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[[Kingdoms: Main Page]] -> [[Kingdoms: Springtime - Growth]] __toc__ =Springtime - Season of Growth and Renewal= In the first season of the year the bare branches begin to show greenery once more and animals come our of hibernation. As the days begin to lengthen the Kingdom is filled with a surge of energy and activity. Just as a farmer sows the seeds for the coming year, so too must a King plan for the seasons to come. The seasons of war, harvest and intrigue are yet to begin, so now is the time to make preparations! <br><br> =Springtime Events= Before the Season begins properly, the ''Adjudicator'' may declare that one or more ''Events'' has occurred. Common events might include: * A ''Mercenary'' presenting himself for Hire (only if you are using the optional [[Kingdoms: Neutrals and Outsiders|Neutrals and Outsiders]] rules). * Early Spring rains increasing both King's Dreaming ratings for this season only. * A prolonged icy Winter decreasing both King's Dreaming ratings for this season only. * A surge of pacifism increases the cost of renewing armies. Almost anything can happen, but generally events will be inherently neutral, giving the same obstacles or benefits to both sides. Also, as discussed later in the Adjudicator's section, these events will have been be prepared and planned ahead of time, to ensure they are impartial. <br><br> =The King in Springtime= In Springtime, the King must always act first in his kingdom. After all, it is the movement of glamour and the wakening of the King's dreams which triggers springtime in his realm. The King plans his Springtime actions in secret, but their results are seen openly. <br><br> ==Glamour and Dreaming== The King's actions in Springtime all consume '''Glamour''' - a precious and limited resource. If he doesn't have '''Glamour''' to spend, then he can't do anything! Additionally, the King's ability to spend this '''Glamour''' is limited by the power of his '''Dreaming'''. He can never spend more ''Glamour'' in one ''Springtime'' than his ''Dreaming rating''. For example if the King has '''10 Glamour''' and '''Dreaming 5''' (as is the case at the start of the game, barring complications), then he can spend no more than ''5 Glamour'' in total over this Springtime, inevitably leaving him with no less than 5 Glamour remaining in his pool. <br><br> ==Renewing Armies== By spending '''1 Glamour''', a King can '''Renew''' a '''Broken Army'''. The ''Renewed'' army can now be used again as normal, and is no longer considered ''Broken''. This is a game concept we'll revisit later, but for now it can be summarised simply: * Armies are usually ''Broken'' when defeated especially badly in War. * Armies can also be ''Broken'' by certain other game effects, such as certain intrigue or magic actions. * Armies that are ''Broken'' are no use - they can't attack or defend in war. * ''Renewing'' an army removes the ''Broken'' status. This represents rallying, recruiting, rearming and reorganising. It's generally worth Renewing armies as your first priority for spending. <br><br> ==Apportioning Boons== By spending '''1 Glamour''', a King can grant a '''Boon''' to an '''Army'''. By spending '''2 Glamour''', a King can grant a '''Boon''' to a '''Knight, Rook or Bishop'''. By spending '''3 Glamour''', a King can grant a '''Boon''' to the '''Queen''' or to '''himself'''. These Boons is described by the King Player, and the Adjudicator decides which Boon from the list best applies. A ''Boon'' bought in this way isn't balanced by a ''Drawback'' - the only cost is the ''Glamour'' it takes. As you can imagine, over the course of the 12 years it is possible to greatly increase the effectiveness of your pieces, though they'll never seem to be enough Glamour to go around! The King Player should think about what each boon represents in narrative terms. Is the boon a gift of weapons or magic items? Is it a reflection of growing experience? A boon can be anything you like, so long as the description fits the bonus. It's also worth bearing in mind that no piece can have the same ''Descriptor'' more than once. This means that if a piece already has a certain ''Boon'', it can't gain it again in any way. <br><br> ==Building Improvements== By spending '''1 to 5 Glamour''', a King can build an '''Improvement'''. Rather than affecting one piece, '''Improvements''' enhance the kingdom itself. Because Improvements are quite complex, we explore them on their own page: [[Kingdoms: Improvements|here]]. <br><br> ==Bid For Mercenaries== If you are using the optional [[Kingdoms: Neutrals and Outsiders|Neutrals and Outsiders]] rules, then a King can also participate in auctions for the services of a '''Mercenary'''. This is explained in greater detail in the linked page above. Note that as a specific exception to the rules, bidding for mercenaries isn't limited by the King's '''Dreaming''' rating - he can bid as much or as little as he likes, limited only by how much Glamour he has remaining. <br><br> =The Queen in Springtime= Once the King's Springtime actions have been completed, the Queen can choose to either ''Research a Magic Ritual'', or ''Perform a Magic Ritual''. The cost of casting Ritual is paid for from the King's Glamour, but it is the Queen's choice whether to cast or not, and what spell she wishes to cast. Likewise, the King's ''Dreaming'' rating does not limit ''Glamour'' expenditures the Queen makes. ==Crafting Magic Rituals== The Queen does not start the game with any '''Rituals'''. While it is certain she knows a multitiude of magics, these are reflected in her ''Sorcery'' score, which contributing to her general effectiveness. '''Rituals''', on the other hand, are far more powerful effects, achieved through synchronicity with the life-energies of the Kingdom. She must first research them before she can cast them. Researching a new Ritual takes the whole of Springtime for the Queen, and she cannot do anything else that season. When she researches she should name the spell, describe what it does and how the ritual is performed. The types of spells that can be cast depend on what sort of Sorceress the Queen is. A Pyromancer, for example, could summon fireballs to incinerate enemies, while a Necromancer could raise undead armies. The Adjudicator then assigns an in-game effect to it. The following effect examples give an idea of the sort of scale of power a spell should achieve. Ultimately its up to the Adjudicator to decide how well spells work: * Damage one enemy army, immediately rendering it ''Broken''. * Permanently remove a specific trait or specific boon from one enemy piece. * Permanently remove a specific drawback from one piece you control. * Permanently grant a 1-point Boon to any one army. * Permanently create a specific 1-point Improvement for the Kingdom. * Create three specific 1-point Improvements that will last till the end of this year. * Create a specific 3-point Improvement for the Kingdom that disappears at the end of the year. * Destroy any one Improvement in the enemy Kingdom. * Deactivate any three Improvements in the enemy Kingdom for the remainder of this year. * Renew any one Army you control. * Create three specific additional Armies (with no Boons but 1 Drawback) that will last till the end of this year. Once the spell is researched, it is added to the Queen's character sheet, and she can cast it in later Springtimes. ==Performing Magic Rituals== Performing a Magic Ritual always costs '''2 Glamour''' which is paid for from the King's Glamour pool. The Ritual does not require a dice roll to take effect and cannot normally be opposed or prevented. Refer to the page: [[Kingdoms: Queen - The Sorceress|The Queen: The Sorceress]] for more guidance on what sort of sorceries she might command. Performing a new Ritual takes the whole of Springtime for the Queen, and she cannot do anything else that season. <br><br> =All Pieces in Springtime= =Escaping Captivity= A Piece that has been '''Captured''' is little use to his or her king. In fact, the ''only action'' that a captured piece may attempt is to '''Attempt Escape'''. ''Attempting Escape'' takes the whole of Springtime for that piece, and he or she cannot attempt any other actions that season. The player of the would be escapee rolls a six-sided dice, and adds the character's '''primary attribute'''. If the total is '''ten or more''', then the escape is successful! At the end of Springtime, the piece is no longer considered to be ''Captured'', and can be used again as normal! If the roll is '''nine or less''', then the escape fails. The piece remains ''Captured'', though he can still try to escape again next year... The only piece that can never attempt to escape is the King! This is because if the King is captured, then the game is over! <br><br> ----- =Roleplaying the Springtime= Generally, the structure of Springtime will be as follows: (1) The Adjudicator declares Springtime has begun, and reminds the players which game year they are in (1 to 12) and which Court has priority this year. (2) The Adjudicator relates any Events to all the players as a group. (3) The two Courts split off, and quietly discuss their plans for the Season, without letting their opposites hear what they are saying. (4) The two Kings each show the Adjudicator what they have done. The two Queens tell the Adjudicator what they are doing. Also, any Escape Attempt rolls are made. (5) The results of the season are proclaimed, and any actions become known to all players. It is possible (though inadvisable) to handle this in a purely gamist fashion, running through the numbers. It is far better though, to remain in character in every step. As a rule of thumb, for any season, the only person who routinely uses "gamespeak" should be the Adjudicator. Everyone else should revel in their roles. Mostly, of course in steps 1-3 of this season it will be each King conferring with his Queen, but it should be assumed that if any players wants to, he can always talk with opposing players in-character too. You can justify this in story as communicating through magic mirrors, or through letters, or however else - just keep the roleplaying going! Step 4 is invariably gamist, but the Adjudicator can still respond as a GM would, and play out scenes. Step 5, however, can be handled in a lot of ways. A gamist group might want the Adjudicator to just present the bare facts, with descriptions of game effects. A more narrativist group would ask the players to step into role again, describing their changes in-character. For example, the King could issue out his boons and declare kingdom improvements through "an address to the nation". Likewise, the Queen's player could step into the Queen's shoes, and describe to her King what spell she has prepared for him. Confident and experienced roleplayers might even narrate the events as if they themselves were GMs describing the situation, or might play out small scenes with impromptu minor actors to relay the information. Regardless, its important that in game-terms, the end results of Springtime are always clear and overt. While planning might take place in secret, you ultimately can't hide what you're doing from the enemy. Its generally best if the season ends with the Adjudicator explicitly describing the game effects of everything that has happened. [[Category:Kingdoms|Springtime]]
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