Editing Kingdoms: Creating the Court

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Each Court has two Knights - one Seelie and one Unseelie.
 
Each Court has two Knights - one Seelie and one Unseelie.
  
A Knight is, essentially, a master of aggressive warfare. Knights are essential to success in the season of Summer, and will be the Pieces you use most often to lead your Summer Campaigns. Knights are often fine warriors in their own right, are often skilled war-commanders and are almost always fiercely loyal to their monarchs.
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A Knight is, essentially, a master of warfare. Knights are essential to success in the season of Summer, and will be the Pieces you use most often to lead your Summer Campaigns. Knights are often fine warriors in their own right, are often skilled war-commanders and are almost always fiercely loyal to their monarchs.
  
 
Cynics might observe that aside from cosmetic and moral differences, Seelie and Unseelie Knights fulfil much the same function. The most important differentiator, of course, is that one Knight will follow the orders of his Queen, and the other will follow the orders of his King.
 
Cynics might observe that aside from cosmetic and moral differences, Seelie and Unseelie Knights fulfil much the same function. The most important differentiator, of course, is that one Knight will follow the orders of his Queen, and the other will follow the orders of his King.
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Pawns are approached a little differently from the other pieces, in that they don't represent characters that you play directly, but armies who you can lead in battle.
 
Pawns are approached a little differently from the other pieces, in that they don't represent characters that you play directly, but armies who you can lead in battle.
  
Because of the way Pawns come into being (from the King's dreamform) they don't have much in the way of independent personalities. A Pawn is not an army of individuals, but rather a single entity formed from the concept of an army. Pawns don't go to war unless led by a back-row piece. In fact, when they're not commanded Pawns don't really live independent lives at all.
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Because of the way Pawns come into being (from the King's dreamform) they don't have much in the way of independent personalities. A Pawn is not an army of individuals, but rather a single entity formed from the concept of an army. Pawns don't go to war unless led by a back-row piece. In fact, whe they're not commanded Pawns don't really live independent lives at all.
  
 
Once a King is victorious all this will change - the Pawns (and indeed the peasants of the kingdom) will benefit from the growing strength of the new High King's vision and will become people proper. For now though, they're just future echoes of what they will one day become.
 
Once a King is victorious all this will change - the Pawns (and indeed the peasants of the kingdom) will benefit from the growing strength of the new High King's vision and will become people proper. For now though, they're just future echoes of what they will one day become.
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Aim for variety - each Pawn is just a Pawn, but it still deserves its own unique identity, and a name that evokes strong imagery.
 
Aim for variety - each Pawn is just a Pawn, but it still deserves its own unique identity, and a name that evokes strong imagery.
 
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=Consolidating the Court - Adding the Stats=
 
=Consolidating the Court - Adding the Stats=
  
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* [[Kingdoms: King - The Lord and Liege|King - The Lord and Liege]]
 
* [[Kingdoms: King - The Lord and Liege|King - The Lord and Liege]]
 
* [[Kingdoms: Queen - The Sorceress|Queen - The Sorceress]]
 
* [[Kingdoms: Queen - The Sorceress|Queen - The Sorceress]]
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* [[Kingdoms: Rooks - The Ministers|Rooks - The Ministers]]
 
* [[Kingdoms: Knights - The Warmasters|Knights - The Warmasters]]
 
* [[Kingdoms: Knights - The Warmasters|Knights - The Warmasters]]
 
* [[Kingdoms: Bishops - The Manipulators|Rook - The Manipulators]]
 
* [[Kingdoms: Bishops - The Manipulators|Rook - The Manipulators]]
* [[Kingdoms: Rooks - The Defenders|Rooks - The Defenders]]
 
 
* [[Kingdoms: Pawns - The Eight Armies|Pawns - The Eight Armies]]
 
* [[Kingdoms: Pawns - The Eight Armies|Pawns - The Eight Armies]]
 
==Descriptors==
 
  
 
Generally there are three types of '''descriptor''' he can work with: '''Boons, Drawbacks''' and '''Traits'''.
 
Generally there are three types of '''descriptor''' he can work with: '''Boons, Drawbacks''' and '''Traits'''.
  
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==Descriptors==
 
Adjudicators should generally aim to keep things simple - zero to three descriptors per piece is generally more than enough, though some pieces (most especially the Queen) might deserve more complexity than this.
 
Adjudicators should generally aim to keep things simple - zero to three descriptors per piece is generally more than enough, though some pieces (most especially the Queen) might deserve more complexity than this.
 
'''Important Rule:''' ''No single Piece may have any given Descriptor more than once.''
 
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===Boons===
 
===Boons===
 
A '''Boon''' is an advantage that the piece possesses. ''For each '''Boon''' allocated at this stage the Adjudicator should add one '''Drawback'''.''
 
A '''Boon''' is an advantage that the piece possesses. ''For each '''Boon''' allocated at this stage the Adjudicator should add one '''Drawback'''.''
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A '''Trait''' is a descriptor that effects the way the Piece plays, but can be considered to be overall neither an advantage or a disadvantage.
 
A '''Trait''' is a descriptor that effects the way the Piece plays, but can be considered to be overall neither an advantage or a disadvantage.
 
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==Numerical Traits==
 
==Numerical Traits==
  
In game, there are various numbers that have in game meaning. Each Piece has a '''Primary Attribute''', and the King also has two additional numbers to track.
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In game, there are various numbers that have in game meaning.
 
 
* The King's Primary Attribute is '''Dreaming'''.
 
* The Queen's Primary Attribute is '''Sorcery'''.
 
* The Knight's Primary Attribute is '''Warcraft'''.
 
* The Bishop's Primary Attribute is '''Intrigue'''.
 
* The Rook's Primary Attribute is '''Protection'''.
 
* The Pawn's Primary Attribute is '''Battle Rating'''.
 
 
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===Glamour===
 
===Glamour===
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''Glamour'' is a resource that is tracked from moment to moment - it can increase and decrease as it is earnt and spent, but can never fall below zero.
 
''Glamour'' is a resource that is tracked from moment to moment - it can increase and decrease as it is earnt and spent, but can never fall below zero.
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===Harvest===
 
 
'''Harvest''' is also recorded on the King's character sheet. This number represents the amount of ''Glamour'' that the King receives in the season of ''Autumn''.
 
 
''Harvest'' is not spent - the number is purely there to remind you how much you Glamour gain in Autumn. By default, the King has '''Harvest 5''', though certain game rules can effect this.
 
 
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===Dreaming===
 
===Dreaming===
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''Dreaming'' also determines the King's effectiveness in many other situations. For example, a King with strong Dreaming is a more effective war-leader and diplomat.
 
''Dreaming'' also determines the King's effectiveness in many other situations. For example, a King with strong Dreaming is a more effective war-leader and diplomat.
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===Harvest===
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'''Harvest''' is also recorded on the King's character sheet. This number represents the amount of ''Glamour'' that the King receives in the season of ''Autumn''.
 +
 +
''Harvest'' is not spent - the number is purely there to remind you how much you Glamour gain in Autumn. By default, the King has '''Harvest 5''', though certain game rules can effect this.
 
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===Sorcery===
 
===Sorcery===
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===Warcraft===
 
===Warcraft===
  
'''Warcraft''' is a trait unique to Knights, and is found on each Knight's character sheet. Knights with a higher ''Warcraft'' score are more effective at aggressive fighting and at battle leadership.
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'''Warcraft''' is a trait unique to Knights, and is found on each Knight's character sheet. Knights with a higher ''Warcraft'' score are more effective at fighting and at battle leadership.
  
 
''Warcraft'' is not spent - the number is purely there to remind you how talented your Knight is. By default, the Knight has '''Warcraft 5''', though certain game rules can effect this.
 
''Warcraft'' is not spent - the number is purely there to remind you how talented your Knight is. By default, the Knight has '''Warcraft 5''', though certain game rules can effect this.
 
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===Intrigue===
 
===Intrigue===
  
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''Protection'' is not spent - the number is purely there to remind you how talented your Rook is. By default, the Rook has '''Protection 5''', though certain game rules can effect this.
 
''Protection'' is not spent - the number is purely there to remind you how talented your Rook is. By default, the Rook has '''Protection 5''', though certain game rules can effect this.
 
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===Battle Rating===
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===Army Strength===
  
'''Battle Rating''' is a trait unique to Pawns, and is written next to each Pawn on the army roster sheet. Pawns with a higher ''Battle Rating'' score are more effective in battle.
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'''Army Strength''' is a trait unique to Pawns, and is written next to each Pawn on the army roster sheet. Pawns with a higher ''Army Strength'' score are more effective in battle.
  
''Battle Rating'' is not spent - the number is purely there to remind you how effective your Pawn is. By default, the Pawn has '''Battle Rating 5''', though certain game rules can effect this.
+
''Army Strength'' is not spent - the number is purely there to remind you how talented your Pawn is. By default, the Pawn has '''Army Strength 5''', though certain game rules can effect this.
 
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=A Work of Art, to be Admired by All...=
 
 
At the end of this process you should have a collection of prose and of game stats that describe the kingdoms as they begin the ''Game of Succession''. The two sides will have come up with their courts separately, so up till now will have no idea what their opponents have come up with.
 
 
The next part is ''absolutely vital...''
 
 
'''Once the Courts are made, all the information is fully shared amongst everyone at the game table.'''
 
 
This is done in an open fashion - everything that has been written goes on the table, and anybody can read anything. At this stage, the play group should just be a group of friends, admiring each others handiwork and visualising how things are going to play out. There shouldn't be any secret discussions at this stage, and no-one should take any of the paperwork away from the table.
 
 
Of course, a canny and tactical player will be paying close attention to what's written down there, and may even want to take a note or two. Its up to you how you deal with this, but make it clear that at any time during the game these bits of paper can be viewed by anybody. While the game is played they remain the property of the group, not the authors, and nothing on them is ever hidden information.
 
 
This can be a bit of a system shock to players used to clinging tightly to their character sheets. Remind the players that the game is not these bits of paper - they're just aides-memoire, and pieces of creative writing to be shared and appreciated by all.
 
 
 
[[Category:Kingdoms|Creating the Court]]
 
[[Category:Kingdoms|Creating the Court]]

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