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Thread: Special Rules for Nations
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09-07-2006, 04:55 AM #11
I definetely agree some type of disadvantage should be used to balance them. I was trying to take them out of the 2E atlas, then work out the actual advantage and disadvantage, and not just flavor text.
You'll notice that in most of my write-ups there are certain disadvantages that limit what actions a regent can take. It may be something as mnor as not making seizures, or increasing taxes above base level, but many of them have to do with the Loyalty level of the people, and we all know how quickly that can be destroyed.
I also agree that in reality most of these advantages would take years to put into place (and years to go away if the regent tried), but for game purposes, that is impractical.
Perhaps these advantages can only be bought (except as noted) when creating/taking over a realm. I just think it would be cool to have an actual effect from the flavor text.When you play the game of thrones you win or you die.
George R. R. Martin - A song of Ice and Fire
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09-07-2006, 05:00 AM #12
Originally Posted by cutenfluffy
However, the Boders of the sielwode Protecting itself, OR the people of aerenwe or Elinie being required to serve the crown upon reaching majority, OR the spider knowing when travelors come into the realm trough an affinity with spiders are all strong examples of how these bonuses may not reflect the will or desire of the people.When you play the game of thrones you win or you die.
George R. R. Martin - A song of Ice and Fire
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09-07-2006, 02:44 PM #13
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I was trying to take them out of the 2E atlas, then work out the actual advantage and disadvantage, and not just flavor text.
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09-07-2006, 06:01 PM #14
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Originally Posted by ploesch
Originally Posted by ploesch
I'd say that, if anything, such "social inertia" would be placed at the beginning of the game, as part of the traditional character of the existing population. And, if a Regent, new or ongoing, wanted to change that, it would, indeed, be a long-term project (probably best done via Agitate actions, as stands), if it could be done at all.
It would be something like Attitude, but less volatile, less easily swayed. Maybe rolls made/year- but that might open the door for "year long" actions- which might not be an entirely bad concept. Some goals are not something you can achieve in a month or a season. But this would definitely be one of them.
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09-07-2006, 08:34 PM #15
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Balancing effects
Each effect should come with a bonus and a penalty for a net effect of zero, this would be helpful since as described in the books most of the domains don't have any real special fluff.
Such aspects as...
Mercantile nation - bonus to gold income that guild holdings gain in trade routes, penalty to defend against espionage and enemies attempting espionage gain a bonus. This reflects the open-borders that often accompany a heavy trading populace.
Trained levies - Levies are considered irregulars but they can only defend and if deployed for more than one domain turn the loyalty of all provinces drop by one level for each turn they remain deployed. With the hard training of the people, they expect victory quickly.
Such things as that i suppose ould be used to balance out the bonuses. The key is to have a net effect of zero, to focus on one aspect of a domain invites greater ineptitude in other areas. To remain a well-rounded nation you simply take none of these traits.
I've never much bought into the idea of "jack of all trades, master of one."
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