...or to any avatar of his choice, thus leaving the ability for a player to leave a province to his next avatar.
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I really don't mind doing the edits on the starting game rules, to help keep make things easier for you. I've already got a partially finished version completed anyway.
On that note, I'd like to state that I really don't want to do the Library again for this game. I've now done WotS, KotR, and LotR. I need a break from the Library.
I'd be willing to take over the Library... Assuming people are okay if I don't do those 'Current Extent of the Kingdom' and the maps of the areas of the world. Those seem like the most work, and I know I never used 'em.
I thought that was what we trying to avoid with the whole "land goes to the Duke" thing?
Igno's idea of leaving land to your natural son is very characterful.
But leaving it to your reincarnation does not feel right to me. I'd prefer a new avatar to mean a new start. Apart from it just feeling "gamey", I am worried about players becoming one man dynasties that come to exert a stranglehold on the game. Death is a great leveller.
Tables are currently broken anyway, so the method I used to do that wouldn't work. That stuff was largely a holdover from WotS, where we had players who didn't have in-game avatars and never loaded up the game. They needed a method of knowing what was going on in the game. Since everyone now has to be able to load up the save in order to be able to play in the first place, there's no serious need for them.
That said, the most work is by far the mugshots.
I'll do a History again unless someone else really wants to bang out a lot of [url][/url] links with semi-clever titles.
I agree.
In KotR, if I remember correctly, with the exception of the Prinz, who inherited all royal lands when he became King, a character had to be knighted before he could be assigned land by a Duke. So passing on land to your next avatar was nigh impossible. I remember that Stig's plan, as Duke of Franconia, to make his daughter his heir so his next avatar could presumably marry her and inherit the Duchy, raised some eyebrows.
In LotR, I admit to taking part in land fraud by passing on Constantinople from Aleksios to Tiv, my next avatar, rather than to Ioannis, as one would expect. Which in hindsight was a bit sleazy of me, though at that point Al was terrified of civil war occurring after his death.
Personally, I think not keeping territories in the exact same hands from generation to generation encourages cooperation amongst House members. You scratch someone's back now, and they'll take care of your next avatar later. It promotes House cohesion rather than individual accumulation.
Perhaps, as mentioned earlier, there should be a few turns gap between the death of a player's old character and the spawning, or assumption, of his new one. Thus ensuring that everyone starts out with no inherited land. This, also discussed earlier, would encourage players to maximise and preserve their current character since death would become more of an impediment.
Tosa is working on it. Apparently there is a table system that does work at the moment that involves HTML, it's just the old table system that doesn't work. He's working on restoring the old system as well so that the tables we've posted before in other threads look properly. He just fixed the sortable prefixes yesterday, so that's already one major problem dealt with.
Good to know! :2thumbsup:
I agree with OverKnight for the reasons he states. It really seemed gamey to me to allow passing on land to your next avatar in LOTR. In fact I really wasn't in favor of reserving in-game avatars either. The unknown factor of exactly what you are going to get for your next avatar makes for a better game IMO.
In a civil war is a player simply allowed to besiege his enemy? The rules indicate that a settlement assault *must* take place. What about siege and sally? Did I miss that somewhere?
In LotR, the battle Umpire had pretty free reign to make the battle be whatever he wanted it to be. Rule 6(e) specifically says:
If the in-game state of affairs really did warrant figuring out some kind of siege and sally situation, Zim could simply say (with his power to adjudicate rule disputes and/or launch events) that a siege is allowed, and the umpire would then run it as he saw fit. This is the advantage of a GM with the rule system we have: we don't really have to specify rules for every single possible eventually. We just need to do our best to have a general system in place that is easy to use and understand. Let the GM call it like he sees it from there on out.Quote:
Regardless of the type of battle chosen, the umpire must attempt to have the battle replicate the in-game state of affairs to the best of his ability.
This is something I should have remembered to say before, but there's something I don't see in the rules: In the Feudal System, land and titles given to a vassal become that vassal's property. There shouldn't be any functional difference between the King giving a province to a Duke and a Duke giving a province to a vassal. From this standpoint, having provinces revert to the Duke or King after a noble dies is a big problem. I'm sure this has already been discussed, though I can't remember when. I presume it was done to eliminate the problem in LotR of having province ownership become a huge jumble where ownership became hard to discern? I don't think this is a part of the LotR rules that needs to be changed: With the Houses made more stable, and a group of players who will presumably maintain interest better, I think that we should reinstate the ability to give provinces in a will.
I would especially like to point attention to a portion of the rules, 3(d).
Unless I'm missing something in the rules, the italicised portion includes all dukes as well as any independent barons or counts. For all such independent rulers, their personal desmense would become part of the King's when they died. That means Duchies would shrink over time if they didn't acquire new territories! While an interesting dynamic, I don't think that's what anyone has intended to be in KotF. Certainly it wouldn't be any better to treat independent Counts or Barons the same way. This would mean an independent Baron cannot pass on his title or his land to his own son!Quote:
(d) - Wills & Inheritance: Upon the death of a noble his land goes to the highest ranking member of his feudal chain. If he is independent the land goes to the King. All land in the King's Demesne is passed to the new King. Dukes can pass on their rank to a House member of their choosing, by naming a successor in a valid will. Wills must be PMed to Zim before the Avatar’s death to be considered valid. If a Duke dies without naming a successor, the King picks the successor from among the highest ranked Nobles in their House.
(emphasis mine)
I propose two competing alterations to 3(d). The first eliminates the particular problem I outlined in the previous paragraph, which I think must be addressed. The second is just the LotR rule for Will & Inheritance, which is both more appropriate to the setting and, I think, more likely to run smoothly in KotF. We could also remove the provision from the second version about allowing players will themselves at least one province and retinue.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Cecil, I think independent was understood to mean not in a House and so would not apply to a Duke.
On the wider issues of wills, I'd like to advocate the half-way house on wills that Ignoramus suggested: allow nobles to bequeath their land to their sons (natural or adopted). I think that is characterful but not so open that it might undermine the House structure. The idea of nobles losing all their land on death to the Duke does seem a bit extreme, but also I can't imagine many nobles actually leaving land to random others who were not their sons.
Something like:
(d) - Wills & Inheritance: When a King dies, all land in his demesne is passed to the new King. A noble can pass on his rank his eldest son and bequeath his land to his children in a valid will. Dukes may pass on their rank and lands to any noble in their House in a valid will. Wills must be PMed to Zim before the Avatar’s death to be considered valid. If a Duke dies without naming a successor, the King picks the successor from among the highest ranked Nobles in their House. If a lower ranked noble dies without a will, his land passes to the Duke or to the King if he is not in a House.
Why retrain the King to picking the successor from the deceased Duke' s House ? If the KIng could choose to allot the land to any high-ranking noble (Count or above, say) it would help keep some Dukes in line or would enable to shift the balance of power between Houses.
What if an avatar who dies has no son of age yet ? Can the future heir be named in the will ? Will a steward be named until the avatar appears in game ?
I think the intention is to maintain the integrity of the House.
I would say yes to all - the Steward idea is a neat one.Quote:
What if an avatar who dies has no son of age yet ? Can the future heir be named in the will ? Will a steward be named until the avatar appears in game ?
A question of timing on 3 b:
(b). - Gaining and Losing Provinces: All conquered provinces must be ratified by an edict, which can be passed at the session before the conquest or be applied retroactively at the first session after. If a province is not ratified in this manner by the end of the very next session after it was made, it must be given away or abandoned. While a province is not ratified taxes must be set to the highest level possible and no recruitment can be made in that settlement. Any province conquered and ratified becomes part of the King's Demesne. At the time of conquest, the conquering Noble can refuse to hand the province over to the King, but this puts him in a state of Civil War with the King. The King can be prevented from giving any province in the Demesne to another Noble by a two-thirds majority vote of the Council.
The wording appears to suggest that a conquered province doesn't enter the King's domain until it is ratified, but ratification can take place after the fact. Thus if a noble conquers a province that wasn't ratified in advance shouldn't he have the option to wait until the ratification process to decide if he will allow it to become a part of the King's domain?
Otherwise we wind up in a position where the King can act to prevent ratification because he knows the noble in question will not submit the province to him, thus forcing the province to be abandoned.
Does that all follow?
:egypt:
I did think of that. I was worried that with the requirement that the Noble hang around his newly taken province if he wants to avoid a handover it might be tough on them. If something called them away from the province and they couldn't reach it... I suppose that's something they should have to plan for.
I agree with this. It will cause problems RPing a feudal system if there is no hereditary system for inheritance. If there is no son (natural or adopted) or son-in-law, the Noble could certainly leave a will indicating his preference, but the King could choose to ignore it and give it to someone else (for more IC entertainment). This would also be a further encouragement for RBGs to get themselves onto the family tree, as they cannot establish any kind of legacy of their own without doing so.
One note on the above wording, however: I very much recommend that the word demesne not be used in any way except to refer to the King's lands. In the entire rest of the rule set, that's the only thing it refers to. Adding in that reference in relation to someone who is not the King is likely to result in confusion down the road.
What word should be used instead? Holdings?
What's wrong with provinces? Why are a Duke's provinces any different than a Count's when it comes to describing them?
No, that's fine. Didn't know there was already a logical candidate.
I don't think it was clear what I was trying to say:
If you conquer a province you must, under the rules, immediately declare whether or not you will allow it to become a part of the King's domain. If you conquer a province which isn't yet ratified by an edict (Something I expect to happen fairly often) that declaration could give the King ample time to block the province's ratification, leaving a noble at war with the King over something he no longer can possess under the rules.
My suggestion is simply that the province's conqueror need not declare his willingness to hand over the province until the process of ratification is complete. If it is completed beforehand then at the time of conquest, but if ratification comes after then the noble need only declare after ratification is assured. If the province is not ratified then no one need know the noble's intent.
This is more logical and lets people be sneaky.
Alternately let the declaration of war with the King by refusing to hand over control void the necessity of the ratification process, so that the noble automatically gets possession of the land. This provides incentive to go to war, and is, naturally, my preferred option. :laugh4:
:egypt:
The King has two powers related to unit priortisation:
(5) If this rank is held during a Normal Council Session, can prioritize a total of 8 units per full 10 turn Seneschal term.
and
(15) Can prioritize 5 units per term.
Is this as designed, ensuring that a new King can still priortize at least 5 units? Or is it a typo?
Overknight That's definitely a mistake. 5 units was intended. Thanks for pointing it out.
Ramses II CP I know what you meant. :clown: My thinking when I had made that rule was that it would be easiest to declare if you're refusing to hand over the province right away, since you have to stick around to keep it from defaulting to the king. Otherwise in the intervening turns something might take you away from that province, leaving the noble too far away to avoid the autodefault...
I hadn't taken into account that the King could then try something sneaky. I guess I had been thinking that the noble declaring he was keeping the province left it in a sort of limbo. If the issue would be resolved, ratification would be easy. If it wasn't, it would remain his through the session to the next one. Not only is the latter one not explicit in the rules, but the first assumption could very well prove incorrect in most instances. I'd add that to the list of things to change.
Editted rules to allow Nobles to choose any unit available in their settlements when choosing prioritized units.
Could someone point out to me which of points 5 or 15 do apply ? They seem redundant and specify different numbers
Major rules edit:
-TinCow's edits incorporated.
-Additional minor proofreading and editting done.
-Draft system added
-Ability added for GM to recruit AI stacks, not meant to be used often (although AI factions will be buffed at the beginning of the game, mostly to offset the huge advantage in RGBs we have at the start...
-Dual prioritization lines under King's powers fixed.
The rules are in their more or less final draft. The Council is set to start Monday morning (sometime after 12 AM PST). The next two days, among other things, will be used to resolve and remaining rules issues.
Does anyone think I should just change all uses of the term "House" to "Duchy"? Or is that not generic enough in case someone tries to start a military order like in LOTR?
I agree, leave it as House. Nobles can swear oaths to non-Dukes. Thus, we could get groups of lords and vassals that have a feudal relationship, but are not in a Duchy. There are also many, many different roleplaying reasons that people would want to call their group something other than Duchy of XXXX.
I know it is last minute, but I think we need to add something to the rules to make our concept of who leads an army match the computers. Specifically, in 1 (c), we have:
The problem is that the computer will assign army leadership to general with the highest command stars (let's call him player A), not the one who IC is the leader (typically the most senior feudal rank - player B). Consequently, player B will fight a battle, but player A will get any resulting traits. This just seems wrong - player B should get any traits from the victory. Furthermore, a dreadful/chivalrous player B may lower/raise player A's chivalry when deciding what to do with the prisoners/captured settlement etc. Again, this is topsy-turvey.Quote:
A player whose avatar leads an army that is involved in a battle will be expected to fight that battle.
In the KotR rules, we let the computer's choice of the general be the one to fight the battle (ie player A). But later on we altered that to allow household armies be led by their politically designated leaders (player B). However, that did not cause much of an issue, as by the time we had household armies, our avatars were spread across many settlements and typically the politically more senior general also had a ton of command stars (so the player B was also the player A).
But with KotF, we are starting with many recruitable generals in a few settlements and the equivalent of five household armies, so we can expect a number of RBGs to be stacked in a given army. Furthermore, some of the politically more senior generals (the non-royal Dukes) have pretty mediocre command stats. IIRC, they typically have one star whereas a number of the RBGs have four stars. I'm also thinking of a possible Order of the Fleurs Lys stack in the future, where the general would be the one elected Captain for that term rather than the one with the highest command.
If we leave the rules as they are - with the IC leadership and the computer leadership mismatched - we may well get some undesirable player interactions whereby Dukes prefer to fight alone or kick high command subordinates from battles.
What I propose is that we use the console to make the computer's choice for who leads the army the same as ours. That is to say, we give the army stack leader (player B) sufficient traits to have more command stars than his subordinates. So I propose we add in to 1(b)
The way I suggest we do this is through the NaturalMilitarySkill trait, as this should be able to give most commanders up to 4 more stars, which should be enough. I suggest this trait rather than any other, as it seems to be largely triggered on birth, adoption, marriage and coming of age rather than through battle events. If we use some of the traits with battle-related triggers, we may have a problem messing up any post-battle traits awarded (e.g. making someone a great general pushes up the threshold for them to get another command star).Quote:
The GM will use the console to give the avatar leading the army more command stars than any other avatar in the stack. Any bonus traits given this way will be withdrawn as soon as they are unnecessary.
Spoiler Alert, click show to read:
I realise doing this gives us a bit of an edge of the AI, but I understand that - outside of autocalc - command stars only affect morale in the locality of the general. They do not raise attack and defense stats like in some earlier TW games (e.g. MTW). Honestly, I don't think we need worry too much about the morale of our men near our generals - if we lose, typically it will be because we messed up and/or are grossly outmatched rather than because our troops' morale wavered at a critical point. I am much more worried about the implications of a player A vs player B mismatch than a small edge over the AI.
If we implement this change, then over time, console usage should be less important. The Dukes will quickly gain command stars and overtake the RBGs without requiring extra traits from the GM. The natural military strategy trait can then be clawed back using the console. But unless we initially rig it so that they are treated as the commanding general by the computer, the Dukes will not be able to pick up command stars from battles involving more talented subordinates and will never take off as avatars despite their players having to fight all the battles.
An alternative workaround might be to make any players in a stack with a higher command than the leader enter as reinforcements (ie kick them from the stack but leave them adjacent). But given our willingness to use the console for stuff like getting rid of unwanted ancillaries, I think resorting to the console may be a neater fix. (Separating out some RBGs may only be possible in offensive battles - in defensive ones, we may be taken by surprise and unable to organise it.)
We could agree to stay with the status quo and resolve the player A/player B discrepancies in character - initially mediocre Dukes may decide to sideline talented commanders and keep them out of battles. That's historically not unprecedented. It's plausible that sometimes a talented subordinate might get the praise (traits) for a victory rather than their mediocre boss. However, on balance, I think a little console usage might be better than such role-playing contortions. Certainly, I can't see much of a rationale for the talented subordinate rather than the commander getting chivalry/dread from the commander's post battle acts.
I think you've misunderstood the rule. The "player whose avatar leads an army that is involved in a battle" IS the player that the game chooses as the leader. There is no IC/OOC split in that rule, the person who shows up as the leader when the battle appears in-game is always the person that fights the battle. That's how it worked in LotR, and KotF 1(c) is a direct copy of the same rule in LotR, marked there as 1.3.
On reread, I see I misread your post. However, I dislike using the console for all of this. There is a very simple solution to this problem: if you want to fight the battle yourself, don't merge your army with an avatar that has a higher command rating. If you absolutely MUST have that other avatar coming along, just park them outside of the stack before the battle so that they join in as reinforcements.
Yes but I guess that means we will remove RBG's and have them coming on as reinforcements to ensure the correct person is "leading".
I was just going to have all the young bucks in a stack by themselves, which is option 2 in your system econ. If we get attacked and are on the defensive then simply let the AI decide and hand over the battles to the appropriate player.
In this way at least on the defensive some of the guy's will get a shot at battles.
I would prefer not to use the console as you suggested econ.
I want to unstrike TinCow's initial reply:
OK, thanks - I think I did misunderstand the rule - so 1(c) should be interpreted such that the person leading the army is the player the game chooses as the leader? I'd assumed that since one player owned a stack, he would also be the one to fight the battle. But if we are going with the computer's pick, then there is no issue of one avatar getting traits or chivalry/dread for another player's actions. If there is a resistance to using the console - and I understand that - Dukes will have to use reinforcements as AG says.
I honestly do not see an issue with the computer selecting the person with the highest command as the one to fight the battle. Again, instead of making another rule for it, I'd rather go for handling it IC - maybe the Duke decided that he would have another act as his Adjutant General for the battle, or that the Duke decides that one of his officers could be used "elsewhere" and promptly removes him from the stack, creating IC tension as to why.
Using the reserve stack for RGB's, while not sexy is a much simpler way than the level of intervention needed to overcome this in game mechanism.
It balances out very soon with a few battles and creates some interesting IC relations.
I would say one more thing.
These rules need to be ratified and posted formally before the council starts.
The rules are finished.
Also, the Council already started. :clown:
I'll do the rules/faq thread right now.
Yeah I saw that after I posted. :egypt:
I'm not fast enough.