Difference between revisions of "Kingdoms: Events"

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(Mirroring, Echoing and Balancing)
(World-changing Events)
 
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* 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 improvement, on a 1 it is destroyed. ''Example Description:'' Earthquakes rock the kingdom, and buildings crumble!
* Roll a D6 for each improvement, on a 1 it is broken. ''Example Description:'' Peasants revolt and many lives are lost quelling the rebellions.
+
* 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.
 
* 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.
  

Latest revision as of 05:15, 11 December 2009

Kingdoms: Main Page -> Kingdoms: Events

Overview[edit]

An Event is a game occurrence instigated by the Adjudicator at the start of any season, which effects the way the game is played in some way.

It is entirely possible to play Kingdoms without any Events at all - they are not essential to the game, though they do add a little but of extra excitement, and also force players to plan for the unexpected, as an added challenge beyond just dealing with the enemy.

Event Schedule[edit]

If you are planning to use Events in your game, its suggested that you plan them out ahead of time, before the players have even generated their Kingdoms. In this way, its easier to make sure that you are being as fair and impartial as possible.

Each Event you plan should have a year and a season attached to it. You should always strive to make sure that Events are as even-handed as possible, and that they affect the rules in such a way that are not designed to favour one kingdom over another.

How many events you set is up to you, but we recommend having about 12 in total, with most of them loaded towards the mid game and end game (i.e. turns 5-12).

Generic vs Specific[edit]

When you plan out your events, its often difficult to do so because you have little idea what the setting of the Game of Succession will be! The setting is determined by the Kingdoms that the players generate, and thus if you are too specific in your description, your Events might clash with the game's setting, thus endangering suspension of disbelief.

On the other hand, if your events are too generic and dry, you might find that they don't add any interest to the game.

The suggested way that you deal with this is to pre-plan a generic schedule which has the driest rules-only details to it, and then to tailor the specifics of description and story as they are revealed.

For example, your planned event could be "+1 Harvest this Autumn." When it is revealed that the Kingdoms in play are Britannia's Colony and The Hell Legion, then you could decide that in the Colony the extra Harvest represents the arrival of a supply ship from home, and in Hell it could represent the influx of a batch of sinful souls following a mass suicide in some distant realm.

Mirroring, Echoing and Balancing[edit]

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.

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.

Events based on player actions[edit]

An alternate approach is to ditch the schedule altogether, and instead to create events for each Kingdom that reflects their actions and roleplaying. For example, if one King declares that he is giving wealth to the farmers in a show of largesse, you might later reward him with a boost to his Harvest.

This approach is not the default one, and requires a game group that trusts the Adjudicator to be fair and impartial, and to make value judgments beyond his normal role.

Of course, the Adjudicator always has to make judgments of some sort (for example, in the assignation of descriptors), but this option takes things a step further. Players might feel that they have to perform to impress the Adjudicator, and thus the dynamic of the game is changed.

Event Suggestions[edit]

The following Events are here to give Adjudicators some ideas.

Direct Mechanical Effects[edit]

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.
  • +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 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 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.
  • +5 to all Unseelie Intrigues this Winter. Example Description: A dense fog blankets both kingdoms, and stealth is easier.

World-changing Events[edit]

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:

  • 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[edit]

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...