Editing Kingdoms: Creating the Court

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All in all, the King should write at least a paragraph about his Dreamform and himself. He should establish what he looks like, how his kingdom appears, and should aim to mention the mood, the values and the structure of his kingdom.
 
All in all, the King should write at least a paragraph about his Dreamform and himself. He should establish what he looks like, how his kingdom appears, and should aim to mention the mood, the values and the structure of his kingdom.
  
Consider the following:
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As the King-Player defines his ''Dreamform'', he should complete the character sheet for his King piece. This Dreamform will determine the theme and nature of the rest of his Court, with one small exception...
 
 
* '''Common Themes in White Courts:''' Order and hierarchy; Sun; Daylight; Codes of honour; Discipline; Technology; Science; Monotheism; Self Control; Beauty;
 
  
* '''Common Themes in Black Courts:''' Chaos and broken societies; Moon; Nighttime; Do-as-thou-wilt; Passion; The natural world; The supernatural; Animism; Rage; Freaks and misfits;
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* '''Common Themes in White Courts:''' Order and hierarchy; Sun; Daylight; Codes of honour; Discipline; Technology; Science; Monotheism; Self Control;
  
* '''Common Themes in All Courts:''' Strong leadership from the king; Each piece clear in its role; Strong thematic unity; Limited scale - a medieval European country is a good reference point; Real world history or fantasy tropes as a theme (e.g. Egypt and the Pharoahs, Land of Dragons, etc.);
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* '''Common Themes in Black Courts:''' Chaos and broken societies; Moon; Nighttime; Do-as-thou-wilt; Passion; The natural world; The supernatural; Animism; Rage;
  
* '''Things to avoid generally:''' Attempts to power-game; Excessive focus on one Season or strategy; Poor thematic cohesion; Weak or uninteresting descriptions; Deliberate attempts to break the game or de-rail the setting; Unimaginatively plaigirising another game's setting ("...and these are my Skaven Plague Monks...");
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* '''Common Themes in All Courts:''' Strong leadership from the king; Each piece clear in its role; Strong thematic unity;
  
As the King-Player defines his ''Dreamform'', he should complete the character sheet for his King piece. This Dreamform will determine the theme and nature of the rest of his Court, with one small exception...
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* '''Things to avoid generally:''' Attempts to power-game; Excessive focus on one Season or strategy; Poor thematic cohesion; Weak or uninteresting descriptions; Deliberate attempts to break the game or de-rail the setting;
 
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==The Arrival of the Queen==
 
==The Arrival of the Queen==
  
The Queen piece, is not part of the King's Dreamform, and so will almost never fit the same themes and appearances. She comes from a far kingdom elsewhere in the fae realms, and so is an outsider by default.
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The Queen piece, being formed independently and not as part of the Dreamform, will almost never fit the same themes and appearances.
  
 
The Queen Player fills writes up this Piece's character sheet, and should try to strike a contrast that is aesthetically pleasing rather than ridiculous.
 
The Queen Player fills writes up this Piece's character sheet, and should try to strike a contrast that is aesthetically pleasing rather than ridiculous.
  
For example, if the King is a dusky skinned sheikh of the desert, then it is excellent narrative to have the Queen be a fair-skinned beauty from a green and pleasant land. On the other hand, if the King is a seven hundred foot tall stone behemoth ruling elemental earth, then perhaps it becomes more appropriate to the story if the queen is a spirit-dragon made of elemental air. If nothing else it should be at least feasible that the queen will one day be able to bear the heirs to the throne for the next generation.
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For example, if the King is a dusky skinned sheikh of the desert, then it is excellent narrative to have the Queen be a fair-skinned beauty from a green and pleasant land. On the other hand, if the King is a seven hundred foot tall stone behemoth ruling elemental earth, then perhaps it becomes more appropriate to the story if the queen is a spirit-dragon made of elemental air.
  
 
Contrast with consistency is the goal. Don't forget also that by nature, the Queen will be opposite to the King. A Seelie King has an Unseelie Queen, and vice versa.
 
Contrast with consistency is the goal. Don't forget also that by nature, the Queen will be opposite to the King. A Seelie King has an Unseelie Queen, and vice versa.
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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''.
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''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.
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''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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