 0 is considered like a standard tool.
Assets at architect level are treated the same as any other asset, pretty much. So quality can be anything from 0-4.
For working out what to give a House I would look at 2 aspects.
- The size of the House - Majors are going to have more/better spies than Minors.
- The domains of a House - A House specialised in Espionage/Kanly/Political/maybe Military is going to have more/better spies than the other domains.
When I did a similar conflict there were 2 spies on one side (Spy & in-field handler technically) and on the other was one character directly and several House Guard units the players were using as assets.
That made for a fairly neat conflict as they manoeuvred around each other trying to make a hand off/capture the spy without it going on too long. Quality wise I think the Spy was Q1 as was one of the House Guards, while everything else was Q0 (Minor Houses, neither specialised in espionage)
Ok thanks for this, I think spies and security guards starting at Q1 makes sense as it’s their specialty, informant and other assets would be Q0.