Editing Kingdoms: Events

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 31: Line 31:
 
Most events will be ''"mirrored"''. That is, they will occur with the same effect in both Kingdoms. This is the easiest way to be fair, as both Kingdoms have the same opportunity at the same time.
 
Most events will be ''"mirrored"''. That is, they will occur with the same effect in both Kingdoms. This is the easiest way to be fair, as both Kingdoms have the same opportunity at the same time.
  
You also have the option of ''"echoing"''. This is where an event only effects one kingdom, but in a later year you have the same event effect the other kingdom. With this option, the narrative is often more convincing to suspension of disbelief, but on the other hand it's not perfectly fair. Consider, for example, that a +1 boost to Dreaming is more beneficial in the early game than the late game. Also, consider that if your players are aware that you are using ''echoing'', then when they see an unmirrored event on the enemy they can plan on receiving the same event later.
+
You also have the option of ''"echoing"''. This is where an event only effects one kingdom, but a later year you have the same event effect the other kingdom. With this option, the narrative is often more convincing to suspension of disbelief, but on the other hand it's not perfectly fair. Consider, for example, that a +1 boost to Dreaming is more beneficial in the early game than the late game. Also, consider that if your players are aware that you are using ''echoing'', then when they see an unmirrored event on the enemy they can plan on receiving the same event later.
  
 
The final option is ''"balancing"''. This is where the two kingdoms receive different events, but of equal benefit or equal harm. This is difficult to use, as you have to make a value judgment as to what events are balanced with each other, but it is rewarding in the sense that players feel like they are being treated individually.
 
The final option is ''"balancing"''. This is where the two kingdoms receive different events, but of equal benefit or equal harm. This is difficult to use, as you have to make a value judgment as to what events are balanced with each other, but it is rewarding in the sense that players feel like they are being treated individually.
Line 51: Line 51:
 
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:
 
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.
+
'''Spring Events:'''
* +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 Dreaming for this Season. ''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 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 Renew costs for this Season. ''Example Description:'' The growing war inspires feelings of patriotism in the newspapers, and the people flock to volunteer.
* +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.
+
* +1/-1 to Ritual costs for this Season.  ''Example Description:'' The stars and moons over the kingdoms fall into alignment, and augurs predict that magic will be stronger this season.
* +5 to all Unseelie Intrigues this Winter. ''Example Description:'' A dense fog blankets both kingdoms, and stealth is easier.
+
* +1/-1 to Escape attempts for this Season. ''Example Description:'' A dense fog blankets both kingdoms, and stealth is easier.
 +
* +1/-1 to Build Improvement costs for this Season (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.
  
 
==World-changing Events==
 
==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:
+
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. 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==
 
==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]]
 
[[Category:Kingdoms|Events]]

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)