>> If he wants to join the Eaglebrown Warlocks, then
>> it's *not* part of his
>> background, so *would* require the hp expenditure.
>> (Same as if he wanted to join the Lunar army, etc).
>
> And in both cases, roleplaying it out may well be more
> interesting. It's perhaps worth remembering that the
> HP spend is only a rules construct. I see it as
> representing all the negotiation and testing that for
> some reason you decided not to do in-game. If you
> spend a month of roleplay on proving yourself worthy
> of being a member of the Eaglebrowns, and RPed through
> the ceremony that lets you join their wyter, I doubt
> if I'd then charge you a HP as well: at least, if I
> did, I'd give you a directed one for the purpose, so
> it hardly counts.
That's the way I'd probably do it as well.
In general terms, I'd force HP expenditure for non-Roleplayed changes to the
character sheet - if it's really roleplayed out, then a directed HP covers
the "charge" (and if it's roleplayed well, and enjoyably for all involved,
maybe even get a "normal" HP in addition!)
The concept is even somewhat vaguely suggested by the rules: the "non
played" double HP cost is a similar idea - this just takes it down to the
other end of the spectrum.
So if Wally the Warrior wants to join the EagleBrowns, his player has some
choices:
- Say "Oh, yeah, I join them": 2 HP for non-played.
- Spend a little effort to say "We're in Boldhome? I go to their booth at
the Mercenaries Hiring Fair and ask to join up" (with some additional RP
stuff): 1 HP.
- Spend more effort roleplaying buttering up the recruiting officer,
kitting out, getting to know the rest of the company, etc.: 1 Directed HP
that comes from the roleplaying (ie, free).
RR
He was born with the gift of laughter and the sense that the world was mad
R. Sabatini, Scaramouche