Difference between revisions of "Kingdoms: Overview of the Game System"

From RPGnet
Jump to: navigation, search
(Winter - Season of Intrigue)
(The Players and The Adjudicator)
 
Line 27: Line 27:
 
* The '''White King Player''' plays the '''White King'''. He also controls three other pieces on the White side: The ''Seelie Knight'', The ''Seelie Bishop'' and the ''Seelie Rook''. Collectively, these four pieces are called the ''Dominant Actors of the White Court''.
 
* The '''White King Player''' plays the '''White King'''. He also controls three other pieces on the White side: The ''Seelie Knight'', The ''Seelie Bishop'' and the ''Seelie Rook''. Collectively, these four pieces are called the ''Dominant Actors of the White Court''.
 
* The '''White Queen Player''' plays the '''White Queen'''. She also controls three other pieces on the White side: The ''Unseelie Knight'', The ''Unseelie Bishop'' and the ''Unseelie Rook''. Collectively, these four pieces are called the ''Shadow Actors of the White Court''.
 
* The '''White Queen Player''' plays the '''White Queen'''. She also controls three other pieces on the White side: The ''Unseelie Knight'', The ''Unseelie Bishop'' and the ''Unseelie Rook''. Collectively, these four pieces are called the ''Shadow Actors of the White Court''.
* The '''Black King Player''' plays the '''Black King'''. He also controls three other pieces on the White side: The ''Unseelie Knight'', The ''Unseelie Bishop'' and the ''Unseelie Rook''. Collectively, these four pieces are called the ''Dominant Actors of the Black Court''.
+
* The '''Black King Player''' plays the '''Black King'''. He also controls three other pieces on the Black side: The ''Unseelie Knight'', The ''Unseelie Bishop'' and the ''Unseelie Rook''. Collectively, these four pieces are called the ''Dominant Actors of the Black Court''.
* The '''Black Queen Player''' plays the '''Black Queen'''. She also controls three other pieces on the White side: The ''Seelie Knight'', The ''Seelie Bishop'' and the ''Seelie Rook''. Collectively, these four pieces are called the ''Shadow Actors of the Black Court''.
+
* The '''Black Queen Player''' plays the '''Black Queen'''. She also controls three other pieces on the Black side: The ''Seelie Knight'', The ''Seelie Bishop'' and the ''Seelie Rook''. Collectively, these four pieces are called the ''Shadow Actors of the Black Court''.
  
 
Note that the '''White King Player''' and the '''White Queen Player''' are both aligned to the '''White Court''', so they are allies with the same agenda. However, the '''White King Player''' represents the '''Seelie pieces in the White Court''' and the '''White Queen Player''' represents the '''Unseelie Pieces in the White Court'''.
 
Note that the '''White King Player''' and the '''White Queen Player''' are both aligned to the '''White Court''', so they are allies with the same agenda. However, the '''White King Player''' represents the '''Seelie pieces in the White Court''' and the '''White Queen Player''' represents the '''Unseelie Pieces in the White Court'''.
Line 34: Line 34:
 
Likewise, the '''Black King Player''' and the '''Black Queen Player''' are both aligned to the '''Black Court''', so they are allies with the same agenda. However, the '''Black King Player''' represents the '''Unseelie pieces in the Black Court''' and the '''Black Queen Player''' represents the '''Seelie Pieces in the Black Court'''.
 
Likewise, the '''Black King Player''' and the '''Black Queen Player''' are both aligned to the '''Black Court''', so they are allies with the same agenda. However, the '''Black King Player''' represents the '''Unseelie pieces in the Black Court''' and the '''Black Queen Player''' represents the '''Seelie Pieces in the Black Court'''.
  
This may seem counterintuitive at first... you may question why there are Unseelie Pieces serving the White and Unseelie Pieces serving the Black.
+
This may seem counterintuitive at first... you may want to question why there are Unseelie Pieces serving the White and Seelie Pieces serving the Black.
  
 
The answer to this is that whatever the Nature of the King,  he must eventually rule over all Fae, both Seelie and Unseelie. Thus it is only appropriate that he has servants of both natures. Of course, the White King would rather leave the "dishonourable business of subterfuge, subversion and espionage" to his Unseelie White Queen, while the Black King happily delegates "all that high society and by-the-book warfare nonsense" to his Seelie Black Queen.
 
The answer to this is that whatever the Nature of the King,  he must eventually rule over all Fae, both Seelie and Unseelie. Thus it is only appropriate that he has servants of both natures. Of course, the White King would rather leave the "dishonourable business of subterfuge, subversion and espionage" to his Unseelie White Queen, while the Black King happily delegates "all that high society and by-the-book warfare nonsense" to his Seelie Black Queen.

Latest revision as of 00:32, 26 May 2009

Kingdoms: Main Page -> Kingdoms: Overview of the Game System

Game Concepts[edit]

The Courts and Seelie Nature[edit]

There are two Courts, each representing the followers of a different King.

The White Court is led by the Seelie King. White Courts tend to have a strong emphasis on honour, discipline, loyalty and noble behaviour. The White King rules because his subjects choose to follow him, and because they feel it is right and correct to do so.

The Black Court is led by the Unseelie King. Black Courts tend to be rife with intrigue, passion and freedom. The Black King rules because his subjects dare not disobey him, or are bound to his will by sorcery or manipulation.

Seelie characters are those that, by their nature, are inclined towards honour, lawfulness and ethics.

Unseelie characters are those that, by their nature, are inclined towards covert means, ambition and domination.

Note that while the White Court is always led by a Seelie King, his followers are a mix of Seelie and Unseelie. Likewise, while the Black Court is always led by an Unseelie King, his followers are also a mix of Seelie and Unseelie.

Its also worth being aware that concepts of good and evil are not directly applicable to either the white/black or the seelie/unseelie axis. A White King, for example, could be an overzealous legalist who punishes minor crimes with excessive force, or he could be a noble gentleman who is fair and even-handed. A Black King could be an unholy tyrant who rules through mind control charms and torture, or he could be a revolutionary who believes that all men are born equal, and spits at the hidebound strictures of Fae society.

The Players and The Adjudicator[edit]

By default, it is assumed that five people will be playing Kingdoms. For ease of reference, we'll refer to these people as the Adjudicator, the White King Player, the White Queen Player, the Black King Player and the Black Queen Player.

  • The Adjudicator prepares and runs the game, makes judgment calls and fulfils the traditional role of a GM.
  • The White King Player plays the White King. He also controls three other pieces on the White side: The Seelie Knight, The Seelie Bishop and the Seelie Rook. Collectively, these four pieces are called the Dominant Actors of the White Court.
  • The White Queen Player plays the White Queen. She also controls three other pieces on the White side: The Unseelie Knight, The Unseelie Bishop and the Unseelie Rook. Collectively, these four pieces are called the Shadow Actors of the White Court.
  • The Black King Player plays the Black King. He also controls three other pieces on the Black side: The Unseelie Knight, The Unseelie Bishop and the Unseelie Rook. Collectively, these four pieces are called the Dominant Actors of the Black Court.
  • The Black Queen Player plays the Black Queen. She also controls three other pieces on the Black side: The Seelie Knight, The Seelie Bishop and the Seelie Rook. Collectively, these four pieces are called the Shadow Actors of the Black Court.

Note that the White King Player and the White Queen Player are both aligned to the White Court, so they are allies with the same agenda. However, the White King Player represents the Seelie pieces in the White Court and the White Queen Player represents the Unseelie Pieces in the White Court.

Likewise, the Black King Player and the Black Queen Player are both aligned to the Black Court, so they are allies with the same agenda. However, the Black King Player represents the Unseelie pieces in the Black Court and the Black Queen Player represents the Seelie Pieces in the Black Court.

This may seem counterintuitive at first... you may want to question why there are Unseelie Pieces serving the White and Seelie Pieces serving the Black.

The answer to this is that whatever the Nature of the King, he must eventually rule over all Fae, both Seelie and Unseelie. Thus it is only appropriate that he has servants of both natures. Of course, the White King would rather leave the "dishonourable business of subterfuge, subversion and espionage" to his Unseelie White Queen, while the Black King happily delegates "all that high society and by-the-book warfare nonsense" to his Seelie Black Queen.

Regardless of personal nature, every fae is ultimately loyal to his or her own King, and to that King's Court. Every fae will do all that he or she can to attain victory for his Court. This is not a matter of personal ideology, but rather one of survival and personal protection... after all, the Court of a defeated King will likely have no place in the new world order.

A note on Terms, Gender and Pronouns[edit]

For the purposes of the game, Pawns, Knights, Bishops, Rooks, Queens and Kings are all referred to as Pieces. Any aligned with the Black Court are called Black Pieces and any aligned with the White Court are called White Pieces. When describing all these pieces for setting-background purposes, rather than game-rules purposes, they'll generally be referred to collectively as The Fae.

Additionally, the following pieces are referred to as Back Row Pieces - Knights, Bishops, Rooks, Queens, Kings. These are also sometimes called Player Characters, and sometimes Actors.

The real life people who control these Actors are called Players. As noted above, these will generally be referred to as the White King Player, White Queen Player, Black King Player and Black Queen Player.

With regards to Player Characters, Kings are always male and Queens are always female. All other player characters can be male or female (or should you wish, neither or both).

With regards to Players, any player can be any gender! However, for ease and simplicity these rules will refer to King Players as "he" and Queen Players as "she".

The Adjudicator is not considered ot be a Player, and can of course be of any gender. However, for ease and simplicity these rules will refer to the Adjudicator as "he".

Note that Pawns are also referred to as Armies. Because each army represents a large number of soldiers, they'll get the pronoun "they". Also, Pawns are not directly depicted as Player Characters, but rather should be regarded as resources to be used.

Game Structure[edit]

Game Length[edit]

Kingdoms is a heavily structured roleplaying game - a necessity to reflect the nature of the game!

The duration of the game is referred to (in character) as The Game of Succession. This is a period of twelve years, filled with highly ritualised warfare and politics, during which dominance must be achieved.

The Adjudicator must track the passage of time, from Year 1 to Year 12, moving through the Seasons in order...

Priority[edit]

In each year, either the White Court or the Black Court will hold priority.

In the First Year, and in every odd numbered year (1, 3, 5, 7, 8, 11) the White Court holds priority.

In the Second Year, and in every even numbered year (2, 4, 6, 8, 10, 12) the Black Court holds priority.

This is an important game concept that effects many actions elsewhere in the game.

Secrecy[edit]

As the Two Courts are separate and in opposition, generally they will plan and declare their actions in secret and closed session.

The King speaks with his Queen, and they decide what they are going to do. They then secretly pass that information to the Adjudicator. The King and Queen of the opposite Court will do the same.

The Adjudicator then refers to the rules and resolves the actions. Usually the resolution of actions is NOT secret, and happens in the open in front of all players. There are a few specific exceptions to this, detailed in the rules.

The above process is repeated four times in each game year - once for each Season.

Turn Structure - The Four Seasons[edit]

Springtime - Season of Growth[edit]

Each year starts with Spring, the Season of Growth and Renewal.

During this phase the King can strengthen his kingdom, through various means:

  • He can recruit men to his Armies to replace losses, though he can never have more than eight.
  • He can apportion Boons to his armies and his court, expending Glamour to achieve this.
  • He can build Improvements to his realm, again at cost of Glamour.
  • If available, he can hire Mercenaries, bidding Glamour for their service for the remainder of the year.

The Kings are the main actors during Springtime.

Other Pieces have only a few specific actions they can attempt:

  • Captives can try to Escape and return to their courts.
  • The Queen may be able to perform rituals, spending her Court's Glamour to achieve impressive sorcerous effects.

You can learn more about Springtime on this page.

Summer - Season of War[edit]

Next comes Summer, the Season of War.

During this season the courts assemble their armies and launch them on Summer Campaigns. A Summer Campaign always consists of one Attack Commander (any back row piece, but usually a queen or knight) and an Attack Army (consisting of at least one Pawn). A Court can launch multiple Summer Campaigns in one year, but each uses a separate Attack Commander and its own Army.

When the Summer Campaigns are revealed, the Courts can mount War Defences. A War Defence consists of one Defence Commander (usually a Queen, Knight or a Rook) and a Defence Army (consisting of at least one Pawn). A Court can only mount defences from the pieces who didn't themselves go on the attack - thus a balance between attack and defence must be struck.

Of course, the game system favours those who throw caution to the wind and attack, as it is slightly easier to win in attack than in defence.

There are various sorts of Summer Campaigns that can be attempted, but common ones include:

  • Pillage - Destroying an Improvement.
  • Plunder - Stealing Glamour.
  • Rescue - Rescuing a Captive.
  • Checkmate - Capturing the opposing King.

You can learn more about Summer on this page

Autumn - Season of Harvest[edit]

In Autumn the Harvest is gathered!

While the people of the kingdom harvest their crops, the King gathers Glamour - an invaluable resource that is the source of his authority and power.

Autumn is also the season of gathering back lost members of the Court - Ransoms for Captives are negotiated and paid.

You can learn more about Autumn on this page

Winter - Season of Intrigue[edit]

As the cold long nights draw in, politicians and subversives have a chance to work - this is the Season of Intrigue.

During this season the courts assemble dispatch their agents on Winter Intrigues. A Winter Intrigue is always executed by a single Agent (any back row piece, but usually a Queen or Bishop). A Court can launch multiple Winter Intrigues in one year, but each must be executed by a separate Agent.

The courts may also alocate back row pieces to Internal Security (usually any and all pieces that aren't acting as Agents) allowing them to potentially counteract Winter Intrigues against the kingdom.

When the Winter Intrigues are resolved, they may or may not remain covert and secret. A successful Winter Intrigue will often have hidden effects, and the targetted courts may remain none the wiser. On the other hand, a Winter Intrigue that runs into significant Internal Security will usually be pulled into the open.

There are various sorts of Winter Intrigues that can be attempted, but common ones include:

  • Espionage - Spying to reveal useful military intelligence.
  • Kidnap - Capturing opposing characters in the middle of the night!
  • Propaganda - Disrupting the population and armies of an opposing kingdom.
  • Manipulation - Disrupting back row pieces.

You can learn more about Winter on this page

Victory Conditions[edit]

Checkmate: Capture the King[edit]

The most direct way to win is to capture the enemy King! This is usually achieved in the Season of Summer via a Summer Campaign with that specific objective, though a careless or desperate team might lose their King when he is leading armies in any battle.

Checkmates are not easy to pull off though, and tend to require a combination of overwhelming military force and a talented commander, plus some luck in timing.

If the enemy King is captured, then the game immediately ends. The victorious King can now do as he pleases with his brother, whether this be summary execution, exile to the outer realms or lifelong imprisonment. The victorious King is also crowned High King and has a thousand years of rule before he must be sacrificed, and the game of succession may begin anew!

Inevitable Victory: Dominance at Twelve Years[edit]

At the end of the twelve years, if neither King has been captured then the game of succession must nonetheless end. As the contest ends, every fae in Arcadia will present himself to one Court or the other, and the ritualised battle will turn into all-out no-holds-barred civil war.

Each Court calculates its total Dominance using the following formula:

  • +1 Dominance per point of Glamour the King possesses.
  • +4 Dominance per enemy Knight or Bishop that they hold captive.
  • +8 Dominance per enemy Rook they hold captive.
  • +9 Dominance if they hold the enemy Queen captive.
  • Dominance bonuses for some Improvements, as specified in their descriptions.

It is assumed that the Court with the higher Dominance will eventually win the Realm War that ensues... victory is inevitable, though it make take some time.

Winning in this way still counts as a victory, though perhaps not as decisive and clean a victory as through Checkmate.

Stalemate: Both Kings Captured[edit]

If both Kings are captured in the same Summer, then the game ends in Stalemate. Tradition demands that the Game end, but that another Game of Succession is played straight after! The Courts are reset to their starting strengths, and the 12 years begin anew!

That first game of succession is considered a draw - both sides can claim to have won!

As players, you don't have to play this out if you don't want to... you can just call it a draw. If everybody is up for it though, then go for it! Maybe this time, you can score a win!

Endless War: No Dominance at Twelve Years[edit]

If the twelve years pass with no Checkmate, and if Dominance scores are exactly equal, then it is assumed that the two brother Kings are perfectly matched.

The Realm is doomed endless Civil War, with no High King. The Endless Cycle is broken...

As players, this is a good time to pull the reset switch. The author recommends that it may be worth rotating round the roles for the next game, and changing who the Adjudicator is to see how this affects the balance of skills. If you are interested in story continuity, you can decide that this new game represents a new Realm unrelated to the first, or you may decide that after a very long time (say ten thousand years or so) one brother is victorious, thanks to the whims of fate.

Regardless, the Endless War scenario is considered a draw, but where both Kings have lost!