higgins wrote:Well, that's the question about whether such a thing would be defined as a house rule or be part of the social contract. Levers are basically house rules that are written down and given a flavorful name. Not sure that using them would be applicable with zero mechanical effect. I'm open for discussion though.
True, it doesn't have mechanical effects so it might not fit the idea behind levers. I am leaning towards social contract as a way to handle such things. Still, maybe this could be added, maybe even as something written to rulebook to things that are included in pre-game setup? It is possible that some people never even think of how assassinations affect the campaigns (I am one of those people) before the time comes but perhaps there could be sort of dials for different flavors of campaigns, sort of like soft levers, code among bastards that are established prior to game or at the very least at the first session. Maybe even add a sheet with some checkboxes to fill that can later on serve as a guideline on what to expect and what to do and it serves both the GM and players.
To me, this would be semi-mechanical way to handle situations like that.
Another, more mechanical way to handle this is more or less ripped from Mutant Chronicles 3rd edition that might be possible to adapt to situations like this. In MC3 it is called Dark Symmetry Points, in BoB it might be called Bastard Points (that I will use in the example).
GM starts with a small number of Bastard Points, a sort of meta-currency, that he can use to justify the use of really underhanded tactics (like assassination, stubborn horses, etc.) that might result in less than glorious death of a PC. So, a use of sniper (sort of activation cost) is 1 Bastard Point. Of course the sniper might miss or the result is not fatal, but the BP is lost.
Every time PCs use similar tactics, they add 1 BP to GM's pool. In this way players are not restricted how they want to play their characters but those actions have consequences, actual mechanical consequences. So, the worse you act the worse things might happen to you or people near you. The most unfair thing in this system is that the GM can use BPs on any PC regardless on how that PC has acted but I suppose they get tainted by the actions of other characters they associate with.
I would not refresh the BP pool between sessions as this pool should not see too much use (unlike in MC3). So, if after session 1 the Bastard Point pool is 3 (it started at 2) at the start of session 2 it still is 3 and didn't revert back to 2 because the actions of PCs have not gone away.
This mechanic might have a lever that affects the starting BP pool from 0 to whatever might be appropriate.