Editing Kingdoms: Events
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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 | + | 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. | ||
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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 | + | '''Spring Events:''' |
− | * +1/-1 to Renew costs for this | + | * +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 | + | * +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 | + | * +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. |
− | + | * +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 | + | 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: |
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==Decision Points== | ==Decision Points== | ||
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[[Category:Kingdoms|Events]] | [[Category:Kingdoms|Events]] |