Page 4 of 4 FirstFirst 1234
Results 91 to 115 of 115

Thread: TWS2 RPG Discussion Thread

  1. #91
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
    Join Date
    Apr 2007
    Location
    Cometh the hour, Cometh the Caliph
    Posts
    4,859

    Default Re: TWS2 RPG? Advantages and obstacles

    Quote Originally Posted by Zim View Post
    Ok, so to make a list of things to add:
    -Penalty for failed Censures (maybe influence penalty. Also making people immune to censures for a good number of turns after a failed one might lower censure spam)
    -Write up some civil war rules
    -Assuming no objections add in a way to vote on new techs to research as we finish the old.
    -Funding agent missions: So far I like the idea that the agents can do whatever and the commissioners are left being annoyed at them if they overspend.
    -Samurai (or monks in the head monk's case)...limit by rank or influence? Note this will add complexity. I think we can avoid making the economic side confusing but there will still be more work for the commissioners of warfare and supply. We'll need to keep track of who owns which samurai units and in what numbers and decide how we figure out who a newly recruited one "belongs" to (warfare commissioner makes the suggestion? Supply decides when he recruits?).
    Thought I'd try to get things moving a little here seeing as Zim is obviously still tied up at work.

    Unfortunately I have little experience or inclination at drafting RPG rules - does someone (Nigel? Cecil?) want to volunteer to take a look at the list above and see what if anything we still need to discuss? Everything should be in the thread here if we can just pull it together somehow.

    Then when Zim gets back he can review the ruleset and start the game.
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  2. #92
    ridiculously suspicious Member TheLastDays's Avatar
    Join Date
    Apr 2011
    Location
    Right behind you.
    Posts
    2,116

    Default Re: TWS2 RPG? Advantages and obstacles

    Still here, unfortunately I have little experience with drafting rules for something like this, just wanted to show my continued support
    I hear the voice of the watchmen!

    New Mafia Game: Hunt for The Fox

  3. #93
    Travelling Knight Senior Member Nigel's Avatar
    Join Date
    Jul 2003
    Location
    Twynham Castle
    Posts
    1,026

    Default Re: TWS2 RPG? Advantages and obstacles

    I may have a go at putting down a draft of the rules over the weekend. No chance to do it earlier than that, I'm afreaid.

    Cecil, if you think you can get something done before then, please go ahead.

  4. #94
    Travelling Knight Senior Member Nigel's Avatar
    Join Date
    Jul 2003
    Location
    Twynham Castle
    Posts
    1,026

    Default Re: TWS2 RPG? Advantages and obstacles

    I have gone over the thread during the weekend and actually Zim has already written quite a large section of the rules on page 2. I have copied them here and added notes from other parts of this discussion where they fit in, as well as some text about civil war and samurai unit ownership. Hopefully this will create a draft of the rules, which is a big step closer to completion.
    Let me know, guys, what you think. And especially, Zim, let us know if this is what yo had in mind for the game.


    Hojo Rising

    1. General

    (a). - Game Settings:

    TWS2
    Hard Campaign, Very Hard Battles.
    Clan Hojo
    Large Unit Size
    Battle Timer On
    Show CPU Moves
    Manage All Settlements

    (b). - Avatars: Each player will roleplay a member of one of the prominent families of the Hojo clan. On joining the game, each player will choose an avatar to represent their character. Avatars can be in-game Generals, Captains or any of the different types of agents. They will control their character on the game map as well as, if applicable, any armies they command.

    (c). - Battles: A player whose avatar leads an army that is involved in a battle will be expected to fight that battle. This will involve downloading the savegame of the battle, playing it and then uploading the resulting savegame. Uploading the post-battle save must be done within 48 hours of the pre-battle savegame being uploaded. If the deadline expires, the battle is autoresolved. If a player cannot fight a battle that is assigned to them, the battle may also be fought by any player whose avatar will also be present in the battle. Under no circumstances will a battle be fought by a player whose avatar is not present in the battle. If there is no player available to fight a battle, it must be autoresolved. If there are no allocated avatars involved in the battle at all, it must be autoresolved.

    (d) - Game Management: At the start of each turn, the Supply Commissioner will post an seasonal report on the events of the last turn, including a save game file for the new turn. After the annual report is posted, players will have at least 24 hours to download the save, and make their personal moves. Players can move their avatars, move any unit or fleet their avatar owns, and fight any battles against the AI that they are capable of fighting with their avatar’s army. Player may also move any unit, fleet, or avatar they have been given specific permission to move by the respective owner, as long as that permission is posted in a public thread. The Supply Commissioner may extend the time limit beyond 24 hours at his discretion, but all players are encouraged to act as swiftly as possible to keep the game moving. Players may not move avatars or armies into the territory of a neutral or allied faction without the permission of an edict. Nor may they attack the settlements or armies of neutral or allied factions without a declaration of war resulting from an edict.

    (e) - Game Master: Zim will serve as Game Master and is responsible for management of the game and enforcement of the Game Rules. Zim can delegate any of his powers to another person whenever he chooses.

    2. - Ranks

    (a). - Rank Gain and Loss: All players enter the game as prominent members of the Samurai class and in most cases heads of their family (with some exceptions for the latter in the cases of Monks and natural sons of the Daimyo). This gives them the right to participate in the Daimyo's councils and vote on matters such as censure. Players that have an in-game avatar will have a base rank depending on their avatar type (General, Captain, Ninja, Monk, Metsuke, or Geisha). Finally players may have additional special ranks conferring abilities and influence bonuses. Some of these are available to all avatars (chiefly the Commissioner ranks) and some are avatar type specific (heads of the agent types, heir, etc.
    (b) - Base Ranks: These ranks automatically apply to new in-game avatars of the relevant type. The base ranks and positions are as follows:

    Captain:
    Requirements: Must be a captain attached to a troop unit.
    Influence: 1
    Powers:
    (1) Can propose one Censure per Council Session.

    General:
    Requirements: Must be an in-game faction general.
    Influence: 1
    Powers:
    (1) Can propose one Censure per Council Session.

    Ninja:
    Requirements: Must be an in-game Ninja agent
    Influence: 1
    Powers:
    (1) Can propose one Censure per Council Session.

    Metsuke:
    Requirements: Must be an in-game Metsuke agent.
    Influence: 1
    Powers:
    (1) Can propose one Censure per Council Session.

    Monk:
    Requirements: Must be an in-game Monk agent.
    Influence: 1
    Powers:
    (1) Can propose one Censure per Council Session

    (c) - Special Ranks: These ranks are held in addition to the base ranks. Where they differ special rank traits take precedence than those of the character's base rank. The special ranks and positions are as follows: Influence for special ranks is added on top of that for base ranks. Influence bonuses for multiple special ranks is cumulative.

    Commissioner of Finance:
    Requirements: Any avatar type can become Commissioner of Finance. The rank is conferred by the Daimyo at each Council session or when no one holds the rank due to giving it up, the character dying, or loss due to censure. If the character is a general, they are given the rank in-game as well.
    Influence: +1
    Powers:
    (1) Can propose one Censure per term at any time during the term itself or the Council following appointment. This ability and all others are lost upon loss of the rank.
    (2) At any time the Commissioner of Finance may take the save and adjust the faction wide tax rate and/or set province specific tax exemptions.
    Penalties:
    (1) Cannot hold any other Commissioner ranks at the same time.


    Commissioner of Warfare:
    Requirements: Any avatar type can become Commissioner of Warfare. The rank is conferred by the Daimyo at each Council session or when no one holds the rank due to giving it up, the character dying, or loss due to censure. If the character is a general, they are given the rank in-game as well.
    Influence: +1
    Powers:
    (1) Can propose one Censure per term at any time during the term itself or the Council following appointment. This ability and all others are lost upon loss of the rank.
    (2) Once per turn may submit a list to the Commissioner of Supply of units to recruit in the different provinces and ports. This power does not apply to the Clan Capital or to monk units.
    Penalties:
    (1) Cannot hold any other Commissioner ranks at the same time.

    Commissioner of Development:
    Requirements: Any avatar type can become Commissioner of Development. The rank is conferred by the Daimyo at each Council session or when no one holds the rank due to giving it up, the character dying, or loss due to censure. If the character is a general, they are given the rank in-game as well.
    Influence: +1
    Powers:
    (1) Can propose one Censure per term at any time during the term itself or the Council following appointment. This ability and all others are lost upon loss of the rank.
    (2) Once per turn may submit a list to the Commissioner of Development of structures to build/upgrade in the different provinces. This power does not apply to the Clan Capital or to monk units.
    Penalties:
    (1) Cannot hold any other Commissioner ranks at the same time.

    Commissioner of Supply:
    Requirements: Any avatar type can become Commissioner of Supply. The rank is conferred by the Daimyo at each Council session or when no one holds the rank due to giving it up, the character dying, or loss due to censure. If the character is a general, they are given the rank in-game as well.
    Influence: +1
    Powers:
    (1) Can propose one Censure per term at any time during the term itself or the Council following appointment. This ability and all others are lost upon loss of the rank.
    (2) At the end of each turn the Commissioner of Supply takes control of the save. He moves all armies not controlled by a general or player led captain, and queues units and buildings in all provinces with the exceptions of the capital and monk units. Only units and buildings from the lists given by the Commissioners of Warfare and Development may be queued, but the Commissioner of Supply may choose which parts of the lists to fulfill, or choose not to recruit or engage in any construction that turn.
    Penalties:
    (1) Cannot hold any other Commissioner ranks at the same time.

    Additional notes about Commissioners:
    Spoiler Alert, click show to read: 
    • Commissioner for Finance - Determines tax rates and exemptions
    • Commissioner for Warfare - Recruits military units
    • Commissioner for Develop - Approves all construction
    • Commissioner for Supply - Directs reinforcements

    The Commissioner of Warfare and the Commissioner of Development have to present their budget wishes and argue their cases. Then the Commissioner of Supply makes the decision.

    The Commissioner of Supply, in addition to moving troops around to join stacks, is the one who decides what exactly is built and ends the turn. The Commissioners of Warfare and Development give lists to him. The Supply Commissioner chooses which parts of the lists to fulfill (and can prioritize the lists or just not build anything) or can choose not to spend the money but can't recruit or build outside the lists. He also moves unled armies according to the Daimyo’s directions and ends the turn..


    Daimyo:
    Requirements: Must be the in-game Daimyo.
    Influence: +3
    Powers:
    (1) Can propose a Censure any time either during the Council or the regular term.
    (2) Controls all faction diplomacy
    (3) May take the save at any time and queue up units and/or construction within the capital province.
    (4) Twice per term may give orders to the head ninja to be carried out by him or his subordinates before the end of the term.
    (5) Appoints the 4 Commissioner at each Council. May also appoint a Commissioner midterm if an absence is created by a death, Censure, or abdication.
    (6) May appoint a new heir at any time.
    (7) This rank may not be lost via Censure
    Penalties:
    (1) Cannot hold any other special rank.

    Heir:
    Requirements: Must be the in-game Heir.
    Influence: +2
    Powers:
    (1) Can propose up to 2 Censures any time either during the Council or the regular term.
    (2) This rank may not be lost via Censure.

    Head Ninja:
    Requirements: The first ninja avatar created becomes the Head Ninja. Should he die or abdicate the rank passes to the highest skill player led ninja available.
    Influence: +1
    Powers:
    (1) Can propose up to 2 Censures any time either during the Council or the regular term.
    (2) Twice per term may give an order to a subordinate ninja to be finished before the next Council session.

    Head Monk:
    Requirements: The first monk avatar created becomes the Head Ninja. Should he die or abdicate the rank passes to the highest skill player led monk available.
    Influence: +1
    Powers:
    (1) Can propose up to 2 Censures any time either during the Council or the regular term.
    (2) Controls all Monk troop units and may merge the with other Clan armies or split them from an army at his discretion. Note that if the units are in a stack with a player led captain or general then that player fights the battle.

    Head Metsuke:
    Requirements: The first Metsuke avatar created becomes the Head Metsuke. Should he die or abdicate the rank passes to the highest skill player led Metsuke available.
    Influence: +1
    Powers:
    (1) Can propose up to 2 Censures any time either during the Council or the regular term.
    (2) Twice per term may give an order to a subordinate Metsuke to be finished before the next Council session.

    Additional notes about Agents:
    Spoiler Alert, click show to read: 
    The Head Ninja (also called Shinobi) reports directly to the Daimyo who would have the power to direct all ninja activities for a given turn. If no specific orders are given by the Daimyo (and 'take no action' is an order) then the Head Ninja has discretion. The other ninjas do what the Head Ninja tells them unless there are no orders in which case they can do as they please (perhaps with restrictions around action against clans which are not enemies).

    The Head Metsuke reports to the Commissioner for Finance who would have the power to direct which cities metsuke are to oversee (except in the case of no orders etc.). Except in wartime when the Commissioner for Warfare gets to appeal to the Daimyo for the release of specific metsuke to travel with armies or apprehend enemy agents. They will then be his to control until the Commissioner for Finance (or Head Metsuke) successfully appeals to the Daimyo for their release back to oversee towns.

    The Monks are an independent force and report to no-one (except the Head Monk).
    The Head Monk will get control over all monk troops. So he can try to build himself a monk army, or decide which Bow Monks or Naginata Monks go and join which army and for how long they stay there.
    The general still decides the movement of the army and controls the monks in battle, but has to make sure he remains on good terms with the Temple if he wants to retain the service of the monk units.


    All agents are allowed to choose their own traits and ancillaries when they level up, meaning they will mould their characters just like the FMs

    Funding agent missions
    Trying to keep track of a separate fund for each agent is going to make it overly complicated for Zim. Agents should be given free reign and leave the CoS to tear his hair out over the financial consequences. Or there can be situations where an agent is so close to completing his mission in the next turn, but desperately lacking the funds, leaving him to beg, cry, argue and threaten the CoS not to construct that castle or recruit those troops but let him have the money.



    3. - Government

    (a) - Sessions: The Clan Council meets once every 8 turns. Out of session, there can be open debate and deliberations but some actions (such as appointing new Commissioners) are generally limited to the actual Council meetings. Each session consists of 3 real time days of debate, followed by 2 real time days of voting if a rules change is proposed. Zim or anyone delegated by him can change the length of individual sessions at will.

    (b) - Rule Changes: Rule Changes require a two-thirds majority of unweighted votes (1 vote per player) to pass. Rule Changes can permanently change the Game Rules. Any player can propose Rule Changes, regardless of IC rank. Zim does not vote. Game Rules are enforced by IC or OOC means, as the GM sees fit.

    (f) - Influence: Each Noble’s voting power is equivalent to his total Influence. No Noble's Influence may ever be lower than 1. Influence is increased permanantly by 1 if a Noble marries a Princess of the royal family and 1 for each term a noble serves as Chancellor.

    (c) - Censure: As outlined under the individual ranks in Section 2, player characters have the ability to call for a Censure of another character. Generally this is meant to be because a character has disobeyed an order or failed in such a way as to lose honor, but obviously political reasons may come into play as well. When a Censure is made the turn cannot be advanced for 48 hours. The first 24 hours are spent in debate in the Council thread about the validity of the censure, and then a poll is made with a 24 hour time limit. A Censure requires a two-thirds majority to pass.

    The player proposing the Censure must choose the level of censure he is attempting to apply.
    (1)Level One Censure: -1 influence for 2 turns
    (2)Level Two Censure: -2 influence for 4 turns and imprisonment for 2 turns (so no in-game actions are permitted and excluded from certain votes
    (3)Level Three Censure: -3 influence for 6 turns and imprisonment for 4 turns
    (4)Level Four Censure: loss of all special ranks except those exempt under their descriptions in section 2.

    Additional notes about Censures:
    Spoiler Alert, click show to read: 
    In summary, a censure would go like this:
    - someone disobeys an order from their direct commander
    - the commander has a chance to censure or let it slide
    - if he chooses to censure, he picks a level and everyone votes on it
    - if the vote is passed, the penalty is applied automatically
    - if it fails, the commander receives an influence penalty and the disobedient character is immune to any further censures for the same offence

    Also, for censure in general we put in place a rule to handle the case where the commander decides not to censure. He can retain the option for a time (for example if he wanted to do some behind-the-scenes work to find out the chance of his censure being accepted in the vote), but there is a time limit on it so that he can't have it hanging over the disobedient character's head for ever and blackmail him.

    The time limit for bringing forth a censure is 4 turns (= 1 game year).

    As an alternative to the 48 hour time limit to decide on censures, we can also decide have the vote running concurrently with the rest of the game proceeding. A time limit of 2 turns is imposed for votes to be cast and if you don't vote it is counted as an abstention. That way, there are no delays for the rest of the game.

    (d) - Choosing the Technology Research Path: Many of the technologies seem to be faction-wide cultural trends rather than something that only a single member of the faction would decide (for instance, we don't see the Daimyo or CoD getting up and saying "Our clan should work on their Chi"). There will be a short (24 hours) voting period when it comes up, collecting as many votes as possible in that time. After the first few technologies are researched it should come up infrequently enough not to slow the game.



    5. - Armies

    (a) - Armies: With the exception of Monk units all units in a stack led by a player controlled general or captain are under the control of that player and he may move them along with his character for as long as he wishes. If two different general led armies are merged together, each player keeps control of the units that were in their stack before the merging. Any stacks led by a non player captain are moved by the Commissioner of Supply.

    (b) - Seizing Armies: Any General may take control of troops without a player led general or captain by merging his character into them. Only the Daimyo may instantly seize any army his avatar moves onto, regardless of the presence of a player general, unless that general is in a state of Civil War against the Daimyo. A General may not move his avatar onto an army owned by a General unless both Generals agree to the move beforehand. This rule does not apply to garrisons of settlement. Avatars and monk troops may never be seized.

    (c) - Naval Fleets: Naval fleets are moved by the Supply Commissioner unless an in-game general is on board, in which case the general commands the fleet.


    6. - Samurai Unit Rules

    Ownership of samurai units by players is a neat idea and would give more importance to the “minor” characters, like Metsuke, Ninja, etc. However, there are two main hurdles/risks which we have to avoid.

    1. Keeping track of unit ownership could be so time consuming that it becomes a real burden on the game master (i.e. Zim) and slows the game down.
    2. We could loose track and end up arguing about who owns which unit.


    The following rules are intended to avoid these risks.


    Each player acts as a member of a noble family and is entitled to raise as many samurai units as he has influence points. This can be increased to 2 units per influence point if we find that our clan needs more samurai to survive (War Council voting decision).

    If the daimyo and his commissioners decide that they need another samurai unit, the daimyo chooses one nobleman and honours him by letting him raise that unit. The money comes out of the clan treasury (so we don’t need individual funds for each player). The nobleman is then expected to send his unit to serve under the command of whomever the war council has decided.

    Each player is responsible to keep track of his own samurai units.

    If we loose track and end up with some samurai owned by no one – or two noblemen claiming ownership of the same unit of samurai- this unit goes under the direct control of the daimyo. This must not be exploited by deliberately disputing samurai units. The Gamemaster shall keep an eye on this and if he suspects a deliberate exploit, shall pass an appropriate punishment.

    If a nobleman looses influence points for whatever reason, he can keep all his samurai units, but cannot raise more until he has again more influence points than units.

    After a battle, a general can request permission from a nobleman to merge his depleted samurai unit with a larger unit. The nobleman is expected to grant this permission unless he has a good reason not to. A good daimyo will consider to compensate the nobleman for the loss of his unit (e.g. by giving him permission to raise a new one at the next opportunity).


    A “natural” cause for samurai units coming under the daimyo’s control would be if the nobleman dies (in battle, by assassination or whatever reason). His samurai would then fall under the daimyo’s command and he could decide if he wants to keep them or use them to reward another deserving clan member.

    If we do want to play with ownership of samurai units, we will need a way to keep track of them in public. For this, each player shall post and maintain a post with his personal game information. Something like this:

    ------------------------------------------------------------------------------------
    Player: Nigel
    In game character: Sugawara Akitada
    Position: Metsuke (overseeing Sanuki)
    Influence Points: 3

    Samurai Retainers:
    1 bow samurai, garrisoned at Tosa
    1 katana samurai, serving under general Ishikawa (Phonicsmonkey)

    ------------------------------------------------------------------------------------

    Playing with personal ownership of samurai units will add a lot of complexity and will only work if we are all willing to play along in good faith and not exploit the system. If it turns out to be too complex to handle during the game, the gamemaster (Zim) can decide to revert back to “normal play” and place all samurai units under the command of the daimyo and the commissioners.


    7. - Civil War Rules

    In general, a civil war will go like this: One or more players decide to revolt against the current daimyo. They use their armies to fight against the daimyo and his loyal players. If they win, their leader becomes the new daimyo.

    The rules in detail:
    If a player is dissatisfied with the way the daimyo rules the clan, he can decide to start a rebellion. To do so, he formally renounces his allegiance to the daimyo and declares a civil war. Each of the other players will then have to make a decision if they join the rebellion or remain loyal to the old ruler (and the player starting the rebellion will probably have ascertained the support of at least some other players by PM or else his usurpation may be short lived).

    All ashigaru units remain under the command of the general who commands them.
    All samurai units remain under the command of their respective nobleman, but if they are in a rebel army and the nobleman decides to join the loyalist faction, he has to order them to leave the army and “call them home” on the next turn. The same applies if a nobleman joins the rebels and has samurai units in a loyalist army.

    - Recruiting (this one is tricky):
    As we are not splitting the clan funds into individually owned funds, it is hard to determine who is entitled to how much money for recruitments. The way to deal with it is to say that: during a Civil War no side may recruit any new troops and has to fight out the war with the troops they have. This will also help to ensure that a Civil war is not dragging on for ages but will be brought to a swift, if hefty, conclusion.

    - Fighting battles:
    If a rebel and a loyalist army come into each others Area of Effect (AOE), they can fight each other. This can either be done by setting up an online MP battle, or offline using a corresponding custom battle where the player sets up the battle so that two AI faction fight it out between them (AI vs. human battles should not be used for civil wars, as the give an unfair advantage to the human player). After the battle all troops that have routed are removed from the campaign map (=essentially all troops of the loosing general and probably many troops of the winning general).
    The defeated general himself, and his body guard, will not be “killed” in a civil war, but considered to be captured. His fate will be decided after the war by the victor.

    - End of the Civil War
    The civil war ends
    if a rebel army captures the capital or
    if the daimyo or the rebelling lord are defeated in battle or
    if he daimyo or the rebelling lord decide to step down for the higher good of the clan.


    - After the Civil war
    The new daimyo (i.e. either the old daimyo or the rebel lord, depending on who won) decides whom he wants to pardon and re-instate into his office, and whom he orders to ensure that he will never again be a threat by acting in the honourable way of the samurai.
    Last edited by Nigel; 12-14-2011 at 20:53. Reason: edited to take note of Cecil's comments

  5. #95
    The Count of Bohemia Senior Member Cecil XIX's Avatar
    Join Date
    Oct 2005
    Location
    Neo-Richmond
    Posts
    2,434
    Blog Entries
    4

    Default Re: TWS2 RPG? Advantages and obstacles

    Looks great, Nigel! I'm sure I couldn't have done it as well.

    My only concern is if disputed samurai units are handed over to the Daimyo, then he could conceivable have on of his allies dispute every samurai unit in the game and cause them all to be placed under the Daimyo's leadership. And what happens when the Daimyo disputes ownership?

    Also, I think in the extra notes on commissioners the list should be in the same order they're discussed: Warfare, Development and Supply. That's not a big change obviously, but I think it'll make it easier to read.

    So, shall we do a final poll to gauge participation?

  6. #96
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
    Join Date
    Apr 2007
    Location
    Cometh the hour, Cometh the Caliph
    Posts
    4,859

    Default Re: TWS2 RPG? Advantages and obstacles

    Quote Originally Posted by Cecil XIX View Post
    So, shall we do a final poll to gauge participation?
    Good idea - maybe send it by pm to everyone who expressed an interest in this thread?

    I'm still in by the way and I still want to be a ninja
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  7. #97
    Wandering Metsuke Senior Member Zim's Avatar
    Join Date
    Jan 2007
    Posts
    5,190

    Default Re: TWS2 RPG? Advantages and obstacles

    Looks great to me. I like the spoilered notes. I think they'd be great to help out people wondering how rules will be interpreted.

    I'm thinking we could do signups soon and plan a start date after the holidays? That gives some time to iron out any last kinks, and the rules seem very close to completion as is.
    V&V RIP Helmut Becker, Duke of Bavaria.



    Come to the Throne Room for hotseats and TW rpgs!

    Kermit's made a TWS2 guide? Oh, the other frog....

  8. #98
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
    Join Date
    Apr 2007
    Location
    Cometh the hour, Cometh the Caliph
    Posts
    4,859

    Default Re: TWS2 RPG? Advantages and obstacles

    yeah, let's do signups right now

    I'm in and I still want to be a ninja! :ninja:

    EDIT: doh!
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  9. #99
    Travelling Knight Senior Member Nigel's Avatar
    Join Date
    Jul 2003
    Location
    Twynham Castle
    Posts
    1,026

    Default Re: TWS2 RPG Discussion Thread

    I'd still be interested to play as a Captain or a minor General.


  10. #100
    COYATOYPIKC Senior Member Flatout Minigame Champion Arjos's Avatar
    Join Date
    May 2010
    Location
    Prisoners upon this rock, flying without wings...
    Posts
    11,087

    Default Re: TWS2 RPG Discussion Thread

    I'm in, not sure about which character right now :)

  11. #101
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
    Join Date
    Apr 2007
    Location
    Cometh the hour, Cometh the Caliph
    Posts
    4,859

    Default Re: TWS2 RPG Discussion Thread

    fyi at Zim's request I just went through the rules with a fine-toothed comb and my lawyer hat on (I'm not a lawyer by the way) and submitted some extensive comments for his consideration.

    Hopefully this will help us get things underway!
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  12. #102
    Wandering Metsuke Senior Member Zim's Avatar
    Join Date
    Jan 2007
    Posts
    5,190

    Default Re: TWS2 RPG Discussion Thread

    "Some"?

    Very helpful points in that pm, Phonics. I should be able to iron them out this weekend.

    I'm thinking a start date at the end of the holidays.

    Quote Originally Posted by phonicsmonkey View Post
    fyi at Zim's request I just went through the rules with a fine-toothed comb and my lawyer hat on (I'm not a lawyer by the way) and submitted some extensive comments for his consideration.

    Hopefully this will help us get things underway!
    V&V RIP Helmut Becker, Duke of Bavaria.



    Come to the Throne Room for hotseats and TW rpgs!

    Kermit's made a TWS2 guide? Oh, the other frog....

  13. #103

    Default Re: TWS2 RPG Discussion Thread

    I would love to join, but unfortunately my computer can't handle STWII.

    Ekklesia Mafia: - An exciting new mafia game set in ancient Athens - Sign up NOW!
    ***
    "Oh, how I wish we could have just one Diet session where the Austrians didn't spend the entire time complaining about something." Fredericus von Hamburg

  14. #104

    Default Re: TWS2 RPG Discussion Thread

    I finally got SWII to run on my pc yay , but do you have a spot for me ??
    Last edited by ArcturUs; 12-15-2011 at 19:25. Reason: :bounce: :P

  15. #105
    The Count of Bohemia Senior Member Cecil XIX's Avatar
    Join Date
    Oct 2005
    Location
    Neo-Richmond
    Posts
    2,434
    Blog Entries
    4

    Default Re: TWS2 RPG Discussion Thread

    Quote Originally Posted by Ignoramus View Post
    I would love to join, but unfortunately my computer can't handle STWII.
    That's a damn shame Igno, not just because of your absence but because Shogun II is an excellent game as well.

  16. #106
    Wandering Metsuke Senior Member Zim's Avatar
    Join Date
    Jan 2007
    Posts
    5,190

    Default Re: TWS2 RPG Discussion Thread

    I take it by that smilie that the question is a joke but just in case the answer is of course and welcome aboard!

    Keep signups coming. I'm going to be addressing points brought up to me about the rules in the next day or so. I think once that's through we'll be about ready to start pending the holidays.

    Iggy, have you tried the game? I was worried about my computer but it plays well. I can definately say that an rpg without you would not be the same (For Flemish Cloth! )

    Quote Originally Posted by Ezilkannan View Post
    I finally got SWII to run on my pc yay , but do you have a spot for me ??
    V&V RIP Helmut Becker, Duke of Bavaria.



    Come to the Throne Room for hotseats and TW rpgs!

    Kermit's made a TWS2 guide? Oh, the other frog....

  17. #107

    Default Re: TWS2 RPG Discussion Thread

    Quote Originally Posted by Zim View Post
    I take it by that smilie that the question is a joke but just in case the answer is of course and welcome aboard!

    Keep signups coming. I'm going to be addressing points brought up to me about the rules in the next day or so. I think once that's through we'll be about ready to start pending the holidays.

    Iggy, have you tried the game? I was worried about my computer but it plays well. I can definately say that an rpg without you would not be the same (For Flemish Cloth! )
    so when and where do I start?

  18. #108
    Travelling Knight Senior Member Nigel's Avatar
    Join Date
    Jul 2003
    Location
    Twynham Castle
    Posts
    1,026

    Default Re: TWS2 RPG Discussion Thread

    I think the plan is to get this started after the Christmas holidays, i.e. early January.

  19. #109
    Wandering Metsuke Senior Member Zim's Avatar
    Join Date
    Jan 2007
    Posts
    5,190

    Default Re: TWS2 RPG Discussion Thread

    Sorry for the wait. Rather than make the usual excuses about work I plan to push this through and get started. Rules update for discussion this coming Monday and a start date of roughly two weeks from now. The game will start with whatever rules we have decided on at the time with the chance to make revisions a few turns in.
    V&V RIP Helmut Becker, Duke of Bavaria.



    Come to the Throne Room for hotseats and TW rpgs!

    Kermit's made a TWS2 guide? Oh, the other frog....

  20. #110
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
    Join Date
    Apr 2007
    Location
    Cometh the hour, Cometh the Caliph
    Posts
    4,859

    Default Re: TWS2 RPG Discussion Thread

    Hey Zim, need any help getting this started?
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  21. #111
    The Count of Bohemia Senior Member Cecil XIX's Avatar
    Join Date
    Oct 2005
    Location
    Neo-Richmond
    Posts
    2,434
    Blog Entries
    4

    Default Re: TWS2 RPG Discussion Thread

    I have a suggestion to make: Once this RPG gets going, let's keep the threads in the Throne Room proper instead of giving it a subforum. If memory serves, this was how it was done with the original TW RPGs. Although there are no doubt other factors involved, I believe that sequestering TW RPGs in their own forum inhibits new player players from discovering them. In addition, I believe the reason roleplaying has become less common in hotseats may also have been an unintended consequence. I know concern has been expressed before about potential problems resulting from needing to have so many different threads in the Throne Room, but I believe we only need about four or more threads in order to accommodate a TW RPG. Whatever is lost in having extra threads will be made up for by making it easier to attract new players.

    In any case, good luck Zim. I'm really looking forward to this.

  22. #112
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
    Join Date
    Apr 2007
    Location
    Cometh the hour, Cometh the Caliph
    Posts
    4,859

    Default Re: TWS2 RPG Discussion Thread

    Quote Originally Posted by Cecil XIX View Post
    I have a suggestion to make: Once this RPG gets going, let's keep the threads in the Throne Room proper instead of giving it a subforum. If memory serves, this was how it was done with the original TW RPGs. Although there are no doubt other factors involved, I believe that sequestering TW RPGs in their own forum inhibits new player players from discovering them. In addition, I believe the reason roleplaying has become less common in hotseats may also have been an unintended consequence. I know concern has been expressed before about potential problems resulting from needing to have so many different threads in the Throne Room, but I believe we only need about four or more threads in order to accommodate a TW RPG. Whatever is lost in having extra threads will be made up for by making it easier to attract new players.

    In any case, good luck Zim. I'm really looking forward to this.
    I'm fine with this if it's what Zim wants. As I understand it the practice of creating game-specific sub-fora arose at the request of games masters who believed it benefited their games, not forum mods and a desire for tidiness.
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  23. #113
    Norse Uikikr Member Mithridate's Avatar
    Join Date
    Oct 2011
    Location
    Northern Sweden
    Posts
    674

    Default Re: TWS2 RPG Discussion Thread

    One, I would very very much like to participate^^
    Two, I would like to be the daimyo for better or worse
    Three, If anyone here wants to play some shogun 2 MP campaign, Co-op or competetive please pm me! (or if you know som1 that would)

    Part from that i really like the plan to choose the Hojo, they are by far the clan with the most choices and action going around making them a prime candidate.

  24. #114
    Wandering Metsuke Senior Member Zim's Avatar
    Join Date
    Jan 2007
    Posts
    5,190

    Default Re: TWS2 RPG Discussion Thread

    We could give it a try including the threads in the main Throne Room forum rather than a sub forum. Maybe with a stickied thread with links to all the game's threads?

    Welcome Mithridate. I'm not sure how initial characters will be alloted, but I think you could likely end up with the Daimyo role if you'd like. Noone else has expressed an interest that I'm aware of.

    Worked on the rules some more. Minor tweaks from Phonics' pm suggestions to me (with some more we're hashing out).

    Couple things in particular I'm unsure of:

    Censure: Should the Daimyo be immune or have a different chart? "Imprisonment" seems an odd punishment for him.

    Samurai Unit limits and the Daimyo: Should the Daimyo be exempt from the influence limit?

    Should Monks have access to Samurai units?

    Otherwise it's mainly the Civil War stuff I need to finish and we can start.

    Agent funding: Let agents do what they like (barring orders) and the CoS is left to wring his hands?


    Hojo Rising

    1. General

    (a). - Game Settings:

    TWS2
    Hard Campaign, Very Hard Battles.
    Clan Hojo
    Large Unit Size
    Battle Timer On
    Show CPU Moves
    Manage All Settlements

    (b). - Avatars: Each player will roleplay a member of one of the prominent families of the Hojo clan. On joining the game, each player will choose an avatar to represent their character. Avatars can be in-game Generals, Captains or any of the different types of agents. They will control their character on the game map as well as, if applicable, any armies they command.

    (c). - Battles: A player whose avatar leads an army that is involved in a battle will be expected to fight that battle. This will involve downloading the savegame of the battle, playing it and then uploading the resulting savegame. Uploading the post-battle save must be done within 48 hours of the pre-battle savegame being uploaded. If the deadline expires, the battle is autoresolved. If a player cannot fight a battle that is assigned to them, the battle may also be fought by any player whose avatar will also be present in the battle. Under no circumstances will a battle be fought by a player whose avatar is not present in the battle. If there is no player available to fight a battle, it must be autoresolved. If there are no allocated avatars involved in the battle at all, it must be autoresolved.

    (d) - Game Management: At the start of each turn, the Supply Commissioner will post an seasonal report on the events of the last turn, including a save game file for the new turn. After the annual report is posted, players will have at least 24 hours to download the save, and make their personal moves. Players can move their avatars, move any unit or fleet their avatar owns, and fight any battles against the AI that they are capable of fighting with their avatar’s army. Player may also move any unit, fleet, or avatar they have been given specific permission to move by the respective owner, as long as that permission is posted in a public thread. The Supply Commissioner may extend the time limit beyond 24 hours at his discretion, but all players are encouraged to act as swiftly as possible to keep the game moving. Players may not move avatars or armies into the territory of a neutral or allied faction without the permission of an edict. Nor may they attack the settlements or armies of neutral or allied factions without a declaration of war resulting from an edict.

    (e) - Game Master: Zim will serve as Game Master and is responsible for management of the game and enforcement of the Game Rules. Zim can delegate any of his powers to another person whenever he chooses.

    2. - Ranks

    (a). - Rank Gain and Loss: All players enter the game as prominent members of the Samurai class and in most cases heads of their family (with some exceptions for the latter in the cases of Monks and natural sons of the Daimyo). This gives them the right to participate in the Daimyo's councils and vote on matters such as censure. Players that have an in-game avatar will have a base rank depending on their avatar type (General, Captain, Ninja, Monk, Metsuke, or Geisha). Finally players may have additional special ranks conferring abilities and influence bonuses. Some of these are available to all avatars (chiefly the Commissioner ranks) and some are avatar type specific (heads of the agent types, heir, etc.
    (b) - Base Ranks: These ranks automatically apply to new in-game avatars of the relevant type. The base ranks and positions are as follows:

    Captain:
    Requirements: Must be a captain attached to a troop unit.
    Influence: 1
    Powers:
    (1) Can propose one Censure per Council Session.

    General:
    Requirements: Must be an in-game faction general.
    Influence: 1
    Powers:
    (1) Can propose one Censure per Council Session.

    Ninja:
    Requirements: Must be an in-game Ninja agent
    Influence: 1
    Powers:
    (1) Can propose one Censure per Council Session.

    Metsuke:
    Requirements: Must be an in-game Metsuke agent.
    Influence: 1
    Powers:
    (1) Can propose one Censure per Council Session.

    Monk:
    Requirements: Must be an in-game Monk agent.
    Influence: 1
    Powers:
    (1) Can propose one Censure per Council Session

    (c) - Special Ranks: These ranks are held in addition to the base ranks. Where they differ special rank traits take precedence than those of the character's base rank. The special ranks and positions are as follows: Influence for special ranks is added on top of that for base ranks. Influence bonuses for multiple special ranks is cumulative.

    Commissioner of Finance:
    Requirements: Any avatar type can become Commissioner of Finance. The rank is conferred by the Daimyo at each Council session or when no one holds the rank due to giving it up, the character dying, or loss due to censure. If the character is a general, they are given the rank in-game as well.
    Influence: +1
    Powers:
    (1) Can propose one Censure per term at any time during the term itself or the Council following appointment. This ability and all others are lost upon loss of the rank.
    (2) At any time the Commissioner of Finance may take the save and adjust the faction wide tax rate and/or set province specific tax exemptions.
    Penalties:
    (1) Cannot hold any other Commissioner ranks at the same time.


    Commissioner of Warfare:
    Requirements: Any avatar type can become Commissioner of Warfare. The rank is conferred by the Daimyo at each Council session or when no one holds the rank due to giving it up, the character dying, or loss due to censure. If the character is a general, they are given the rank in-game as well.
    Influence: +1
    Powers:
    (1) Can propose one Censure per term at any time during the term itself or the Council following appointment. This ability and all others are lost upon loss of the rank.
    (2) Once per turn may submit a list to the Commissioner of Supply of units to recruit in the different provinces and ports. This power does not apply to the Clan Capital or to monk units.
    Penalties:
    (1) Cannot hold any other Commissioner ranks at the same time.

    Commissioner of Development:
    Requirements: Any avatar type can become Commissioner of Development. The rank is conferred by the Daimyo at each Council session or when no one holds the rank due to giving it up, the character dying, or loss due to censure. If the character is a general, they are given the rank in-game as well.
    Influence: +1
    Powers:
    (1) Can propose one Censure per term at any time during the term itself or the Council following appointment. This ability and all others are lost upon loss of the rank.
    (2) Once per turn may submit a list to the Commissioner of Development of structures to build/upgrade in the different provinces. This power does not apply to the Clan Capital or to monk units.
    Penalties:
    (1) Cannot hold any other Commissioner ranks at the same time.

    Commissioner of Supply:
    Requirements: Any avatar type can become Commissioner of Supply. The rank is conferred by the Daimyo at each Council session or when no one holds the rank due to giving it up, the character dying, or loss due to censure. If the character is a general, they are given the rank in-game as well.
    Influence: +1
    Powers:
    (1) Can propose one Censure per term at any time during the term itself or the Council following appointment. This ability and all others are lost upon loss of the rank.
    (2) At the end of each turn the Commissioner of Supply takes control of the save. He moves all armies not controlled by a general or player led captain, and queues units and buildings in all provinces with the exceptions of the capital and monk units. Only units and buildings from the lists given by the Commissioners of Warfare and Development may be queued, but the Commissioner of Supply may choose which parts of the lists to fulfill, or choose not to recruit or engage in any construction that turn.
    Penalties:
    (1) Cannot hold any other Commissioner ranks at the same time.

    Additional notes about Commissioners:
    Spoiler Alert, click show to read: 
    • Commissioner for Finance - Determines tax rates and exemptions
    • Commissioner for Warfare - Recruits military units
    • Commissioner for Develop - Approves all construction
    • Commissioner for Supply - Directs reinforcements

    The Commissioner of Warfare and the Commissioner of Development have to present their budget wishes and argue their cases. Then the Commissioner of Supply makes the decision.

    The Commissioner of Supply, in addition to moving troops around to join stacks, is the one who decides what exactly is built and ends the turn. The Commissioners of Warfare and Development give lists to him. The Supply Commissioner chooses which parts of the lists to fulfill (and can prioritize the lists or just not build anything) or can choose not to spend the money but can't recruit or build outside the lists. He also moves unled armies according to the Daimyo’s directions and ends the turn..


    Daimyo:
    Requirements: Must be the in-game Daimyo.
    Influence: +3
    Powers:
    (1) Can propose a Censure any time either during the Council or the regular term.
    (2) Controls all faction diplomacy
    (3) May take the save at any time and queue up units and/or construction within the capital province.
    (4) Twice per term may give orders to the head ninja to be carried out by him or his subordinates before the end of the term.
    (5) Appoints the 4 Commissioner at each Council. May also appoint a Commissioner midterm if an absence is created by a death, Censure, or abdication.
    (6) May appoint a new heir at any time.
    (7) This rank may not be lost via Censure
    Penalties:
    (1) Cannot hold any other special rank.

    Heir:
    Requirements: Must be the in-game Heir.
    Influence: +2
    Powers:
    (1) Can propose up to 2 Censures any time either during the Council or the regular term.
    (2) This rank may not be lost via Censure.

    Head Ninja:
    Requirements: The first ninja avatar created becomes the Head Ninja. Should he die or abdicate the rank passes to the highest skill player led ninja available.
    Influence: +1
    Powers:
    (1) Can propose up to 2 Censures any time either during the Council or the regular term.
    (2) Twice per term may give an order to a subordinate ninja to be finished before the next Council session.

    Head Monk:
    Requirements: The first monk avatar created becomes the Head Monk. Should he die or abdicate the rank passes to the highest skill player led monk available.
    Influence: +1
    Powers:
    (1) Can propose up to 2 Censures any time either during the Council or the regular term.
    (2) Controls all Monk troop units and may merge the with other Clan armies or split them from an army at his discretion. Note that if the units are in a stack with a player led captain or general then that player fights the battle.

    Head Metsuke:
    Requirements: The first Metsuke avatar created becomes the Head Metsuke. Should he die or abdicate the rank passes to the highest skill player led Metsuke available.
    Influence: +1
    Powers:
    (1) Can propose up to 2 Censures any time either during the Council or the regular term.
    (2) Twice per term may give an order to a subordinate Metsuke to be finished before the next Council session.

    Additional notes about Agents:
    Spoiler Alert, click show to read: 
    The Head Ninja (also called Shinobi) reports directly to the Daimyo who would have the power to direct all ninja activities for a given turn. If no specific orders are given by the Daimyo (and 'take no action' is an order) then the Head Ninja has discretion. The other ninjas do what the Head Ninja tells them unless there are no orders in which case they can do as they please (perhaps with restrictions around action against clans which are not enemies).

    The Head Metsuke reports to the Commissioner for Finance who would have the power to direct which cities metsuke are to oversee (except in the case of no orders etc.). Except in wartime when the Commissioner for Warfare gets to appeal to the Daimyo for the release of specific metsuke to travel with armies or apprehend enemy agents. They will then be his to control until the Commissioner for Finance (or Head Metsuke) successfully appeals to the Daimyo for their release back to oversee towns.

    The Monks are an independent force and report to no-one (except the Head Monk).
    The Head Monk will get control over all monk troops. So he can try to build himself a monk army, or decide which Bow Monks or Naginata Monks go and join which army and for how long they stay there.
    The general still decides the movement of the army and controls the monks in battle, but has to make sure he remains on good terms with the Temple if he wants to retain the service of the monk units.


    All agents are allowed to choose their own traits and ancillaries when they level up, meaning they will mould their characters just like the FMs

    Funding agent missions
    Trying to keep track of a separate fund for each agent is going to make it overly complicated for Zim. Agents should be given free reign and leave the CoS to tear his hair out over the financial consequences. Or there can be situations where an agent is so close to completing his mission in the next turn, but desperately lacking the funds, leaving him to beg, cry, argue and threaten the CoS not to construct that castle or recruit those troops but let him have the money.



    3. - Government

    (a) - Sessions: The Clan Council meets once every 8 turns. Out of session, there can be open debate and deliberations but some actions (such as appointing new Commissioners) are generally limited to the actual Council meetings. The 8 turns between two sessions comprises a "term". Each session consists of 3 real time days of debate, followed by 2 real time days of voting if a rules change is proposed. Zim or anyone delegated by him can change the length of individual sessions at will.

    (b) - Rule Changes: Rule Changes require a two-thirds majority of unweighted votes (1 vote per player) to pass. Rule Changes can permanently change the Game Rules. Any player can propose Rule Changes, regardless of IC rank. Zim does not vote. Game Rules are enforced by IC or OOC means, as the GM sees fit.

    (c) - Influence: Each player avatar’s voting power is equivalent to his total Influence. No avatar's Influence may ever be lower than 1. Influence is increased permanantly by 1 if an avatar marries a into the Daimyo's family and 1 for each term served in one of the Commissioner roles.

    [B](d) - Censure: As outlined under the individual ranks in Section 2, player characters have the ability to call for a Censure of another character. Generally this is meant to be because a character has disobeyed an order or failed in such a way as to lose honor, but obviously political reasons may come into play as well. When a Censure is made the turns can be continued while a debate is conducted in the Council thread about the validity of the censure and a poll is made for players to express their character's opinions about the proposed Censure. A Censure requires a two-thirds influence-weighted majority to pass and all votes must be cast within two turns from the turn in which the Censure is proposed, otherwise that character is considered to have abstained from the vote.

    The player proposing the Censure must choose the level of censure he is attempting to apply.
    (1)Level One Censure: -1 influence for 2 turns
    (2)Level Two Censure: -2 influence for 4 turns and imprisonment for 2 turns (so no in-game actions are permitted and excluded from certain votes
    (3)Level Three Censure: -3 influence for 6 turns and imprisonment for 4 turns
    (4)Level Four Censure: loss of all special ranks except those exempt under their descriptions in section 2.

    A player can decide not to make an immediate Censure but once 4 turns has passed since the supposed offense no Censure can then be brought forth for that offense.


    Additional notes about Censures:
    Spoiler Alert, click show to read: 
    In summary, a censure would go like this:
    - someone disobeys an order from their direct commander
    - the commander has a chance to censure or let it slide
    - if he chooses to censure, he picks a level and everyone votes on it
    - if the vote is passed, the penalty is applied automatically
    - if it fails, the commander receives an influence penalty and the disobedient character is immune to any further censures for the same offence


    (e) - Technology Research Paths: Whenever the current tech has been researched there will be a short (24 hours) voting period following the creation of a poll thread by to decide the new one, and as many votes as possible are collected. Votes are weighted by avatar influence with the option with the greatest number being chosen for research. During the start of game session the first research tech will be put up for vote.



    4. - Armies

    (a) - Armies: With the exception of Monk units all units in a stack led by a player controlled general or captain are under the control of that player and he may move them along with his character for as long as he wishes. If two different general led armies are merged together, each player keeps control of the units that were in their stack before the merging. Any stacks led by a non player captain are moved by the Commissioner of Supply.

    (b) - Seizing Armies: Any General may take control of troops without a player led general or captain by merging his character into them. Only the Daimyo may instantly seize any army his avatar moves onto, regardless of the presence of a player general, unless that general is in a state of Civil War against the Daimyo. Garrisons of a settlement may not be seized. Samurai units, Avatars and monk troops also may never be seized.

    (c) - Naval Fleets: Naval fleets are moved by the Supply Commissioner unless an in-game general is on board, in which case the general commands the fleet.


    6. - Samurai Unit Rules
    (a) - Raising Samurai Units: If the Daimyo decides the faction needs Samurai units he can have them raised and assigned to the ownership of a player avatar. This recruitment is paid out of the faction's general funds and cannot be cancelled by the Commissioner of Warfare. A player avatar can only own a number of samurai units equal to their influence. If a player ends up with more samurai units than influence they do not lose them but cannot have any more assigned.

    (b) - Controlling Samurai Units: Samurai units owned by a player can only be moved by that player regardless of whether they are in a led stack or not. They are exempt from the army seizure rules in 4b.
    (c) -Keeping Track of Samurai Units: Players must keep track of their Samurai units. A separate thread will be alloted for this and other player avatar information. Players should note number of units, type, and location (serving with General x is a valid location). A Samurai unit whose ownership is not so noted and whose owner can't be ascertained (or is disputes among multiple players) falls tot he control of the Daimyo. Below is an example post detailing a players Samurai units.
    ------------------------------------------------------------------------------------
    Player: Nigel
    In game character: Sugawara Akitada
    Position: Metsuke (overseeing Sanuki)
    Influence Points: 3

    Samurai Retainers:
    1 bow samurai, garrisoned at Tosa
    1 katana samurai, serving under general Ishikawa (Phonicsmonkey)

    ------------------------------------------------------------------------------------
    Last edited by Zim; 03-05-2012 at 11:15.
    V&V RIP Helmut Becker, Duke of Bavaria.



    Come to the Throne Room for hotseats and TW rpgs!

    Kermit's made a TWS2 guide? Oh, the other frog....

  25. #115
    Norse Uikikr Member Mithridate's Avatar
    Join Date
    Oct 2011
    Location
    Northern Sweden
    Posts
    674

    Default Re: TWS2 RPG Discussion Thread

    Id gladly take the Daimyo, id like to think of myself as a solid Shogun2player so ill lead our clan to greatness! While really fueling the fires of discontent among my subjects.
    I think im both perfect and poorly suited for the role, that will make it interesting to say the least!

Page 4 of 4 FirstFirst 1234

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO