#RPGaDay2025 Backfill day 1: Patron
Fuck you, I’m not gonna talk about warlocks. Done to death ass topic. anyway the best patron is 4e’s Pact of the Vestige, and I probably only think that bc @borimmortal had an insanely cool take on it back in Critical Hit.
Ok enough, now let’s talk about something I’m seeing creep more and more into tabletop roleplaying games not only as a fluff element but also as a mechanical feature: Group Patrons. Essentially, who is the person or faction or entity backing your group of characters?
For some groups and indeed, some systems, this isn’t a consideration at all. Sometimes this is because characters entirely self-direct and pursues their own in-universe goals while directly reacting to the world around them (superhero/villain rpgs like Mutants & Masterminds or Necessary Evil are usually like this, and investigative games like Call of Cthulhu or Eureka! can be as well), but it can also be because a group’s patron is an assumed element of the system (Delta Green comes immediately to mind here) and so isn’t something that needs to be decided on. Most often, a group’s patron is decided on either by the players or gm as part of a game’s premise (are the pilots at your Lancer table Union auxiliaries? A colonial militia unit? Mercenaries?), or it changes from scenario to scenario(who’s issuing this quest to your D&D party? Is your Blades in the Dark crew doing this job for themselves or for a reward from someone else?). As a game element, I feel this is often overlooked, both in discussions and mechanically. Off the top of my head, the game systems I know that put explicit mechanical emphasis on group patronage are Blades in the Dark and, oddly enough, The One Ring 2e.
In Blades, this occurs incidentally as a result of the faction reputation system- completing a Score on behalf of one of Doskvol’s power players increases your crew’s relationship with them while worsening your relationship with whoever was victimized by the Score. Navigating the resultant web of alliances, favours, wars, and enemies is a major part of Blades as a game, so choice of patron is important even in this incidental context. Taking it a step further is The One Ring 2e. Second edition takes deliberate steps to avoid being D&D 3.5 but in Middle Earth, as its predecessor often was: It sets its adventures West of the Misty Mountains (far from the high politics and danger of Gondor and Mordor, a thematically meaningful divide in Tolkien’s work) and its starter box has players take on the role not of hard-bitten adventurers but shire hobbits preparing for Bilbo’s birthday party. However, without the core concept of sword-and-sorcery heroes wandering Arda in search of gold and glory, The One Ring requires a new premise to bind diverse fellowships together and send them out into the wild. Its solution is Patrons - the players choose from one of several canon figures with an interest in the wider world who employ the characters to investigate rumours, gather information, and resolve problems. These patrons include Bilbo Baggins, Gandalf the Grey, even Tom Bombadil and Saruman. Patron choice informs not only the types of adventures that the fellowship might go on, but also grants that fellowship unique perks and advantages. It’s a very cool way to take the burden of bringing a party together off the GM’s shoulders while immersing the group in the setting!
So are group patrons solely a tool of convenience for the GM, a substitute for “you all meet at a tavern”? No. They do fill that role certainly, but a group patron (even a temporary one) is a very powerful narrative tool. All else being equal, a patron is the most direct string a GM can pull to direct or challenge the players. Most obviously this is done through quest giving - a patron can set an objective before the characters in exchange for a promised reward, providing motivation for the players to involve themselves in a story, but twisting that role is extremely common. Can the characters trust their patron? What will they do if they’re betrayed? How far are they willing to allow a patron to string them along, withholding their reward until more is done? Who else might be looking to catch the eye of their patron and usurp the characters’ position? What if their patron is captured or otherwise separated from the characters? There’s tons of possibilities to create scenarios or twist the characters around without relying on complex plot contrivances because ultimately, the group Patron is very much like a Gamemaster: they’re a figure with some level of authority over the characters, but they ultimately require the characters’ cooperation for their aims. Think carefully when you decide to whom your characters will report and what their relationship ought to be like - it not only sets the game’s tone, but it’s also your most direct link into the narrative!