Yeah, I found a lot of discussion but no good pacts
Those would be the obvious questions
my rough draft is
Pact of Seasons
The pact of Seasons is a compromise with the Warlock's patron. Many Warlocks *want* something from their patron, often love or power. They are then given power in exchange for service. The power is the goal, and the service is the cost. However, some Warlocks do not want the power the pact brings, they want to simply save their farm or their family. In fact, many Pact of the Season warlocks are actually sold by their families. This imposes a duty on these warlocks, both to protect their homes but also to serve their patrons, neither of which they want, but neither of which they can ignore.
Seasonal Warlocks become incredibly powerful farmers during the warmer months, however, during the Winter they are expected to serve the will of their patron. Many Seasonal Warlocks for Devils will be reluctant generals or champions serving their lords during that time. In fact, the Seasonal Warlock the heroes met in the friendly farming community might later become a foe who would just rather go home.
In spring, Seasonal Warlocks gain the ability to plow 1 acre an hour, just by walking around the edges of the acre, the furroughs appearing magically.
In the summer, Seasonal Warlocks have the ability to affect a number of animals equal to their charisma (not Charisma modifier). Those animals will double their production of wool or milk.
In the Fall, Seasonal Warlocks gain the power of threshing. They can, by running it through their fingers, remove the unwanted part of a plant. This is most commonly used to remove the chaff from grain.
In the Winter, Seasonal Warlocks gain the power to go where needed. You gain the ability to cast Wind Walk one per week.
*Beast Lord:* During the warmer months you gain the ability to ward off beasts. You may cast the Coop spell once per day without expending a spell slot. During the Winter you may cast Conjour Animals once per day without expending a spellslot.
*Fire Soul:* During the warmer months you may, at will, dry someone off, cure exhaustion caused by cold, and light small fires. During the Winter you may cast Flaming Sphere once per day without expending a spellslot.
*Ice Heart:* During the warmer months you may preserve meat equal to 10 pounds per point of charisma. You may also cool food and beverage by touching their container. During the winter you may cast Armor of Agathys and Ice Knife at will without expending a spellslot.
I can't read this with a straight face. It seems so overly rule-heavy for stuff that I feel can be achieved by just talking 2 minutes with the GM. I understand its importance for GMs and players discovering table-top RPGs, but I can't recommend it for even mildly seasoned players. I feel like the overhead introduced by the myriad of rules is useful to structure a fledgling game, but just distracts from the story and the actual action otherwise.
I mean, D&D is a tactical game, rules are a shared language between player and gamemaster, making sure that's consistent matters
Burning Wheel does this *better* but is still tactical, but shoves narrative into those tactics
Fate does tactical *super* well while being narrative
Personally I like tactical games for that shared fiction, it's easy to agree on how the flavour works so you and the GM can agree on what exists. Games like Fiasco and Soth are hard to predict, you can't know how things are going to go, since you don't have a consistent set of tools, which makes them harder to run for people who plan
now, as someone who doesn't plan... I play too many games
but I am trying to make a tool for my friends and I to be able to have predeclared rules that *aren't* all for fighting