Editing Kingdoms: Winter - Intrigue

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 1: Line 1:
 
[[Kingdoms: Main Page]] -> [[Kingdoms: Winter - Intrigue]]
 
[[Kingdoms: Main Page]] -> [[Kingdoms: Winter - Intrigue]]
 +
 +
MID EDIT
  
 
__toc__
 
__toc__
Line 5: Line 7:
 
=Winter - Season of Intrigue=
 
=Winter - Season of Intrigue=
  
The nights grow longer, and the masters of intrigue start their work. Seelie demagogues and charmers will head for the places of light and warmth, where the crowds huddle from the winter outside, and they will speak to captive audiences. Meanwhile the Unseelie move through the cold streets outside, knowing that no-one is watching as they perform the season's work.<br><br>
+
The nights grow longer, and the masters of intrigue start their work. Seelie rabble-rousers and demagogues will head for the places of light and warmth, where the crowds huddle from the winter outside, and they will speak to captive audiences. Meanwhile the Unseelie move through the cold streets outside, knowing that no-one is watching as they perform the season's work.<br><br>
  
 
=Wintertime Events=
 
=Wintertime Events=
  
Before the Season begins properly, the ''Adjudicator'' may declare that one or more ''Events'' has occurred. Events are limited only by the Adjudicator's imagination, but might include such things as:
+
Before the Season begins properly, the ''Adjudicator'' may declare that one or more ''Events'' has occurred. Events are limited only by the Adjudicator's imagination, but miught include such things as:
  
 
* Centennial festivals in both kingdoms make agent work easier, granting a mutual bonus to attack.
 
* Centennial festivals in both kingdoms make agent work easier, granting a mutual bonus to attack.
Line 15: Line 17:
 
<br>
 
<br>
  
=Launching Winter Intrigues=
+
=Launching Summer Campaigns=
  
'''Winter Intrigues''' occur when the Kingdom sends its agents out. The King himself decides what Intrigues will be launched, and assigns Agents to each one. As long as he has enough Agents, he can launch as many Intrigues as he wishes.
+
'''Summer Campaigns''' happen when the Kingdom sends it armies to war. The King himself decides what Campaigns will be launched, and assigns his Attack Armies to each one. As long as he has enough Armies, he can launch as many Campaigns as he wishes.
  
The King assembles a '''Intrigue List''', which details each Intrigue's Agent, and Mission Objective.
+
The King assembles a '''Campaign List''', which details each Campaign's Attack Commander, Attack Armies and Campaign Objective.
 
<br><br>
 
<br><br>
==Agents==
+
==Attack Commander==
 +
 
 +
Every '''Summer Campaign''' must have '''one Attack Commander'''. Any ''back rank piece'' can act as an ''Attack Commander'', though some are clearly better at it than others.
 +
 
 +
The ''King Player'' can always choose the ''King'', or any ''Dominant Actor of the Court'', to lead a Campaign as the ''Attack Commander''.
  
Every '''Winter Intrigue''' must consist of '''one Agent'''. Any ''back rank piece'' can act as an ''Agent'', though some are clearly better at it than others.  
+
However, if he wants the ''Queen'', or ''Shadow Actor of the Court'' to be an ''Attack Commander'', he must first gain the consent and agreement of the ''Queen Player''.
  
The ''King Player'' can always choose the ''King'', or any ''Dominant Actor of the Court'', to be an ''Agent'' in a ''Winter Intrigue''.  
+
If a planned Campaign does not have an Attack Commander attached to it, it is cancelled and does not take place. Also, a Campaign cannot have less or more than '''one''' Attack Commander.
  
However, if he wants the ''Queen'', or ''Shadow Actor of the Court'' to be an ''Agent'', he must first gain the consent and agreement of the ''Queen Player''.
+
==Attack Armies==
  
If a planned Intrigue does not have an Agent to pursue it, it is cancelled and does not take place. Also, an Intrigue cannot have less or more than '''one''' Agent.
+
Every '''Summer Campaign''' needs at least one '''Attack Army'''. Each Pawn piece represents a single attack army. The ''King'' decides how many armies are assigned to each '''Summer Campaign'''.
 +
 
 +
If a planned Campaign does not have at least one Army as part of it, it is cancelled and does not take place.
 
<br><br>
 
<br><br>
==Intrigue Objective==
+
==Campaign Objective==
  
Each intrigue must have a stated objective. The types of objective that can be aimed for are defined by the Agents involved.  
+
Each campaign must have a stated objective. The types of objective that can be aimed for are defined by the Armies involved. By default there are four objectives that armies can go for:
  
Intrigues are divided broadly into two categories: '''Seelie Intrigues''' and '''Unseelie Intrigues'''. Only characters of Seelie Nature can attempt Seelie Intrigues, and only characters of Unseelie Nature can attempt Unseelie Intrigues.
+
* '''Pillage''' - When you declare this Objective you must name one specific Improvement in the enemy kingdom. If you achieve this Objective, destroy that Improvement.
 +
* '''Plunder''' - When you declare this Objective you state that the army is Plundering. If you achieve this Objective, steal 1 Glamour from the target kingdom per Army in your Summer Campaign. Stolen Glamour is added directly to your own King's total.
 +
* '''Rescue''' - When you declare this Objective you must name one specific ''Piece'' that has been captured by the enemy. If you achieve this Objective, that ''Piece'' is rescued, and no longer considered captured. He can immediately be used by you as normal (and can even contribute to War Defences later this Season).
 +
* '''Checkmate''' When you declare this Objective you must state that you are attempting Checkmate. If you achieve this Objective, you capture the enemy King.  
  
'''Unseelie Intrigues:'''
+
The '''Checkmate Objective''' has two additional special rules that limits its use:
* '''Espionage''' - When you declare this Objective you are seeking military information. If you achieve this Objective, then next Summer, as the first Summer Campaign against you is revealed, you get to take a look at the full Campaign list before you decide on how to allocate your defences. As an additional effect, if you achieve this Objective, then you maintain secrecy of action - that is, the espionage attempt is not revealed to the enemy until it takes effect as above.
+
* Assigning the '''Checkmate Objective''' to a ''Summer Campaign'' has a cost of '''10 Glamour''', which must be paid at the time of deciding objectives, and for each attempt made.
* '''Kidnap''' - When you declare this Objective you name a single enemy back row piece, ''though this cannot be the King''. If you achieve this Objective, you capture that piece.
+
* '''Checkmate Objective''' in the first third of the game (years 1-4).
 
 
'''Seelie Intrigues:
 
* '''Propaganda''' - When you declare this Objective you are targeting the enemy's armies. If you achieve this Objective, then the Battle Rating of all enemy pawns is reduced by one until the start of winter next year.
 
* '''Manipulation''' - When you declare this Objective you must select one season and name one enemy back row piece, though this cannot be the King. If you achieve this Objective, then the following year that piece is prevented from acting in any way (i.e. cannot attack, defend or take any other action) in the selected Season.  
 
 
<br>
 
<br>
  
 
==Total Attack Strength==
 
==Total Attack Strength==
  
The '''Attack Strength''' of a ''Winter Intrigue'' is equal to the '''Intrigue''', '''Sorcery''' or '''Dreaming''' attribute of its Agent.
+
The '''Attack Strength''' of a ''Summer Campaign'' is equal to the totalled '''Battle Rating''' of all the armies assigned to it, plus the '''Sorcery''', '''Warcraft''' or '''Dreaming''' attribute of its Attack Commander.
  
If the Agent does not have one of those attributes, then the ''Intrigue'' instead has '''Attack Strength 0.'''
+
Note that the '''Protection''' and '''Intrigue''' attributes ''do not'' add to '''Attack Strength''' of ''Summer Campaigns''. While a Rook or Bishop can lead a ''Summer Campaign'', they add nothing to the Campaign's strength.
 
<br><br>
 
<br><br>
  
 
=="In the Field..."==
 
=="In the Field..."==
  
Importantly, from the moment they are included in a Winter Intrigue, an Agent is considered to be '''in the field'''. This happens before any attacks are resolved in Winter, and even before the first ''Winter Intrigue'' (on either side) is revealed.
+
Importantly, from the moment they are included in a Summer Campaign, an Attack Commander or Army is considered to be '''in the field'''. This happens before any attacks are resolved in Summer, and even before the first Summer Campaign is revealed.
  
Pieces that are '''in the field''' remain there for the whole of Winter, and cannot participate in '''Internal Security''' in any way.
+
Pieces that are '''in the field''' remain there for the whole of Summer, and cannot participate in '''War Defences''' in any way.
 
<br><br>
 
<br><br>
=Calculating Internal Security=
 
  
Any pieces that are not used as Agents this winter instead contribute to '''Internal Security'''. Vitally, there are two forms of ''Internal Security'' - '''Seelie''' and '''Unseelie'''.
+
=Priority and Revealing Campaigns=
  
Take note of all your non-Agent ''Seelie Pieces'', and total their '''Sorcery, Dreaming''' and '''Protection'''. This is your '''Seelie Internal Security''' rating.
+
Summer Campaigns are planned by the teams, as above, and are not revealed to the opposition until they happen. Although they are considered to happen in the same Summer, each Campaign is resolved in a strict order, with the next Campaign not revealed until the previous one has been completed in its entirety.
  
Take note of all your non-Agent ''Unseelie Pieces'', and total their '''Sorcery, Dreaming''' and '''Protection'''. This is your '''Unseelie Internal Security''' rating.
+
This is important, as lack of foreknowledge greatly effects the way that defenders will react. Also, the effects of one Campaign may negatively or positively impact other Campaigns later that Summer.
 +
 
 +
It is however worth emphasising again that regardless of what order the Campaigns are resolved, any characters and armies '''in the field''' are considered to be '''in the field''' straight away, before any Campaigns are revealed and resolved.
 
<br><br>
 
<br><br>
 
=Priority and Revealing Intrigues=
 
 
==Court Priority==
 
==Court Priority==
  
When the ''White Court'' has ''Priority'', all the White Court's ''Winter Intrigues'' are resolved before any of the Black Court's ''Winter Intrigues''.
+
When the White Court has Priority, all the White Court's Summer Campaigns are resolved before any of the Black Court's Summer Campaigns.
  
When the ''Black Court'' has ''Priority'', all the Black Court's ''Winter Intrigues'' are resolved before any of the White Court's ''Winter Intrigues''.
+
When the Black Court has Priority, all the Black Court's Summer Campaigns are resolved before any of the White Court's Summer Campaigns.
  
 
As a reminder, White has Priority in Years 1,3,5,7,9 and 11, while Black has Priority in Years 2,4,6,8,10 and 12.
 
As a reminder, White has Priority in Years 1,3,5,7,9 and 11, while Black has Priority in Years 2,4,6,8,10 and 12.
Line 79: Line 85:
 
==Order of Attacks==
 
==Order of Attacks==
  
The active Court's '''Intrigue List''' is run through in order, from top to bottom, and resolved in that order.
+
The Court's '''Campaign List''' is run through in order, from top to bottom.
 +
 
 +
This makes the listed order very important tactically!
 
<br><br>
 
<br><br>
==Resolving Intrigues==
+
=Assigning War Defences=
  
To resolve if a Seelie Intrigue is successful or not, compare '''Attack Strength''' to '''Seelie Internal Security'''.
+
When the '''Summer Campaign''' is revealed,  the defending players are made aware of who the ''Attack Commander'' and the ''Attack Armies'' are.
  
To resolve if an Unseelie Intrigue is successful or not, compare '''Attack Strength''' to '''Unseelie Internal Security'''.
+
The defending King can then decide whether to mount a '''War Defence''' or not. Each '''War Defence''' must consist of '''exactly one War Commander''' (any back row piece), and '''at least one Army'''.
 +
<br><br>
 +
==Unopposed Campaigns==
  
If ''Attack Strength'' is equal or higher than the matched ''Internal Security'', then the ''Intrigue'' succeeds. The results are then usually revealed to all. The notable exception to this is '''Espionage''' - in this circumstance, the player controlling the Agent piece is told that he has been successful, but this is not public information. Indeed, for '''Espionage''' the enemy should not even be aware that any attack has taken place at all!
+
If no '''War Defence''' is organised, then the '''Summer Campaign''' achieves its Objective without any resistance.
 +
<br><br>
 +
==Defence Strength==
  
If ''Attack Strength'' is lower than the matched ''Internal Security'', then the ''Intrigue'' fails. The attempted Intrigue is then always revealed to all players.
+
The '''Defence Strength''' of a ''War Defence'' is equal to the totalled '''Battle Rating''' of all the armies assigned to it, plus the '''Sorcery''', '''Warcraft''', '''Protection''' or '''Dreaming''' attribute of its Attack Commander.
  
If ''Attack Strength'' is at least 10 points lower than the matched ''Internal Security'', then the ''Intrigue'' fails spectacularly. As well as failing his mission, the ''Agent'' is captured!
+
Note that the '''Intrigue''' attribute ''does not'' add to '''Defence Strength''' of ''War Defences''. While a Bishop can coordinate a ''War Defence'', he adds nothing to it's strength.
 +
<br><br>
 +
==Resolving Battles==
  
Note that (at the start of the game, at least) itis very hard for an agent to succeed or to get captured, as by default a skilled Agent (such as a Bishop) will have an Attack Strength of 5, and run up against an ''Internal Security'' of 10. On the other hand, keep an eye on the state of play, as the capture of an enemy Rook or Queen tends to open up a myriad of intrigue possibilities!
+
When a '''Summer Campaign''' meets a '''War Defence''', battle occurs. This is resolved by a single D6 roll, which the Attacker rolls.
  
Note also, that unlike ''War Defences'' for ''Summer Campaigns'', a single defending piece contributes to ''Internal Security'' against each and every ''Winter Intrigue'' that Winter.  
+
If Attack Strength is greater than Defence Strength, add +1 to the roll.
 +
If Attack Strength is equal or more than twice Defence Strength, add a further +1 to the roll.
 +
 
 +
If Defence Strength is greater than Attack Strength, deduct -1 from the roll.
 +
If Defence Strength is equal or more than twice Attack Strength, deduct a further -1 to the roll.
 +
 
 +
* '''1 or Less: Atackers routed.''' All attacking armies are broken, and the Attack Commander is Captured.
 +
* '''2: Attackers soundly defeated.''' One attacking army is broken.
 +
* '''3: Attack fails.''' This ''Summer Campaign'' has no effect.
 +
* '''4: Attack succeeds.''' This ''Summer Campaign'' achieves its Objective.
 +
* '''5: Defenders soundly defeated.''' This ''Summer Campaign'' achieves its Objective, and one defending army is broken.
 +
* '''6 or More: Defenders routed.''' This ''Summer Campaign'' achieves its Objective, all defending armies are broken, and the Defence Commander is captured.
 
<br><br>
 
<br><br>
  
=Roleplaying the Winter=
+
=Roleplaying the Summertime=
  
Generally, the structure of Winter will be as follows:
+
Generally, the structure of Summertime will be as follows:
  
(1) The Adjudicator declares Winter has begun, and reminds the players which game year they are in (1 to 12) and which Court has priority this year.
+
(1) The Adjudicator declares Summertime 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.
 
(2) The Adjudicator relates any Events to all the players as a group.
Line 108: Line 133:
 
(3) The two Courts split off, and quietly discuss their plans for the Season, without letting their opposites hear what they are saying.
 
(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 Courts each tell the Adjudicator what Winter Intrigues they are launching.  
+
(4) The two Courts each tell the Adjudicator what Summer Campaigns they are launching.
 +
 
 +
(5) In strict order, Campaigns are revealed to the group, and defended against and resolved one at a time.
  
(5) The Adjudicator runs through the Intrigue list, then lets relevant players know the outcome.
+
As with any Season, Summer offers opportunities for roleplaying as the Queen and King plan the Season's actions together, and in the communication (or trash-talking, as the case may be) between kingdoms.
  
As with any Season, Winter offers opportunities for roleplaying as the Queen and King plan the Season's actions together, and in the communication (or trash-talking, as the case may be) between kingdoms.
+
The bulk of roleplaying though, takes place as war flares and the ''Summer Campaigns'' begin. Even though each Campaign is resolved in a single D6 roll, there is no reason why the battles need not be roleplayed out. The Adjudicator can take the role of storyteller, and the controlling players the role of the Attack and Defence Commanders, telling the unfolding battle as a story. Player/GM groups who like to feel that teir actions directly impact the battle's outcome in a mechanical fashion might want to introduce a rule that the outcome of the roleplaying can add +1 or deduct -1 from the dice roll...  
  
Roleplaying out Intrigues is trickier, as sometimes it must remain a secret to the enemy that an Intrigue has taken place at all!
+
Alternatively, the dice can be rolled first and with player foreknowledge (but not player character foreknowledge) the battle's story can be fashioned collaboratively. It all depends on what suits your groups playstyles best.
  
The suggested option here is for the Adjudicator to take the active players off to one side, and to roleplay out the actions in private, out of earshot of the other team. Once all actions have been resolved, the Adjudicator can bring everyone back in the same room and let them know the outcomes!
+
Regardless, the nature of the game '''requires''' players and the Adjudicator to see the Summer Campaigns in a narrrative way. In essence, the creation of the story of the ''Game of Succession'' depends upon it.
  
 
[[Category:Kingdoms|Winter - Intrigue]]
 
[[Category:Kingdoms|Winter - Intrigue]]

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)