It makes sense from the point of view of rational player behaviour given our rules. I am just questioning whether the game played by those rules is the most fun. "Get a Chancellor elected; recruit; win civil war" sounds a less interesting game than "Get a lot of powerful players on your side; win civil war." But that's just my opinion.
One thing I would like to explore is what we want the PvP system to be for. What kinds of conflicts do we want to lead to PvP action? Then we can review what rules would make them play out the best. Perhaps we could brainstorm on that question and see where it leaves?
Let's start with a few possibilities:
EDIT: 0. War of secession: one party wages war to break away from the faction. This is very historical, but does not really fit M2TW. We don't have a good way to split up the finances etc of a single faction. So I think we should allow this only if it marks the end of the game, ie is of the next type...
1. Terminal civil war: a climactic struggle to end the game, leaving one side utterly victorious and the other dead or exiled. This is the WotS and KotR civil war. Given that such a conflict will be a one off, I think we don't need to worry too much about it - we could improvise as we have done and it would be pretty ok.
2. A grab for power: maybe to depose a King? or a Chancellor? The difference from the terminal war is that it is expected that the game continue after the war is won. In this case, we might want to work out clear rules as it will happen several times. Also, we might want to consider safeguards so that the losers are willing to play on. Perhaps limits on the fate of their avatars or their lands?
3. A war of principle: to me this would be the most fun kind of war to play, where there is a cause beyond self-advancement. An example might be the American Civil War. I am not sure what the principle might be with us - republicanism is what we fixed on in WotS and KotR, but religion and foreign entanglements were also themes. Functionally, this kind of war would look rather like the grab for power. But it would be different in that the "coup" type mechanics we currently have don't feel very right for it. The war of principle should depend more on the allegiances of the many - hence the loyalty test mechanic etc.
4. A war between Duchies: one or more Duchies wanting to weaken a rival Duchy, by taking their land. This might lead to a lot of neutrals or interesting "semi-neutrals. Personally, I am leery about allowing this kind of war. It seems both too big and too messy. I'd rather a civil war was national or limited wtihin a Duchy. Otherwise, we could end up playing 4 or more factions rather than one, and M2TW is just not set up for such decentralisation.
5. A grab for power within a Duchy: this would be like the Swabian Civil war, where different players fight to be Duke. This might lead to some interesting meddling from outside, like Lothar helping the Swabian rebels. But there might have to be some constraints if we are ruling out wars between Duchies - like no noble from another House can fight.
6. An attempt to break away from a Duchy: like Becker in KotR. Again, this seems interesting but perhaps hard to balance.
7. A war between minor nobles. Personally, I would not want to see this - too much effort OOC for too little gain IC.
Anyone have anything to add to this list?
If we identify what kind of wars we want, we can choose rulesets to deal with them.
For example, my preference would be to have one set of rules for "real" civil wars of type 1-3; rules to deal with intra-Duchy conflicts of type 5-6; and not allow 0, 4 or 7.
With real civil wars, we might consider:
(a) there can only be two sides: you are with us or against us. A three or more sided war would just be complicated and ahistorical. This would imply the war would have to be resolved before any other civil wars and indeed intra-Duchy fights.
(b) the Chancellor should not be the only player recruiting units: it just feels utterly wrong. In the ACW, only Washington DC could recruit units...; or worse, IMO, no one could recruit units.
(c) strategic movement could be of the first type TC listed - using in-game restrictions on movement. The war is big enough and important enough that we can take our time.
With intra-Duchy civil wars, we could consider:
(a) there could be multiple conflicts coexisting and inter-mingling: neutrality would make more sense than in a real civil war, where soldiers would probably end up taking sides.
(b) again, the Chancellor recruiting all units does not feel right to me: we could introduce rules to allow local recruitment based on lands and perhaps mercs.
(c) given that these wars are more local, I still think strategic movement of the first type TC listed would be fine. The distances woudl presumably be short, so there would be less risk of a war of words.
Any thoughts? I think if we clarify what we want to simulate, we will be able to identify suitable rules. I am not terribly sympathetic to the KISS argument here, as I think at the moment it's not a question of rule complexity but us not having any rules to cover some of the issues.
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