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=Event Suggestions= The following ''Events'' are here to give ''Adjudicators'' some ideas. ==Direct Mechanical Effects== These are the simplest ''Events'' to include. They are easy to make fair, and don't overwhelm or derail the game. On the other hand, unless you have a flair for description they can be amongst the dullest events too. Consider these to be "filler" between your more interesting events. Examples might include: * +1/-1 Dreaming for this Summer. ''Example Description:'' An ancient fae god has arrived to watch the Game of Succession, and his arrival catalyses the imaginations of the Kings. * +1/-1 to Renew costs for this Springtime. ''Example Description:'' The growing war inspires feelings of patriotism in the newspapers, and the people flock to volunteer. * +1/-1 to Ritual costs for this Springtime. ''Example Description:'' The stars and moons over the kingdoms fall into alignment, and augurs predict that magic will be stronger this season. * +1/-1 to Build Improvement costs for this Springtime (minimum 1 pt per Improvement). ''Example Description:'' A hive of giant worker ants passes through on their journey through the realms, and offers to help both sides build. * +5 to all Unseelie Intrigues this Winter. ''Example Description:'' A dense fog blankets both kingdoms, and stealth is easier. ==World-changing Events== With these ''events'', something happens that rearranges the state of the battlefield. They are dramatic, and can drastically change the balance of power in the game. This can be a good thing, revitalising a stagnant game. It can also be a bad thing, making players feel that their long term planning has been invalidated by the Adjudicator's whim, and leaving them feeling like the game is random and unfair. Use them with caution, and don't go over the top. Adding a dice roll of some sort can help reduce the feeling of arbitrariness, even if it increases the feeling of randomness. Examples might include: * Roll a D6 for each improvement, on a 1 it is destroyed. ''Example Description:'' Earthquakes rock the kingdom, and buildings crumble! * Roll a D6 for each army, on a 1 it is broken. ''Example Description:'' Peasants revolt and many lives are lost quelling the rebellions. * Each gain 3d6 Glamour. ''Example Description:'' A tide of magical energy moves through the sky in rainbow colours, and your sages desperately try to harvest of it for your use before it moves away. ==Decision Points== With these events, something happens and players choose how to respond, taking the consequences of their decision. Its never an easy decision to make. These are probably the most interesting sort of events for players. The main downside of them is that they can potentially slow down a game considerably. Examples: * This Autumn gain up to 8 Glamour. Next Summer you have a 50% chance of having that many Armies broken at the start of the season. '''Description:''' A temple to Elder Gods is discovered on the frontline, dreamed into being by neither king, and offering power to those who ask it. Advisors say that this is a gate of madness, and that it can drive lesser men insane... [[Category:Kingdoms|Events]]
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