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Thread: Successor game rules, draft one.

  1. #211
    Enlightened Despot Member Vladimir's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by econ21 View Post
    I suspect we will handle this IC, but I would put the case again to Zim for buffing up the AI forces on our borders, as it is hard to make a convincing IC argument for letting your enemy develop.



    I assume this will just be by avatar starting location. King gets Paris, Dauphin gets Toulouse as capital of his Duchy; 3 starter generals get their starter settlements by virtue of being its Duke.

    The rules do need a little rewording to allow for the French specific information and colour.
    As much as I like to have every advantage possible, I agree that buffing AI (i.e. English) settlements would add a challenge. What do you think Zim?

    Also: Are there some settlements which start out without a general? I suppose settlements should go to the more experienced players, however, I've always wanted to go to southern France.

    Rewording of the rules is necessary before we agree on them.


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  2. #212
    Senior Member Senior Member econ21's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by Vladimir View Post
    Are there some settlements which start out without a general?
    It's 5 provinces and 5 generals (inc King and Dauphin) at the start, so it's nice and balanced.

    I suppose settlements should go to the more experienced players, however, I've always wanted to go to southern France.
    Yes, Dukes are very important for driving IC politics, so giving them to players with a track record makes sense. What we've tried to do in the past is favour the long stayers who did not make it to positions of influence in the predecessor game. For the rest of us, I think Zim will create some RBGs and then when we have picked, use the teleport to place them in the provinces that people want to be placed in. I guess we need to allow some real time interval for Houses to try to recruit RBGs before location is finalised.

  3. #213
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by econ21 View Post
    For the rest of us, I think Zim will create some RBGs and then when we have picked, use the teleport to place them in the provinces that people want to be placed in. I guess we need to allow some real time interval for Houses to try to recruit RBGs before location is finalised.
    Yep, I think that's the best method. In LotR, I allowed all players to pick any settlement owned by the faction as the starting point for a new avatar and simply teleported them to whatever place they chose. Beyond the obvious benefits to roleplaying of being able to start in a particular spot instead of having to cross half the empire to get there, this also allows the RBG recruitment to be done in any sleepy, backwater settlement so that it doesn't risk interfering with normal recruitment that might otherwise be going on at the chosen destination.
    Last edited by TinCow; 07-10-2009 at 15:00.


  4. #214
    Loitering Senior Member AussieGiant's Avatar
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    Default Re: Successor game rules, draft one.

    In addition it might be worth waiting until the suggested tournment is over.

    Everyone can congregate IC at the tournament and feel each other out and then declare allegiances.

    Then mass teleportation can begin.

  5. #215
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Successor game rules, draft one.

    That's a very good point, the tournament might be an excellent opportunity for Houses to recruit. So...

    1) RBG spawning/selection
    2) Tournament
    3) Teleportation of avatars to chosen starting spot
    4) First Council session

    That's easily the most interesting method of starting one of these games that I've ever seen.


  6. #216
    Loitering Senior Member AussieGiant's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by TinCow View Post
    That's a very good point, the tournament might be an excellent opportunity for Houses to recruit. So...

    1) RBG spawning/selection
    2) Tournament
    3) Teleportation of avatars to chosen starting spot
    4) First Council session

    That's easily the most interesting method of starting one of these games that I've ever seen.

    Yeah Baby...that's going to be just very very entertaining.

  7. #217
    Saruman the Wise Member deguerra's Avatar
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    Default Re: Successor game rules, draft one.

    i hope you realize how difficult you are making it for me not to join up right this second. if i wait until the game progresses, i miss out on tournament mayehm and fun...what good is that...conundrums...gah...
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  8. #218
    King Philippe of France Senior Member _Tristan_'s Avatar
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    Default Re: Successor game rules, draft one.

    Thank the French for their sense of fun ... FTW
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  9. #219
    Prince Louis of France (KotF) Member Ramses II CP's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by Vladimir View Post
    Should we create a rule on allowing the AI a few turns to develop? I’m in favor of taking five settlements in five turns but wonder if other players want to give the game more time to develop. Should this be handled IC or out?

    Has a determination been made on which avatar gets what starting settlement?
    I took a look at what AI England does with their first five turns, and it's, uhm, dumb. In my run at least they withdrew most of their forces back to the island (Hey, at least they used one of their ships for some troops) and did very little development. Bordeaux and Anger would be considerably easier to capture on turn 5 than on turn 1, while Caen was about the same.

    I'm sure if we started a war on turn 1 and could skip to turn five things would be different, but that makes little sense.


  10. #220
    Enlightened Despot Member Vladimir's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by Ramses II CP View Post
    I took a look at what AI England does with their first five turns, and it's, uhm, dumb. In my run at least they withdrew most of their forces back to the island (Hey, at least they used one of their ships for some troops) and did very little development. Bordeaux and Anger would be considerably easier to capture on turn 5 than on turn 1, while Caen was about the same.
    So then, to begin, we ATTACK!
    Last edited by Vladimir; 07-10-2009 at 16:16.


    Reinvent the British and you get a global finance center, edible food and better service. Reinvent the French and you may just get more Germans.
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  11. #221
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Successor game rules, draft one.

    I was in the process of assembling an updated rule set to account for the changes made since the current draft was posted. However, I have noticed more issues while doing this.

    In Rule 2(c) - New Houses, it is worded that an edict needs to pass, but requires a 2/3 majority. Since a 2/3 majority is required and presumably the new house would be permanent (as opposed to lasting 10 turns, like an Edict does), why not just say it requires a Codex Amendment and leave it at that?

    In Rule 3(a), the word "Knight" in the second and third sentences should probably read "Noble." As it currently reads, Barons and Counts cannot be promoted, and no one except Knights can ever be demoted (and Knights can't go any lower).

    Rule 3(b) has a few issues. First, the ratification bit as worded requires that taxes be jacked up to the maximum immediately on conquest, even if the Council hasn't had an opportunity to ratify the conquest because a Council session hasn't occurred yet. Is this intentional? Who owns the province before it is ratified, in the time period between its conquest and the next Council session?

    (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.
    Second, the line about the King's ability to give provinces away seems redundant:

    Any province conquered and ratified becomes part of the King's Demesne. At any point he may give a province to any House (in which case the Duke decides to allocate it to himself or another member of his House) or to any individual noble he favors. 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.
    First, the second bit about an individual noble makes the first bit about the Duke pointless, as 'any individual noble' includes all Dukes. In addition, the ability to give away provinces to other people is already covered later in the rule with this:

    Nobles lose control of one of their provinces if they voluntarily give it to another Noble...
    As such, I think that line can be completely eliminated without any impact whatsoever, unless it was not intended that the King be able to give his Demesne to whoever he wants.

    Also in Rule 3(b), there is the following bit:

    The King's choice of who to give the province can be blocked by a two-thirds majority of the Council (excluding the King himself, except as a tiebreaker). For this to happen a Duke must declare an emergency session to have the matter voted on.
    In re: the above, the tie-breaker bit is unnecessary, as it's impossible to need a tiebreaker with a 2/3 vote. Either 2/3 agree to it, or they don't. A simpler wording of the above would be: "The King can be prevented from giving away a province by a two-thirds majority vote of the Council."

    For Rule 3(c) - Retinue, does LTC include province titles as retinue? If not, the rule can be simplified by stripping out that language (which was added for SS 4.1 in LotR).

    For Rule 3(d), it appears Wills are now pointless, as all inheritance issues are automatic. Was this intentional? If so, the last line can be stripped out and the word Wills should be removed from the title of the rule:

    (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. Otherwise, the second in charge in their House's feudal chain takes their place as Duke. Wills must be deposited with Zim before the character's death to be considered valid.
    For Rule 3(e) - Oaths of Fealty, the rule was changed from its LotR wording to read "Any Independent Noble may swear an oath of fealty to any Duke whenever he wishes." There are no provisions for a Noble swearing to anyone but a Duke, but a Count cannot exist unless someone has sworn an Oath to him. Under the current rules, it is thus impossible to become a Count.

    Rule 6(a) will likely need some extra editing because the proposed changes to PvP campaign movement make the bit about who moves first obsolete.

    Rule 6(b), IMHO, could be better adapted to KotF. I think it would be nice to do more to force House warfare. If you declare war on someone in another House, you declare war with the entire House. In addition, I don't think vassals should be able to 'peace out' without the permission of the Duke of their House.


    ---

    [edit] A few other questions:

    (1) Why was the Prioritized Construction system removed? That worked fine and seemed popular in LotR and was one of the effective methods of avoiding a totally partisan Chancellor.

    (2) Is it intentional that pretty much every player gets prioritized units? In LotR, the system allowed only the 'top dog' in a feudal chain to get prioritized units, though he could prioritize them in his vassals settlements. This was designed to make Houses more cohesive and create a more important relationship between the top-most lord and his vassals. By giving EVERYONE prioritized units, you are actually making the Houses more decentralized and less reliant on the Duke, which I think is the opposite of what people wanted. In addition, we're going to be bleeding Prioritized Units out our eyeballs once the initial expansion is over and everyone has a province. You're looking at upwards of 80 prioritizations per term!
    Last edited by TinCow; 07-10-2009 at 21:17.


  12. #222
    Senior Member Senior Member econ21's Avatar
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    Default Re: Successor game rules, draft one.

    That's a lot of questions, TC. To be honest, I suspect Zim and most of us would be happy for you to present your preferred rewording as in most cases it sounds like its a question of tidying up and logic.

    A number of the questions are substantive and should be discussed. Of those you mentioned, I would offer an opinion on two - wills and unit prioritisations.

    Personally, I prefer Dukes wills over automatic inheritance. Wills are "realistic" and also fun, as they create Edward the Confessor type conflicts where people vie for the inheritance and don't know who has it till the Duke croaks. I asked for extra text to cover depositing wills with the GM as in KotR I was very leery of dead Dukes declaring heirs. I confess I missed the rule on automatic inheritance. I think this may have originated in the idea of very heirarchical House structure in which there was a clear number 2. However, I have pushed for a more "family tree" like House structure, so there may be more than one person on the second rung of the House ladder (more than one Count). I thought we had gone with that kind of structure and made it so that a Count cannot be a vassal of a Count, in which case I think the automatic inheritance idea falls by the wayside. Anyway, Zim and others can chime in, but that's just my explanation of the confusion.

    On unit prioritisations, I personally would like to keep the current rules so that the lower ranks are be able to prioritise their own men. One unit per settlement per 10 turns does not seem excessive for the lowest landed noble (Baron). If you are worried about 80 units in a term being a lot, I am tempted to do an AG and say let's sort it out IC. I hope it will be a while before we get so many provinces.

  13. #223
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by econ21 View Post
    That's a lot of questions, TC. To be honest, I suspect Zim and most of us would be happy for you to present your preferred rewording as in most cases it sounds like its a question of tidying up and logic.
    I'd be more than happy to. Indeed, I started to do so while consolidating them, but realized I was changing things without approval and I didn't want to do that. Thus the above list. I want to give people some time to chime in on things before I whip out the editing pen on the actual draft.

    Personally, I prefer Dukes wills over automatic inheritance. Wills are "realistic" and also fun, as they create Edward the Confessor type conflicts where people vie for the inheritance and don't know who has it till the Duke croaks. I asked for extra text to cover depositing wills with the GM as in KotR I was very leery of dead Dukes declaring heirs. I confess I missed the rule on automatic inheritance. I think this may have originated in the idea of very heirarchical House structure in which there was a clear number 2. However, I have pushed for a more "family tree" like House structure, so there may be more than one person on the second rung of the House ladder (more than one Count). I thought we had gone with that kind of structure and made it so that a Count cannot be a vassal of a Count, in which case I think the automatic inheritance idea falls by the wayside. Anyway, Zim and others can chime in, but that's just my explanation of the confusion.
    For your edification only, here's the Wills rule from LotR:

    Spoiler Alert, click show to read: 
    2.4 – Wills & Inheritance: On his death, all of a Senator’s provinces and retinue are distributed according to the most recent valid Will. In order for a Will to be valid, it must have been posted in a public thread or PMed to econ21 or TinCow prior to the Senator’s death. Except as noted below, a Will provision is only valid to the extent that it names a living, of-age avatar that is controlled by another player as the inheritor of the province or retinue stated. A player's next avatar may only inherit a single province and a single retinue. A Will may name multiple Senators as inheritors, so long as each province and/or retinue is only bequeathed to a single Senator. Any provisions of the Will that do not meet these requirements will be invalid. Valid provisions of a Will will not be negated due to the existence of invalid provisions in the same Will. If there is no valid Will provision for an owned province, the Senator’s immediate Lord gains possession of the province. If the Senator also has no Lord, the Basileus gains possession of the province.


    On unit prioritisations, I personally would like to keep the current rules so that the lower ranks are be able to prioritise their own men. One unit per settlement per 10 turns does not seem excessive for the lowest landed noble (Baron). If you are worried about 80 units in a term being a lot, I am tempted to do an AG and say let's sort it out IC. I hope it will be a while before we get so many provinces.
    That's fine, I'm comfortable handling this IC, I just want to make sure people are aware of just how many prioritizations there are going to be in this game. For the record, the lowest rank gets TWO prioritizations, not one. As I understand it (we start with 5 provinces, right?) on the very first turn of the game, there will be 26 (8 for King, 4 each for 4 Dukes, +2 for one Prince) prioritiziations available. Quick expansion to 10 provinces is likely, and that would potentially increase the number of prioritizations to 41. That's more than we ever had in LotR, and, with few exceptions, you're essentially going to keep adding 2 every time you conquer a province, until you hit the player limit.
    Last edited by TinCow; 07-10-2009 at 23:37.


  14. #224
    Chretien Saisset Senior Member OverKnight's Avatar
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    Default Re: Successor game rules, draft one.

    Don't forget that any estimates of expansion have to take into account the Pope. We're under his tender mercy again.

    Speaking as the first Megas in LotR, I think it would be vastly easier to track recruitment and prioritisation if it remains confined to Royalty and the House leaders. I think that units will trickle down to the Counts and Barons, but that will be a task for the Dukes as a sort of middle mangement. This will alleviate some of the bookkeeping and organizational duties of the Seneschal.

    I don't remember any complaints about recruitment from LotR. So if it's a satisfactory system, I don't think we should alter it.
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  15. #225
    Senior Member Senior Member econ21's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by TinCow View Post
    That's fine, I'm comfortable handling this IC, I just want to make sure people are aware of just how many prioritizations there are going to be in this game. For the record, the lowest rank gets TWO prioritizations, not one. As I understand it (we start with 5 provinces, right?) on the very first turn of the game, there will be 26 (8 for King, 4 each for 4 Dukes, +2 for one Prince) prioritiziations available. ... Quick expansion to 10 provinces is likely, and that would potentially increase the number of prioritizations to 41.
    Um, good point. I think the King is 5, but still, it is a lot. I guess it may lead to a situation of excess demand - the Seneschal can't afford to or does not want to give everyone their prioritisations. That will mean no "national" army that the Seneschal can give himself above and beyond what he gets from his title. And it would mean prioritisations are more like bids than entitlements - you are trying to get the troops, not sure to get them. How the Seneschal juggles those demands will be quite an interesting political issue.

    To ease the situation, we could subtract 1 from all numbers:
    Baron: 1
    Count: 2
    Duke: 3
    King: 4
    Prince +1

    So at start, it would be 17 prioritisations. 17 units over 10 turns from 5 settlements does not sound excessive. Then if we expand to 10 provinces, perhaps we would have 5 new Barons, giving us 22 prioritisations.

    Compeletely disenfranchising those below the Dukes would not help at the outset, as there are no landowners below Duke.

    On reflection, I think I would advocate the -1 across the board, as I would prefer prioritisations to be closer to entitlements than to bids. (You can bid anyway, regardless of prioritisations).

  16. #226
    The Count of Bohemia Senior Member Cecil XIX's Avatar
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    Default Re: Successor game rules, draft one.

    Looking at the numbers, I second econ's proposed reduction.

    Perhaps that also makes people more amenable to having nobles choose what units they get with their prioritization? Or was that already agreed to? I'm starting to have trouble following the discussions here and in the PVP thread.

  17. #227
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Successor game rules, draft one.

    Yes, I think we've agreed to allow specific unit selection via prioritization as a method of making Houses more resistant to a hostile Seneshal.

    The above reduction does fit better and I will accept it, though I still think that having the Duke be responsible for his entire House's priortizations (as in LotR) would be better for RPing and for organization.


  18. #228
    Wandering Metsuke Senior Member Zim's Avatar
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    Default Re: Successor game rules, draft one.

    I'm a bit busy for the next day or so as the Sheriff's Department is doing a gun auction... I'll give the rules a good look and editting tomorrow evening.

    To answer those last few questions real quick:

    "(1) Why was the Prioritized Construction system removed? That worked fine and seemed popular in LotR and was one of the effective methods of avoiding a totally partisan Chancellor."

    Was it popular? During the time I played (with a big chunk missing in the middle fo the game when I didn't have internet access) virtually noone used it...

    I removed it because I thought almost noone used it and I wanted to simplify the rank powers a little (same reason I took out a few of the other powers).

    "(2) Is it intentional that pretty much every player gets prioritized units? In LotR, the system allowed only the 'top dog' in a feudal chain to get prioritized units, though he could prioritize them in his vassals settlements. This was designed to make Houses more cohesive and create a more important relationship between the top-most lord and his vassals. By giving EVERYONE prioritized units, you are actually making the Houses more decentralized and less reliant on the Duke, which I think is the opposite of what people wanted. In addition, we're going to be bleeding Prioritized Units out our eyeballs once the initial expansion is over and everyone has a province. You're looking at upwards of 80 prioritizations per term! "

    I liked the idea of decentralizing it a bit and giving lower ranks a chance to prioritize a small number of movements. I did mention it and ask if anyone had concerns, quite some time ago, which would have been a nice time to raise them. However, I did not do the number crunching needed to forsee if it would be a problem...

    It might be worth noting that I had exactly one request for something like 3 prioritized units during my term as Megas, even though many, many more could have been made. Seeing the low use rate for that power, I guess I didn't think too much about the ramifications if everyone used it.

    At any point anyone is free to put up their own rule system or volunteer to take over gm duties. I put my own efforts towards doing so because nooone else seemed willing to at the time and I've found these games to be a big part of the fun I've had since coming to the Org. I'm not a lawyer and I've never written rules for a complex game before. I'm just doing the best I can...
    Last edited by Zim; 07-11-2009 at 02:09.
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  19. #229
    Senior Member Senior Member econ21's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by Zim
    At any point anyone is free to put up their own rule system or volunteer to take over gm duties.
    I think I speak for everyone when I say we very much appreciate your volunteering to be the GM. It's big undertaking and I don't think anyone expects the GM to write all the rules - you just get to have the last say if you want it. I appreciate your consensual approach and your giving us time to brainstorm even at this late hour.

    I am trying to avoid going to bed, so I can make a contribution on some of TCs other queries. One or two do raise issues that might merit more discussion, but most seem straightforward:

    Quote Originally Posted by TinCow View Post
    In Rule 2(c) - New Houses, ... why not just say it requires a Codex Amendment and leave it at that?
    Yes, BTW, are we - as per Tristan's suggestion, going to call Codex Amendments, Proclamations?

    In Rule 3(a), the word "Knight" in the second and third sentences should probably read "Noble."
    Indubitably.

    Rule 3(b) has a few issues. First, the ratification bit as worded requires that taxes be jacked up to the maximum immediately on conquest, even if the Council hasn't had an opportunity to ratify the conquest because a Council session hasn't occurred yet. Is this intentional? Who owns the province before it is ratified, in the time period between its conquest and the next Council session?
    I queried this earlier and apparently it is intended. I think the VH taxes are partly to slow expansion. I am inferring ownership lies with the conqueror, but because he can't recruit, it's not a very juicy prize. I think the wording was the result of some to and fro, though, so if you want to propose one or more alternatives, that might be helpful.

    The other queries you raise on 3b look like sensible cleaning up.

    For Rule 3(c) - Retinue, does LTC include province titles as retinue? If not, the rule can be simplified by stripping out that language (which was added for SS 4.1 in LotR).
    No and yes.

    For Rule 3(d), it appears Wills are now pointless, as all inheritance issues are automatic. Was this intentional? If so, the last line can be stripped out and the word Wills should be removed from the title of the rule:
    I suggest:

    (d) - Wills & Inheritance: A landowning noble can bequeath his land if he deposits a will with the GM before his death. If there is no will, all land goes to his House or, if he has no House, to the King. All land in the King's Demesne is passed to the new King. A Duke can name his successor in his will; the King will choose one if he does not.

    You could use the LotR clause, but it just fried half my brain, so caveat emptor, dear readers.

    For Rule 3(e) - Oaths of Fealty, the rule was changed from its LotR wording to read "Any Independent Noble may swear an oath of fealty to any Duke whenever he wishes." There are no provisions for a Noble swearing to anyone but a Duke, but a Count cannot exist unless someone has sworn an Oath to him. Under the current rules, it is thus impossible to become a Count.
    I wonder if you could redraft that to allow nobles to swear oaths to nobles of higher rank (only)? Also, could you clarify where the King stands in relation to oaths, as I recall - with some pique - Lothar saying he did not recognise the King as his liege; is that the official KotF position on Duke-King relations?

    Rule 6(a) will likely need some extra editing because the proposed changes to PvP campaign movement make the bit about who moves first obsolete.
    Yes, pls do include PvP movement Risk-style.

    Rule 6(b), IMHO, could be better adapted to KotF. I think it would be nice to do more to force House warfare. If you declare war on someone in another House, you declare war with the entire House. In addition, I don't think vassals should be able to 'peace out' without the permission of the Duke of their House.
    I thought 6(a) gets close to House warfare - all those below in the House are targets. Personally, I would rather make states of war totally free: you can declare war on anyone and that is it. If your vassal does not declare war on the person who is attacking you, that should be regarded as breaking an oath, but they should have that option IMO and if you are willing to let it go, so be it. (Presumably, a coup will start with one person declaring then some of the rats deserting the sinking ship).

    (1) Why was the Prioritized Construction system removed? That worked fine and seemed popular in LotR and was one of the effective methods of avoiding a totally partisan Chancellor.
    I have not heard of this system - sounds interesting.

  20. #230
    The Count of Bohemia Senior Member Cecil XIX's Avatar
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    Default Re: Successor game rules, draft one.

    Don't worry about it Zim, we're happy to have you as our GM. As for construction prioritization, didn't PK use that to construct the Huge Walls at Antiokheia? Or was that when he was Megas Logothetes?
    Last edited by Cecil XIX; 07-11-2009 at 16:09.

  21. #231
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by Zim View Post
    At any point anyone is free to put up their own rule system or volunteer to take over gm duties. I put my own efforts towards doing so because nooone else seemed willing to at the time and I've found these games to be a big part of the fun I've had since coming to the Org. I'm not a lawyer and I've never written rules for a complex game before. I'm just doing the best I can...
    I didn't mean to cause offense, I was just trying to spot potential problems before they occurred. I can tell you for a fact I wouldn't touch the GM spot with a 10 foot pole. I spent a year doing that for LotR, and for this game I just want to be a player. It is definitely a rewarding and fun job, particularly with the event system, but it does cause fatigue and I am currently fatigued.

    Quote Originally Posted by econ21 View Post
    I queried this earlier and apparently it is intended. I think the VH taxes are partly to slow expansion. I am inferring ownership lies with the conqueror, but because he can't recruit, it's not a very juicy prize. I think the wording was the result of some to and fro, though, so if you want to propose one or more alternatives, that might be helpful.
    No, it's fine, I just wanted to make sure the wording was doing what it was intended to do. As it stands, it will certainly slow expansion. Towards the end, LotR instituted a rule system for full-on independence movements that split off sections of the Empire from the rest and gave them an element of autonomy. Part of that included jacking up taxes to VH, and that resulted in serious unrest and rebellions in any province without a major garrison. This will will probably have a greater impact on slowing expansion than anything else proposed, simply because after we've expanded beyond the most immediate territories, the conquering army will have to remain as a garrison until the next Council session due to the unrest level. It will be a very effective method of expansion control.

    Quote Originally Posted by econ21 View Post
    I wonder if you could redraft that to allow nobles to swear oaths to nobles of higher rank (only)? Also, could you clarify where the King stands in relation to oaths, as I recall - with some pique - Lothar saying he did not recognise the King as his liege; is that the official KotF position on Duke-King relations?
    In LotR, no one could swear fealty to the Emperor, because nominally everyone was supposed to be a vassal of the Emperor. I think it would work the same way here. By allowing oaths to the King, you essentially imply that anyone who doesn't swear the oath isn't subordinate to the King, which just isn't true in our game.
    Last edited by TinCow; 07-11-2009 at 03:11.


  22. #232
    Wandering Metsuke Senior Member Zim's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by TinCow View Post
    I didn't mean to cause offense, I was just trying to spot potential problems before they occurred. I can tell you for a fact I wouldn't touch the GM spot with a 10 foot pole. I spent a year doing that for LotR, and for this game I just want to be a player. It is definitely a rewarding and fun job, particularly with the event system, but it does cause fatigue and I am currently fatigued.
    It's not a matter of being offended, more becoming weary. It seems I come home to ever growing lists of where I messed up. Rules changes are being proposed at a dizzying rate, and I've had trouble keeping up with edits, which have to be made hastily and then contain even more mistakes and contradictions. I'm just tired... I'm sure much of it is that now far more people are much more interested in the game, so more are sharing their input on problems.

    I'll try to compile a list of changes tomorrow evening after work

    "For Rule 3(d), it appears Wills are now pointless, as all inheritance issues are automatic. Was this intentional? If so, the last line can be stripped out and the word Wills should be removed from the title of the rule:"
    The last line about wills was meant to refer to Duke's passing on their titles. There was a lot of discussion in the pregame thread about making the game more like KOTR. I had thought land in KOTR tended to stick with houses, so wrote up the rules to make it go straight to the Duke of the noble's House. I also thought this might avoid the issue of someone leaving their land to another House with no perceptible reason, which their new character then immediately joins.

    Changing it to allow anyone to leave their land to whomever they wish is easy enough, but creates the chance of making the Houses a huge jumble landwise if players go crazy with their wills. It's certainly not a big risk, but from past experience neither is abuse of prioritizations, which we're discussing changing the rules to prevent.

    Since we're apparently now going away from the linear feudal chain system of LOTR, the part about Dukes without wills having their House go to the second in charge will no longer work. I intended it to be in case we end up with an inactive Duke who doesn't leave a will...

    Quote Originally Posted by Cecil XIX View Post
    Don't worry about it Zim, we're happy to have you as our GM. As for construction prioritization, didn't PK use that to construct the Huge Walls at Jerusalem? Or was that when he was Megas Logothetes?
    Was PK Megas for a term? It probably happened that two months I was away...

    Were there other instances of building prioritizations being used?

    Edit: Made some revisions to rules. There's still a lot to catch up on, though, which I'll work on tomorrow.
    Last edited by Zim; 07-11-2009 at 07:32.
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  23. #233
    Wandering Metsuke Senior Member Zim's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by Vladimir View Post
    As much as I like to have every advantage possible, I agree that buffing AI (i.e. English) settlements would add a challenge. What do you think Zim?
    I think it was suggested some time ago an addition be made to the rules allowing me to create armies for AI factions if need be. Not sure which post number, though.

    At the least I could add some troops to Normandy to make it tougher to take, and maybe eventually some to England as well if it's invaded, although I'll be adjusting the King's Purse of AI factions as well, so hopefully they'll be building enough already.
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  24. #234

    Default Re: Successor game rules, draft one.

    Don't worry Zim, you're doing a great job. We're nearly at the end of the rules phase, and then the fun will begin!

    I am a bit worried about the possibility of Nobles being able to switch houses. One of the great things about KOTR was the factional squabbling between the houses. It was great! In LOTR, however, houses were too fluid, and it killed any real friction, because as soon as someone got sick of the house leader, they just formed their own house.

    On reading the rules, it doesn't look too worrying, as long as it's not abused.

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  25. #235
    Senior Member Senior Member econ21's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by Zim View Post
    At the least I could add some troops to Normandy to make it tougher to take, and maybe eventually some to England as well if it's invaded, although I'll be adjusting the King's Purse of AI factions as well, so hopefully they'll be building enough already.
    My recommendation would be to at least give every faction some starting troops equivalent to the RBGs we spawn for ourselves - remembering they have 2hps. Afterall that is what each of us would insist on, if we were each asked to play one non-French faction competitively. I guess it would equate to about a couple of balanced, good quality stacks per faction. I would be happy to spawn the stacks myself if it was approved - putting them next to capitals or some such - as I worked out the composition of those stacks for most factions while running KotR. I suspect players might prefer the stacks be there at the beginning, so they can make strategic choices, rather than spawned at the last minute and breaking immersion & scuppering a strategic ploy. I would also be willing to playtest the change to see what the world looked like after 10 or 20 turns compared to without the stacks.

    I think it was mentioned that we treat bodyguards as heavy cavalry for the stack composition rule for a number of turns (30?). That would be good and should be written up in 5d. But I don't think it is enough, as the AI factions don't start with any heavy cavalry at all, except their generals. We should at least give them what we are giving ourselves, IMO.

  26. #236
    Senior Member Senior Member econ21's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by Ignoramus View Post
    I am a bit worried about the possibility of Nobles being able to switch houses. One of the great things about KOTR was the factional squabbling between the houses. It was great! In LOTR, however, houses were too fluid, and it killed any real friction, because as soon as someone got sick of the house leader, they just formed their own house.
    That's an important issue to consider - especially if the noble leaving, leaves with their lands, as presumably they will. I did not play LotR so I am not sure how this will all play out. Under the current rules, as I understand them, the person leaving the House will take their land? The Duke will have the right to declare war on the departing noble on the grounds that he is oath-breaker and if so all the Dukes other vassals will also be at war (at least in name, I cant see we can force them to fight or switch sides). The Duke will presumably have a military edge, so any conflict would presumably depend on the attitude of the other Houses. If they support the breakaway noble, then I imagine he could get away with it.

    If all of the above is true, it sounds reasonably ok to me - the penalties are very politically dependent, with some weight in favour of the Duke but not insurmountable. If a Duke alienates all his vassals, he could be deposed - which again seems ok. We could hardwire more support for the Duke into the rules, but I think governing (by Dukes etc) does require some consent.

    Is the above how other people see things? How does it relate to what happened in LotR? Were the same rules in play there, but there was too much fluidity between houses?

  27. #237

    Default Re: Successor game rules, draft one.

    I agree. Also, we will consistently have around 20-30 units of heavy cavalry due to RBG and family members.

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  28. #238

    Default Re: Successor game rules, draft one.

    Quote Originally Posted by econ21 View Post
    That's an important issue to consider - especially if the noble leaving, leaves with their lands, as presumably they will. I did not play LotR so I am not sure how this will all play out. Under the current rules, as I understand them, the person leaving the House will take their land? The Duke will have the right to declare war on the departing noble on the grounds that he is oath-breaker and if so all the Dukes other vassals will also be at war (at least in name, I cant see we can force them to fight or switch sides). The Duke will presumably have a military edge, so any conflict would presumably depend on the attitude of the other Houses. If they support the breakaway noble, then I imagine he could get away with it.

    If all of the above is true, it sounds reasonably ok to me - the penalties are very politically dependent, with some weight in favour of the Duke but not insurmountable. If a Duke alienates all his vassals, he could be deposed - which again seems ok. We could hardwire more support for the Duke into the rules, but I think governing (by Dukes etc) does require some consent.

    Is the above how other people see things? How does it relate to what happened in LotR? Were the same rules in play there, but there was too much fluidity between houses?
    In LotR, I think it was the same, but it was really hard for house leaders to stomp on rebellious vassals. The large distances involved really added to this problem. When I was Emperor, trying to attack rebellious players was impossible, due to the large distances. In KotF, we shouldn't have as big a problem.

    My main concern is that without players being really committed to a particular house, things can sometimes get disorganised and it's hard to find something to fight for.

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  29. #239
    Senior Member Senior Member econ21's Avatar
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    Default Re: Successor game rules, draft one.

    Quote Originally Posted by Zim View Post
    Changing it to allow anyone to leave their land to whomever they wish is easy enough, but creates the chance of making the Houses a huge jumble landwise if players go crazy with their wills. It's certainly not a big risk, but from past experience neither is abuse of prioritizations, which we're discussing changing the rules to prevent.
    Good point, I withdraw that suggestion. How about:

    (d) - Wills & Inheritance: Upon the death of a noble his land goes to the highest 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. Duke's can pass on their rank to a House member of their choosing, including by naming a successor in their will. Wills must be deposited with Zim before the character's death to be considered valid. If a Duke dies without naming a successor, the King picks the successor from among the highest ranked in their House.

    Changes in italics.

  30. #240

    Default Re: Successor game rules, draft one.

    Excellent. I would just add a clause allowing a noble to leave a province to his natural son. I think we had this in KotR.

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