tag:blogger.com,1999:blog-7590802709035411502024-03-13T10:00:17.838-04:00Another Creep on the BorderlandsSpookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.comBlogger112125tag:blogger.com,1999:blog-759080270903541150.post-82769967355047302372020-02-12T08:53:00.000-05:002020-02-12T08:53:26.436-05:00Railroads and VaultsMy comments on Miracle of Sound yesterday got me thinking about something. I mentioned how much I liked Open Air by Miracle of Sound, and how I liked how it compared against 'When the World Ended'<br />
<br />
What I mentally compared it against also, was Fallout. I find it bitterly ironic that the Russian post apocalyptic story is more uplifting. What's more ironic is that Metro's uplifting is basically Fallout's 'normal.' <br />
<br />
Metro's core conceit is that the bombs went off, and things were made very, very bad. The surface is coated in toxic gas, humans and mutants swarm through dingy dark tunnels that are the only barely survivable areas. Humanity is reduced to licking moisture off of walls and eating rats and lichens. Filth and misery pile up everywhere and the tunnels are ghost haunted because people fear that the afterlife itself was blown asunder by the apocalyptic exchange of weapons.<br />
<br />
Fallout's conceit is that cartoonishly evil governments fired rockets at each other motivated by greed and blew everything up.<br />
<br />
In Fallout, in half of the games you're a dweller in a vault, a place meant for survivors to hide out and then come out and restore the world. The vaults are mostly clean, bright, and well maintained. They have food, shelter, pool tables, and other amenities, and when you step outside, its post-apocalyptic crapshack, with people living in ramshackle houses, even three hundred years after the bombs have dropped.<br />
<br />
Fallout is shackled to its aesthetic. Metro conversely has people who were alive when the bombs fell, and who remember the world before. The big differences come from Exodus though. In Exodus the protagonist of Metro discovers that its only Moscow (which was nuked directly) which has air you cannot breathe and a surface blasted clean of all life save for mutant abominations. <br />
<br />
The Metro people find a train, and they ride outside and find that they can breathe the air, find that animals, plants and the like are still growing, they find more humans who are trying to live in the post apocalypse. Coming out of the vaults of the Metro and discovering a damaged but LIVING world is a sea change in tone for the series. They thought that humanity was going to die in the cramped dark, swimming in human excrement, with even their ghosts trapped forever. But it turns out there's hope outside, a chance to start over anew. The tone becomes one of optimism and looking forward because they're coming from a destroyed world to a merely broken one.<br />
<br />
The russians in Metro, despite the bombs dropping about thirty years prior have already started building new buildings, reclaiming old ones, and generally know how to make a roof that keeps the rain out, unlike the folks in Fallout after three HUNDRED years. <br />
<br />
Fallout has you coming from your secure, safe, underground vault into a place that's irradiated, hopeless and destroyed. You then have to fix whatever the problem of the game is, but the tone is one of loss, it pessimistically looks back. <br />
<br />
The irony for me is that irradiated, mutant infested craphole sums up both surfaces, but the Muscavites are overjoyed whereas the Vault dweller is terrified. Kind of interesting to me for reasons of tone, but also of how looking forward as opposed to looking back can drastically change your outlook. Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-25481967341286798712020-02-11T08:51:00.000-05:002020-02-11T08:51:26.329-05:00Spook's Review: Miracle of Sound, Level 10As I've said before, its my blog and I like to babble about all kinds of random stuff. My previous Spook's review was detailing Far Cry 5, and what I viewed as its positives and many sins.<br />
<br />
This time, I'm switching to the musical side of things.<br />
<br />
Miracle of Sound is Gavin Dunne. He's a musician who I've been listened to for well, ten years now. He's very productive. And while some people think that a musician who cranks out songs so rapidly might be untalented, I think he just likes being paid. And that's always a good mark in an artist.<br />
<br />
An artist who wants to get paid is an artist who wants to produce a product that people want.<br />
<br />
Miracle of Sound's 'Level' albums are pretty much entirely based on Pop Culture or Video Game themes. As Dunne's matured as an artist however, he's moved from songs that track a bit too directly to their source material to ones that merely capture that feeling. I think this is a positive. <br />
<br />
As an example, way back on Level 1, he had a song which was called 'Commander Shepherd' and was based on well, Mass Effect and made express mentions of the various characters and aliens from that material. <br />
<br />
Conversely, songs from Level 10 like 'A Thousand Eyes' or 'Open Air' are obviously songs about Bloodbourne or the Metro series, if you know what those series are. Otherwise one is a haunting, creepy song and the other strangely uplifting. That's to say that while Level 1 was video-game-music, this is music about video games. And that's a major positive.<br />
<br />
One of Dunne's spectacular talents though is his ability to reward continuity. As video games and other media have multiple interations, he's found a way to link the various Metro, Assassin's Creed, Witcher and other pop inspired songs through the use of expertly layered leitmotifs and lyrics.<br />
<br />
'Open Air' is one of my favorites from Level 10 because of how it harkens back to the 'Day the World Died.' One is a song about the fundemental despair of the Metro universe, and then the other feels like a relief, and a shining light of hope.<br />
<br />
Mr. Dunne also excels at capturing the feeling of each world that inspires his music. This means that his songs tend to have a diverse tone and feel, that makes each of his albums, and Level 10 in particular, feel like you're listening to more than one artist. <br />
<br />
Buy this man's music. <br />
<br />
<br />
<br />Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-67250082631494983942020-02-06T08:22:00.003-05:002020-02-06T08:33:58.962-05:00The Retrospective Campaign: The Curse of Frank Herbert Like many DMs out there, many nerds in general, I'm a fan of science fiction. <br />
<br />
Like some of the older nerds, I cut my science fiction teeth on stuff like Lensman, Dune and Slan. I don't remember much of Lensman (I need to pick it up and re-read it) I do recall that Lensman read like what I'd later identify as a 'light novel.' <br />
<br />
Slan is a discussion for another time, but then there's Dune.<br />
<br />
Dune was a book that made a big impact on me, and had a bigger impact on my world design for good and ill.<br />
<br />
Notably, Frank Herbert put a positively massive amount of backstory and details in the Appendix of Dune, because his primary story didn't waste time with explaining to you what things like CHOAM, the Bene Tleilax or such were. The story just dropped the terms like you knew what they were and kept running. In terms of pacing, this is great. However, its contributed to the reputation the man has for the story being positively opaque on first viewing. He also had countless groups operating in intrigue against one another.<br />
<br />
As a DM having countless groups at loggerheads all working independantly in a tapestry of plots and objectives can be helpful for staving off the 'they killed my bad guy too early' problem, but can also heavilly contribute to a sense among the players that they went to the swimming pool and found it almost shoulder to shoulder with other bathers.<br />
<br />
One of my players developed a 'web of intrigue' to keep the various power players and their relationships and conflicts straight. <br />
<br />
As a DM its easy to get bemused as your players get mystified by not understanding the motivations of enemies, and how they can get so easilly confused by having multiple groups of baddies show up that seem to be working at cross purposes.<br />
<br />
I think this is because for many groups, and many campaigns, the idea of the PCs vs 'the big bad' rings true. The idea that all evil, all trouble, originates from one primary source is a common one in JRPGs and in many story-focused RPGs and CRPGs.<br />
<br />
To try to ameliorate this I've tried to give the bad guy's certain schticks and tells (like a group having a specific group of humanoid servants they use or the like). <br />
<br />
I still wonder sometimes though if I have a complexity addiction when nearly every campaign's party has a web of intrigue, or a journal, or a diagram of enemies, allies and unknowns and their changing allegiances. Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-36621489307856569282019-08-07T05:30:00.000-04:002019-08-07T12:31:37.145-04:00The Retrospective Campaign: Its Not As Bad As It Seems<!--[if gte mso 9]><xml>
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Another
major take away from the campaign I learned, or rather relearned is that well..
The players don’t see the flaws, just the product. </div>
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<br /></div>
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There was a
part where my players were racing through the darkened corridors of an ancient
starship, forced to fight through legions of evil weapon-ghosts while pursued
by a being of pure hate and needing to contend against technological horrors
before finally coming to grips against the dueteroantagonist and the
worse-than-demon evil creature that was assisting her. </div>
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<br /></div>
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In my head I
was picturing the dark corridors, a mixture of agoraphobically open and
surrounded by the press of enemies and the necrotic flesh of the betrayed
dreamers of ages past, or racing through narrow corridors fighting the corpse
lit atrocities of past weapon wielders in tiny, dark chambers. </div>
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And it turned
into well..</div>
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Me having to
make maps using the Dark Omen set from Chrono Trigger, a few odd tokens here
and there, and people making Ultima references when one of the opponents (A
Pathfinder Gray Goo) was construed as them being attacked by <i style="mso-bidi-font-style: normal;">THE FLOOR</i>. </div>
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The battles
were tough, but overcome. And when the bad guy was defeated through a mixture
of weathering her nonsense and making appropriate conversation checks and I
felt defeated. I was worried I hadn’t properly conveyed what I wanted to. My
reach exceeded my grasp! My animation budget ran out and I had to use quick
shots of Japanese kanji and have two of my characters stand on an elevator for
two minutes without a frame change. </div>
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The players
loved it though. Unironically. They loved the fight with the floor. They loved
being chased up an elevator shaft by a Nightshade. They liked the pressure of a
certain number of turns ‘til disaster.</div>
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They felt
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<br /></div>
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And the
reason for this came from one of my players. They weren’t inside my head. They
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The
important take away on this is that while you shouldn’t cut corners, the
players will appreciate what you do give them. You want to give them the
Michellin star treatment, but you’re not that good. Not everyone has the time,
budget and like to give the Hollywood D&D experience. You need, as a DM, to
learn to not only incite, but also trust in your players’ imaginations. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-41814438907290302652019-08-05T17:00:00.000-04:002019-08-05T17:00:10.546-04:00The Retrospective Campaign And Where Spook's Been<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Well there’s
been a lot going on<span style="mso-spacerun: yes;"> </span>in my life in the
last six months. Work, that thing that provides the money that I use to buy
things to eat and such, has been a bear. Also, all of my work for SKM it seems
is going for naught as the players have moved on to other stuff.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I still plan
on finishing the rule set and trying again eventually. I put this much work
into it, and I’d feel bad about trying to sell it since I don’t want to step on
people’s proprietary toes. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
However, as
I want to have actual content for people to read.. So I’m going to unpack my
experiences a bit in this and a few other posts..</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Firstly, the
background though and a full summary of the campaign.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The game
started a few years ago, it was a Pathfinder game that started shortly after
the Advanced Class Guide came out. We started with, what’s honestly, too many
players. About eight of them. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I’ve
previously detailed the total party composition back in the post ‘Campaigns I
have Run’ back..well..last year. Yeesh, it’s been that long?</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Anyway, the premise
of the campaign was the heroes having to deal with two primary threats,
defeating them, and in so doing progressing the story of my campaign setting a
bit more. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
As this is
the first post I plan to make about this, I want to unpack the concept of how
to plan a narrative campaign. I bring this up because well, a lot of people
these days are focusing on a return to the sweet wonder that is the OSR and its
purely emergent storytelling. Some players still want the narrative planning
experience. And the trick to that is to figure out what your main themes are. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Themes, you
see, are more important than events. You end up riding the plot train a bit too
thoroughly if you decide to have your players re-enact your badly written
fiction instead of letting them play and get engaged on their own. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Themes also
assist you in determining how events play out, what will ‘happen next’ and so
on. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
A guiding
set of themes I built this campaign around were ‘The Importance of Letting
Things Go,’ ‘Death Is Not The End,’ ‘Change,’ ‘Things Passing Away’ and ‘There
Is No Such Thing As Being Neutral Between Good and Evil.’ Almost all of the
villains, in one way or another, were focused on trying to hold onto things
they shouldn’t have, control, power, love, and so forth, and the
misapprehension of a lesser good for a greater one, is one of the classics for
making a villain who’s an utter jerkass but who you can still understand. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The beauty
of building from themes (as opposed to from a map, or a plot) is that it lets
you roll with the punches quite well, and you can adapt to a lot more possible
events (player caused and emergent) while still knowing what you want to get
across. <span style="mso-spacerun: yes;"> </span>A course correction to make sure
a given NPC stays alive, or dies, or has a big noble last stand, are generally jarring
to a player, but if you’ve done your work on consistently theming, then when
events seem to keep resulting in consistent occurrences based on those themes,
it’ll actually reinforce the importance of player agency. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The theme
will also help you when it comes to dungeon designs, objectives, and so forth.
In a long campaign you’re going to have to make stuff on the fly. It’s just how
it works. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-23166542860293499602019-02-17T08:35:00.000-05:002019-02-17T08:35:18.436-05:00To the Courts: On the witness stand<!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Message Header"/>
<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Salutation"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Date"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Note Heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 5"/>
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A major
problem that DMs have with mystery and intrigue situations, is the question of
liars. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Players tend
to believe information NPCs tell them, even when its bad guys, because all of
the information being provided by the NPCs, in a way, comes from the DM. As the
DM is the one who provides the world for them, it’s understandable that they
have trouble taking into account that a mouthpiece of the guy who basically is
their eyes and ears, might be totally BSing them. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
In my
experience, I’ve noticed that players have a binary approach to the prospect of
lying NPCs as a result. Some decide if a guy is trustworthy or not, some think
that evil people always lie, and some just assume whatever information they
hear is somehow correct. What a lot of players <i style="mso-bidi-font-style: normal;">really</i> have trouble with, is inconsistencies. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The
Innkeeper’s daughter from our prior scenario, she might genuinely not know
where the Accused was while she was being visited by the town guard who claimed
to see him. She might lie and say the guard was at his post, not wanting him to
get in trouble or reveal their relationship. She thinks she saw the accused sneaking
around outside at 7am (it was actually someone else). She’s entirely certain
that the accused isn’t guilty though because she saw him in a situation where
he could’ve used the supposedly stolen item. She does however think he was
under a charm spell.</div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<span style="mso-spacerun: yes;"> </span>She might be entirely ignorant about some
details, lie about one topic, be wrong about another, be entirely forthright
with a third, and be honest but mislead on a fourth. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
This is
because information is a webwork. Especially in a court case scenario where you
have to figure out the holes in people’s stories and <i style="mso-bidi-font-style: normal;">prove them</i>. The daughter’s statement that she saw the accused at
7am for example might be grabbed onto by the party as a lifeline (tying in with
the timeline stuff I mentioned before) only to have it organically yanked out
from under their feet by the king’s prosecutor. This might wrongly lead the
party to believe the character is lying about <i style="mso-bidi-font-style: normal;">everything</i> though, and that’s again, where the problem comes up. </div>
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<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The DM
really, really needs to try to make it clear that characters know what
characters know, and their personalities, worries, and relationships effect how
they convey and interpret information they see. It’s important to get a handle
on this because this is where the real meat of a mystery, intrigue or court
scenario is. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
In your
notes, it’s helpful to make entries about characters indicating what they do
know, don’t know, and what they’ll say or lie about. This is because players
may interrogate on topics besides what you planned for, and those topics,
unexpectedly, may in fact give the players the edge they’re looking for. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-14282454992953976692019-02-15T08:19:00.000-05:002019-02-15T08:19:05.918-05:00To the Courts: The Timeline<!--[if gte mso 9]><xml>
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<br />
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I mentioned
in the last courts post that the Timeline was our next step in a judicial
intrigue scenario. This is because in most cases (not all), timelines are
necessary bits of evidence for any mystery plot at all. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Every
procedural at some point mentions stuff like ‘alibis,’ this basically is saying
the person couldn’t have committed this or that act because someone or
something can vouch for them being <i style="mso-bidi-font-style: normal;">incapable</i>
of doing it, and usually that’s by being at a specific place (not where the
crime was committed) at a certain time (usually when the crime was being committed).<span style="mso-spacerun: yes;"> </span>Frequently, witnesses and suspects will of
course, lie in these situations. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
It’s
important to develop a timeline, so that <i style="mso-bidi-font-style: normal;">you</i>
the DM knows who was where and when, and why.<span style="mso-spacerun: yes;">
</span>This can be usually accomplished by making a table of important plot
locations and times, and then filling in with who was in what place when. You
can add additional notes for yourself to flesh it out. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
When you
design a mystery like this, who was where when and why are important questions
to ask yourself, because it defines the evidence the players will be
desperately hunting for. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>It’s also where you can easily hide
inconsistencies the party can discover. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
How could
the town guard be at the castle, as his commander reported, at 9am, and then 20
miles away at the inn at 9:30 as the waitress reported? Is she lying to cover
up for him, or is the commander ignorant of where his men are? Your timeline
shows that he snuck out at 8am, and decided to visit his special friend at the
inn, which means that let’s say him saying he saw our friend the accused at
9:00 from his guardshack was a lie and he’s just covering his ass. If the party
can find out about the discrepancy between reality (as on your timeline) and
what people are telling them, this is the essence of an investigation and they’ll
feel clever for figuring it out. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The timeline
also helps out a lot with on-going investigations or plots that are still in
motion. Maybe a key witness will be killed at PCs+5 days unless they find him
first, giving them an alibi they really don’t want for their friend. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Next time, I’m
going to try to discuss a major issue for DMs and PCs. Liars. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-13013635348855816762019-02-14T08:05:00.002-05:002019-02-14T08:05:35.840-05:00SKM Development: Magical Research Revisions<!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="35" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
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<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
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<w:LsdException Locked="false" Priority="19" QFormat="true"
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<w:LsdException Locked="false" Priority="21" QFormat="true"
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<w:LsdException Locked="false" Priority="31" QFormat="true"
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<w:LsdException Locked="false" Priority="32" QFormat="true"
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<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
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<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
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<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
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<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
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Life, and
specifically work, have gotten in the way of me providing for the requested
modifications to the magical research system in SKM. I’ve neglected SKM a lot
actually, and its particularly sad since my players have been floating in a holding
action for over a year while I embarked on this goofball crusade to make house
rules, and ended up inventing a sort of weird new system. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Previously,
magical research required funding and gave no particular benefit. As magic,
unlike the other techs, doesn’t have a list of Research topics (RTs) it also
had no place for funding overages to go, and funding it became either a luxury
line of a successful kingdom, or a foolish and dangerous exercise. The costs
didn’t outweigh the penalty. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
You had to
spend reams of cash to maybe get nothing, and maybe end up with frogs raining
from the heavens. That needed work. My main issues were trying to balance use
with risk. Magic should not be a simple and safe procedure, but in that desire
I went too far to the extreme. Let’s try this again..</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
For our new
magic research, let’s stick with our three categories: Land, Artifact and
Creature. That part is simple enough. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
We’re going
to modify land magic though. Instead of it being a one time shot of whatever,
we’re going to make it like technology, and make it sustainable. Resource, Gold
or Food, will power discoveries for ‘Land’. This is representative of
sacrifices to enchantments, sacrifices, or rituals that empower it. So you’d
have a situation where maybe you need to toss 50 Resource on a flame pile to
get the Fertility enchantment you unlocked to work for a few months. Kind of
like in King of Dragon Pass. <span style="mso-spacerun: yes;"> </span>This also
gives us an easier resolution for a majority of land mishaps, you could just
toss some resources at them to make them go away. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Artifact
still provides items like magic swords, and the like. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Creature
provides creatures. Either wonderous, useful, useless, or dangerous (to your
foes). <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The required
sage for Magic Research rule, we’re going to keep. But he’s not going to go
crazy if he fears his tenure anymore and increase a chance for disaster. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The biggest
issue is the Mishap. And the solution to the Mishap is obvious. Previously, you
fed money into Magic and it had a chance of going to one of the three
categories. Now you choose the category, and a mishap, instead of having a base
percentage chance occurs when you decide to try to <i style="mso-bidi-font-style: normal;">push</i>. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<i style="mso-bidi-font-style: normal;">Pushing Magic</i> is something you can do to
vastly increase the likelihood of a magical breakthrough, at an increasing
chance of a Mishap occurring. In this system, every sage has a stat called ‘Risk
Acceptance’ or RA, representing how cautious or risky they are.<span style="mso-spacerun: yes;"> </span>When a sage is pushed, twice his Risk
Acceptance chance is added to the success percentage of unlocking a discovery,
however it also means that the <i style="mso-bidi-font-style: normal;">pushing</i>
triggers a potential for mishap equivalent to his RA. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Our First
Example Sage is Lactose the Buttermage, he has a 1% RA since he’s pretty
cautious (boring some might say). His king wants to <i style="mso-bidi-font-style: normal;">push</i> magical research on land magic. He throws gold at the problem
to the tune of 500gp. Let’s say that’s sufficient for a tier 1 magical land
effect RT and would normally grant a 50% chance of unlocking. By <i style="mso-bidi-font-style: normal;">pushing</i> Lactose, the chance is now 52%
(not much of an increase). The DM rolls the percentage, gets a 38, they unlock
a magical land effect. He then rolls a percentage to see if the 1% mishap
triggers, it doesn’t. The <i style="mso-bidi-font-style: normal;">pushing</i> was
successful. Lactose is pretty low risk. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Alternatively
our Sage is Antmatt the Fire Ant Speaker, he has a <i style="mso-bidi-font-style: normal;">30%</i> RA because he takes enormous risks for the good of learning. He
gets pushed. His chance for success launches to a stratospheric 110% (50%+60%),
assuring that <i style="mso-bidi-font-style: normal;">something</i> is going to
be learned or unlocked. His king rolls for the mishap, gets a 22 on a d100,
triggering a mishap. What they learned is that the fertility of spiders has
vastly improved as they rain from the sky. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span></div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
This way the
risk is placed on the player’s choices. He can choose to increase his risk to
increase success, and he can also choose to gamble by looking for sages either
more or less willing to take risks. Mishaps don’t occur randomly anymore, they
occur as a consequence of the player taking a measured risk. This I hope will
decrease the ‘magic just screws me’ factor. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Also,
instead of the money disappearing into the ether, 30% of ‘wasted’ monthly magic
funding will end up going into random available RTs of non-magical fields,
representing that while the mage wasn’t able to make a potion that made a man
as strong as steel by mixing some pebbles and chemicals around, it helped out the
kingdom in figuring out how to make concrete. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-60025133688142374692018-11-29T11:21:00.000-05:002018-11-29T11:21:15.529-05:00SKM Development: Magical Research<!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Message Header"/>
<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Salutation"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Date"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Note Heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 4"/>
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Magical research
is hinky, because magic itself is hinky. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The ACKs
system included different rules for being a mage ruling a kingdom. Involving
towers, and literally building dungeons and stocking them with monsters to send
adventures into to get components. </div>
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<br /></div>
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Magic
research, in our SKM system though, works a bit differently than the normal SKM
Research. It works differently insofar as well..</div>
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<br /></div>
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There is no
base 5% chance for discovery. Your people aren’t doing research into these
fields. </div>
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It <i style="mso-bidi-font-style: normal;">requires</i> a sage, who is our Magical
Research Sage, he has the same upkeep as a normal sage, but he is always some
variety of spellcaster. </div>
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<br /></div>
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Wizard
rulers may ask why they can’t do the research themselves, and the answer is
that they can’t because they’re busy ruling. That’s an old excuse, but I think
a fair one. </div>
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<br /></div>
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The way
magic research works is that funding for magic research is not funneled into
RTs, they have no RTs, it is instead funneled into one of three categories.</div>
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<br /></div>
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Wonders: This
represents kingdom wide magical effects, that may be temporary or not. Stronghold
walls become protected by ghosts. Higher crop yields. All of the cows milk
production being increased. Etc. </div>
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Artifacts: This
represents magical <i style="mso-bidi-font-style: normal;">things</i>. Generally
this stuff is limited, quasi-consumable and/or limited in scope. </div>
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Creatures:
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alternatively, represents the capture of similar beasties. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span></div>
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<br /></div>
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There is a
side area though. Disasters. Magical research is intrinsically unpredictable
and dangerous. And therefore, there is a base 5% chance that a disaster occurs
during the magical research. The creatures created are monstrous vampires. The
wonder is a perpetual rain of blood. The artifact is a cursed weapon that makes
whoever bears it mad, and so forth.</div>
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<br /></div>
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Magical
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when funded. Its benefit, or severity, is determined by how much cash you throw
at the sage. Unlike normal research, excess cash expended on this is wasted as
there are no RTs to fill. </div>
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<br /></div>
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There is an
idle hands rule though. A magical research sage who is not funded, will still
produce something (choosing a category at random), but his chance of causing a
disaster increases to 50%. He’s taking increased risks to try to get his
funding back and to impress his leader. The severity of a potential disaster is
based on the funding he received two months prior, and assuming the kingdom has
gone cold turkey, by the third month he will still continue hunting for
discoveries or disasters, but they will be minor.</div>
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<br /></div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-72933290371967307432018-11-27T14:00:00.000-05:002018-11-27T14:00:10.050-05:00SKM Development: Sages<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
A Sage can
be hired to assist research on a given topic, at the expenditure of 50gp, 2
subsistence and 5 Resource, monthly. Sages represent people who are incredibly
learned, and incredibly skilled in given fields. <span style="mso-spacerun: yes;"> </span>The expenditures represent their upkeep in
better resources, food, and housing, to keep them able to focus on your crazy
research. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
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A sage on
the pay roll for a topic himself represents <i style="mso-bidi-font-style: normal;">research
funding</i> for the topic he’s skilled with, even if no additional funding is
provided to that topic. A sage is also considered to represent 10% of the RV
funding himself for purposes of that discovery break down chart from the
previous post.</div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
That’s to
say, if you were funding 90% of the RV of a RT in a category, and have a sage
for that category, your chance of discovery is based on if you actually had 100%
of the RV. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Sages also
let you see what RT is currently being researched. The Sage can also be used to
discard RTs, but can only do this once until the next discovery on that topic
is made. Fully funded discarded RTs remain fully funded and may still be
discovered. Incompletely funded discarded RTs lose all but 10% of their RV.</div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
You can at
maximum, have one sage for each topic. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Sages, like
Knights, have personalities, and each will generate rolls on a ‘Sagacious Event’
table each month. I’m going to try to unpack that more in a post on “Interesting
SKM NPCs.”</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
This seems
simple, but we have to explain Magic Research. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
That one is
hinky. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-32117980277375235602018-11-27T10:25:00.000-05:002018-11-27T10:25:07.492-05:00SKM Development: Research<!--[if gte mso 9]><xml>
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<br />
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This has
been a long time coming. A really, long time coming. Yeesh.
</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Alright,
straight to it. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Research is
broken into Four Primary Categories. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Military –
Offense: Which is primarily designed around weapons, siege devices, and
offensive units. <span style="mso-spacerun: yes;"> </span>If it increases your
AR, it probable comes from here. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Militay –
Defense: Which is primarily designed around defenses, stronghold upgrades, and
defensive units. If it increases your DR, it comes from here. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Social –
This represents a catch all category for infrastructure improvements and social
improvements. Research to improve land, decrease spoilage, etc, comes from here.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Magic – This
is the dodgiest category. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
We’ll unpack
them in a second. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The actual
process of research, is somewhat more dodgy. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Every
Research Topic (RT) has a Research Value or RV. This RV must be reached (in terms of
funding) before the opportunity of the Research Topic being unlocked is even
possible. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
There are
tiers to Research. Now, I had originally considered providing a full list of
research topics, but I’ve decided instead to keep that stuff ‘behind the
screen.’ While its ‘behind the screen’ though, I am still going to roll
randomly on the chart I’ve made to determine what research is being handled by
the various pools in each country. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Everyone has one RT in each category at a time. They don't know what this is (normally), and these topics are for the most part entirely random. When the RT becomes fully funded, a new RT comes in though, even if the previous RT has not been 'discovered.' </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
To unlock a
Research Topic (RT) you have to <i style="mso-bidi-font-style: normal;">fund
research</i>. Every country is assumed to have a 5% base chance of unlocking
research that has fully met its RV, but when you are <i style="mso-bidi-font-style: normal;">funding research</i> that chance increases.<span style="mso-spacerun: yes;"> </span>Research funding represents a routine, constant,
investment in research. Having inconsistent funding, or having low funding will
harm the likelihood of a necessary break through. Funding also is the only
really consistent way to fill the RV of Research Topics. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Funding is
provided on the basis of gold piece, or Resource expenditure based on the RV of
the RT you’re hoping to unlock. Resources are considered to be equivalent to 10
gold for these purposes, similar to how it’s highly valued for stronghold
building. <span style="mso-spacerun: yes;"> </span>The funding must be provided
monthly, I can’t restate that enough. Funding provided to research isn’t ‘lost’
however, even if it fails to unlock a fully funded RT, it begins to go towards
paying off the RVs of other RTs. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Funding must
be provided by category. So in a month if you want to keep research funded for
all four topics, you have to expend resource or gold on each in a research
budget. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
If you are
providing less than 25% of the RV, or did not spend the previous month funding
research, you have a 5% chance of unlocking a fully funded RT.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
If you are
providing 26-50% of the RV, you have a 10% chance of unlocking a fully funded
RT. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
If you are
providing 50-75% of the RV, you have a 25% chance of unlocking a fully funded
RT. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
If you are
providing 75% to 90% of the RV you have a 33% chance of unlocking a fully
funded RT. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
If you are
providing 100% of the RV, you have a 50% chance of unlocking a fully funded RT.
</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Past this
point, it increases by 1% for every additional 100% you exceed the RV, to a
maximum of 59% where 1000% of the RV is being funded monthly. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
A percentage
die is rolled for <i style="mso-bidi-font-style: normal;">every fully funded RV</i>
in a topic being researched.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Research
therefore represents a ‘pissing money down the drain’ feeling until it pays
off. You never really see much in the way of major returns until you suddenly
do. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
However, a
way to avoid that trouble comes from our next point. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Sages. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-72002473991456821802018-11-01T09:16:00.000-04:002018-11-01T09:16:03.319-04:00To the Courts, Opening Statement<!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" Priority="1" SemiHidden="true"
UnhideWhenUsed="true" Name="Default Paragraph Font"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Message Header"/>
<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Salutation"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Date"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Note Heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 3"/>
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<br />
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I decided,
when I started this little topic, that I’d be developing an adventure as we
went along, so you folks could see how all of this comes together. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Alright. So
let’s assume that our end target is to have the PCs have to ‘rescue’ one of
their allies, the Paladin Alex Blackhart from the prisons of his liege lord,
the Good King Amplestan. Amplestan is himself, an ally of the party. He and
Blackhart are good friends, both lawful good folks. Blackhart though has been
accused of murdering a Duke, destroying the village of Con and conducting an
evil ritual (using the destruction of Con as its fuel) to summon a demon who is
currently rampaging through the crappier parts of the capital. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Blackhart
abjectly refuses to break out of prison. He won’t countenance anyone just
busting in and ripping him out. And he doesn’t want to see honest guards and
honest soldiers harmed. Traits which probably made him a pal of the party
before, well, this. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
He also says
he’s innocent. Unfortunately for him, there’s a pile of evidence against this. Eye
witnesses, physical evidence, and of course, the demon. Also, divinations have
come back claiming that he’s guilty as sin, with <i style="mso-bidi-font-style: normal;">other</i> divinations saying he isn’t, but the weight of evidence is
going to have Blackhart walking up the pathway to the gallows. Something which
the King would rather see not happen, given the demon, and given his
relationship with the man, but the King is a Good King ™ and therefore can’t be
seen to play favorites, nor to treat the law as something he arbitrarily uses
by wiping the issue away or issuing a pardon (which would still require exile),
so his proverbial hands are tied. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
So this
above exemplifies some of the requirements I see in the Legal based mystery
adventure.</div>
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<br /></div>
<br />
<ol>
<li>The Innocent
Party. Here, Paladin Blackhart. Note, that ‘The Innocent Party’ does not always
need to be strictly Innocent, but should be Innocent of the crime that’s got
him in trouble necessitating action on the part of the party. If he’s not, that can be used for intrigue too,
as the party makes the terrible discovery of their friend, ally, or whoever
actually being guilty, but if you do <i style="mso-bidi-font-style: normal;">that</i>
make sure there’s something fulfilling about the adventure, or they’ll just get
pissed at the shaggy dog ride. </li>
<li> The
Necessity: Blackhart refuses to get broken out, or do it himself, and the King
can’t just solve the problem. The necessity’s function is to make it so that
violence isn’t the easiest solution to the problem.<span style="mso-spacerun: yes;"> </span><div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in; margin-left: .5in; margin-right: 0in; margin-top: 0in;">
If the Kobold King was holding Bob the
Gnome in his jail for the crime of aggressive Gnomery and the punishment was
death, the party might decide (rightly) to just kick the Kobold King’s ass. If
it’s something like the King of Neutralvania is holding someone for theft, the
party might still blast their way in, even though Neutralvania has massive
armies, but might choose not to because the consequences are bad. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in; margin-left: .5in; margin-right: 0in; margin-top: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in; margin-left: .5in; margin-right: 0in; margin-top: 0in;">
The PCs could always try breaking
Blackhart out, maybe even convincing him to flee without his honor intact. But
that’s not ideal. The Necessity is basically ‘why we’re having a court
adventure’ so well, it has to be tailored for each situation. Just watch out
for weak sauce reasons. If the player’s first thought is ‘how do we get him off
of this bullshit charge’ that’s good, if they think ‘that’s dumb, I’m gonna
break faces’ that’s usually bad. </div>
<span style="mso-spacerun: yes;"> </span></li>
<li><span style="mso-spacerun: yes;"> </span>The Foe.
AKA. The Evidence.
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in; margin-left: .5in; margin-right: 0in; margin-top: 0in;">
The enemy here is the evidence. The
facts that are holding our Innocent party prisoner. They’re like midbosses in
the dungeon, they have to be tracked down and killed. Towards this end, they..</div>
</li>
</ol>
<span style="mso-spacerun: yes;"></span><br />
<ul>
<li>Should
always be <i style="mso-bidi-font-style: normal;">clearly defined.</i></li>
<li>Should
always be <i style="mso-bidi-font-style: normal;">clearly enumerated from the
beginning.</i></li>
<li>Should
be tied to appropriate hooks. </li>
</ul>
Notice I didn't detail who did the crimes, or what's going on, or how to solve this. That's because that comes later. Once you the DM decide what the adventure and the initial set of complications are going to be, then you have to go back, and well, figure that stuff out.<br />
<br />
So, the next step is well...<br />
<br />
The Timeline. <br />
<br />Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-44413214057446018322018-10-31T08:55:00.000-04:002018-10-31T08:55:05.826-04:00To the Courts! Not just a Basketball Reference<!--[if gte mso 9]><xml>
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I’ve been
working on figuring out research trees for the SKM Development now for the
better part of a few weeks. It’s tougher than I expected because I have to
like, balance out the changes against future stuff and make it worth it, and
blah blah blah. </div>
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<br /></div>
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It is
however something my players have universally requested. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
My guilt
over not getting that finished though has made me reticent to make other posts
on my blog, and that also makes me feel guilty. Guilt seems to be flowing
forward and back, and that, that’s ironically the topic for today. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
There’s a
lot of adventures that come up, dungeon crawls, sieges, hunts, and even the
occasional murder mystery, but a surprisingly complicated thing for PCs to deal
with, and one that typically requires the full diversity of their talents is ironically,
one of the least utilized.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The Court
Case. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The idea of
pursuing legal proceedings has a tie in of both a mystery and a normal
adventure. Like developing a mystery, it requires pretty spectacular work on
the side of the DM, however, it has numerous advantages over the standard
mystery. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The standard
mystery story in a fantasy RPG often runs up against the fact that the players
have access to supernatural means of determining guilt or innocence. This means
that ‘which one of us is a doppleganger’ can be solved (or derailed depending
on the opinion) by a spell of <i style="mso-bidi-font-style: normal;">true seeing</i>,
a spellcraft roll, or a paladin being able to <i style="mso-bidi-font-style: normal;">detect evil.</i></div>
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<br /></div>
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The issue
that makes a court case differ from that, is that in a court case, you aren’t
just trying to find out what happened, you have to find <i style="mso-bidi-font-style: normal;">proof</i> of what happened. And in that regard, most divination spells
have a lovely, let us say, personal range of effect, which means that the
witness is basically saying that magical faeries or the gods have made a
declaration, which, well, isn’t always accepted. </div>
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<br /></div>
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This means
our players might know <i style="mso-bidi-font-style: normal;">who</i> did something,
but without proof, the innocent accused might end up still getting the chop. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Court cases
also typically involve an aspect of intrigue that most intrigue based plots don’t
grab onto, since there’s an element of force, manipulation, and legalese
involved, just being able to bullshit effectively won’t always solve the
problem. The case typically isn’t just solved by hanging around a room with
fancy people. Investigation is necessary, which can lead to conflict,
exploration, and the like. Forget not that Dr. Watson carried a pistol, and he
used it pretty damn frequently. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
There are
some things that the DM has to address though before he starts bringing in
Legal Intrigue plots. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I’ll try
unpacking them in some other posts. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-22886512498101563652018-10-02T21:00:00.000-04:002018-10-02T21:00:00.314-04:00SKM Development: The Butcher Bill<!--[if gte mso 9]><xml>
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Casualty
assignment is actually what held me up for a bit. </div>
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<br /></div>
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Alright, last
time we had our engagement between Red’s archers and Blue’s Cavalry. </div>
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<br /></div>
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RED</div>
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10 Archers (0.5/4)</div>
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AR: 5, DR:
40, Automatic Casualties: 10</div>
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<br /></div>
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BLUE</div>
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10 Cavalry (4/1)</div>
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AR: 40, DR:
10 Automatic Casualties: 2.5</div>
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Red vs Blue’s
BR was -5.</div>
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Blue vs Red’s
BR was 0. </div>
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Therefore,
Red has suffered 2.5 casualties and Blue has suffered 5. </div>
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<br /></div>
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Now, the way
that casualties are typically applied is by being bought off by the opposing
force’s DR. This is bad for Red. Their cavalry only has one DR each. I made a
decision that casualties are applied to whole units, meaning that 1 casualty
has to be applied to a unit even if that casualty can’t ‘afford’ the unit’s DR.
Meanwhile, So on our casualty ‘pass’ we end up putting a casualty on 5
individual cavalry units from Red, and the 2.5 casualties incurred on blue end
up on a single archer. </div>
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Pretty
simple, no? We’ll also decide that 50% of casualties are non-fatal, with
injuries rounded up on uneven ties.. Meaning if we’re splitting 11 Light Infantry, we end up with 5 dead and 6 injured. </div>
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<span style="mso-spacerun: yes;"> </span>Also units to whom casualties are applied incompletely
are <i style="mso-bidi-font-style: normal;">injured </i>not killed. So if a knight has to eat .8 BR, he's just straight up injured, but not dead. </div>
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<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Where this
gets tricky is well, let’s complicate our scenario.</div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-67763692439577909382018-10-02T14:01:00.000-04:002018-10-02T14:01:14.024-04:00SKM Development: Hurly Burly<!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Note Heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 5"/>
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Whoo boy. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
This one is
pretty much hard math and mechanics incarnate. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Once again,
ACKs does it better. ACKs however does it better for one player group. Not for
five. They detail fun stuff like incredibly good morale issues, payment, injury
tracking, healing, and so on. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I kind of
wish I could imbed some of my test excel docs in this post (I might do that if
I figure out how to do it in post). </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Alright. Let’s
start. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
We have two
Forces, Red and Blue. Each has their own AR and DR, as we’ve previously
established. We get these numbers as a total of all of their respective forces.
Then we compare Red’s AR against Blue’s DR and Blue’s AR against Red’s AR. This
gets us two numbers. These are our <i style="mso-bidi-font-style: normal;">Battle
Resolution</i> numbers. BRs translate directly into casualties (as I’ll explain
below). </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Now Spook,
you ask, what happens if the BR is Negative? Like, what if my DR is so awesome
that the enemy can’t hurt me. Do I get people back? That’d be silly wouldn’t
it? Also, if I focused entirely on DR to the point that I can’t hurt my
opponent and my BR against him is 0, do we just bounce off inconclusively?</div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
That’s a
good question, fictional questioner. <span style="mso-spacerun: yes;"> </span>This was the first problem I had with
developing this combat system. See, 10 Cavalry vs 10 Archers resulted in this
sort of push. Cavalry couldn’t overcome the archer’s DR, and archers couldn’t
overcome the cav’s DR. We, by which I mean me, decided a long time ago that
this system is ‘defender’ focused though. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Therefore
the idea of <i style="mso-bidi-font-style: normal;">Automatic Casualties</i> was
created by Spook. <i style="mso-bidi-font-style: normal;">Automatic Casualties</i>
are inflicted to the tune of 25% of the DR of
the belligerent (our decimals only go to the ten's place btw). This means that in our above situation, where the archers have
a DR of 4 each, they have 40 DR total, and therefore automatically inflict 10 BR
of damage as <i style="mso-bidi-font-style: normal;">automatic casualties</i>,
the Cavalry on the other hand would inflict 2.5 <i style="mso-bidi-font-style: normal;">automatic casualties</i> (their individual DR is 1, so ten of them is
10 DR, and a quarter of that is 2.5).</div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<i style="mso-bidi-font-style: normal;">Automatic casualties </i><span style="mso-spacerun: yes;"> </span>demonstrate that every combat engagement is a
dangerous one, resulting in the possibility of deaths and wounds. And this, is
also where that AR vs DR disparity comes in. </div>
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<br /></div>
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An Archer
has .5 AR and 4 DR, so ten of them (as in our engagement above) have a total AR
of 5. Meanwhile, Cavalry has a DR of 1, meaning 10 Cavalry have a DR of 10.
This means that our archer friends inflict -5 BR on the Cavalry. Well, like I
said above, the BR doesn’t bring people back to life, but it does help to
negate damage. <span style="mso-spacerun: yes;"> </span></div>
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<br /></div>
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Having an AR
that goes into the negatives indicates that you are so ineffectual at damaging
your opponent’s forces that it helps to mitigate the <i style="mso-bidi-font-style: normal;">Automatic Casualties</i> he’d otherwise incur from engaging with you.
So, to return to our archer example above. We determined the archers inflicted
10 BR of damage as <i style="mso-bidi-font-style: normal;">automatic casualties</i>
but they’re so bad at actually hurting the cavalry their BR was -5, so they
only end up inflicting 5 BR of casualties as a result. The Cavalry on the other
hand had a BR of 0, and still managed to inflict 2.5 <i style="mso-bidi-font-style: normal;">automatic casualties</i> on the archers without a modifier since their
BR wasn’t negative. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
That’s step
one. We figured out how to hurt each other. Next, we need to unpack how we
apply that damage. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span></div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-24081863076050731672018-10-02T09:00:00.000-04:002018-10-02T21:37:39.998-04:00SKM Development: The Butcher Bill Part 2<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
For a complication
to our scenario. Let’s say I have </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
500
peasants, </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
100 Light
Infantry, and </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
5 knights. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
That’s a
pretty beefy force, no? <span style="mso-spacerun: yes;"> </span>AR 250 and DR
250. Pretty solid. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
They get
into a scrum with let’s say, a force of nasty orcs, who they beat up, but who
in turn beat them up to the tune of a BR of let’s say 120, and <i style="mso-bidi-font-style: normal;">automatic casualties</i> they can’t tank to
the tune of 40, so they have 160 BR worth of damage they need to expend their
DR on. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The force
isn’t homogenous like last time, there’s a lot of peasants, and some other
units higher up. Now a player would be tempted to blow his peasants first, or
cherry pick some other unit as a sacrifice. This is well and good, but it’s not
a good representation of the randomness of combat. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
What’s
important to remember if we ultimately only have six basic types of units. Peasants,
Light Infantry, Heavy Infantry, Cavalry, Archers and Knights. <span style="mso-spacerun: yes;"> </span>So we can split the threat up between them. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
We could
march right up the scale, taking one casualty out of each category, but that’s
silly. You’d never bother taking a knight since they’d be on the bench or in the
ground too quick, so instead, I came up with this system.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
You cannot
assign more than 10% of the damage you’ve incurred, to a category; except, you
can assign up to 25% of the BR to the <i style="mso-bidi-font-style: normal;">lowest
tier unit</i> <i style="mso-bidi-font-style: normal;">type</i> you have on the
battlefield. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
What I mean
by this, is that casualties walk up a sort of ladder. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Peasants get
hit first. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Then Light
Infantry.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Then
Archers.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Then
Cavalry.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Then Heavy
Infantry and</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Finally,
Knights. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Whoever the
low man on your totem pole is, you can toss 25% of the BR at them. Any BR you
have left over rolls back around again. Anybody except the low man on the list,
can opt to take no casualties on a pass, but that means that more casualties
will pass through the stack. They can also allocate less than the minimum
damage, even if this only incurs injuries. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Low man must
take maximum on first pass. After that, they only need to take enough BR to
incur an injury.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
So looking
at our part above.. The army has 160 BR to allocate. 40 BR can go to the
peasants. 16 BR goes to the other categories. The maximum number we can
allocate doesn’t change from pass to pass. Keep in mind also, these all
represent the results from a single battle, not an ongoing one. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Obviously
you can’t assign BR to non-existent categories though, so the maximum amount we
can assign on this pass is 72. That’s 40 BR from the peasants, and 32 from
assignment to the Knights and Light Infantry, who’d eat 16 each.</div>
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<br /></div>
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Now, 40 BR
is pretty flarking nasty for peasants. Each peasant only has .2 DR, so that
means that 200 of them end up on the block. 100 dead, 100 injured. </div>
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16BR hits
the Light Infantry next, they’re meaner though with 1 DR each, so it kills 8
and injures another 8. </div>
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<br /></div>
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Then the
Knights get hit. 16 is one full knight, and one partial. So two injuries. Why
two injuries and no fatalities? Remember, we round injuries <i style="mso-bidi-font-style: normal;">up</i> and they only incurred one full
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Our army now
has a problem though, that’s only 72 BR dealt with out of 160 and we still have
88 to go! First round didn’t even take off half. Well, it rolls through <i style="mso-bidi-font-style: normal;">again.</i> This time however, you can pay
off the BR with the injured, at the cost of making them, well, <i style="mso-bidi-font-style: normal;">dead.</i> </div>
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<br /></div>
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On the “upside,”
we still apply the amount of BR we can allocate based on the initial BR. <span style="mso-spacerun: yes;"> </span>So we can again plug 40 into the peasants, and
16 into each other group, as a maximum. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
So the
peasants come around again, we allocate 40 BR to them, again..which means 200
more of them up for the chop. We can choose to instantly toss the injured 100
we have in their graves, and then we’d end up with 100 fresh troops making up
the difference in BR (50 injured and 50 more dead), or we can instead opt to
grab a whole new bunch and put another 100 in the ground, and another 100 on
the injured list. </div>
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<br /></div>
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To
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<br /></div>
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We have 100
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We Can Opt
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<br /></div>
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Net result: 250
dead, 50 injured. We have 200 troops fresh. </div>
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<br /></div>
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Option 2:</div>
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We have 100
Peasants injured, and 100 dead from the first pass.</div>
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We opt to
inflict casualties on 200 fresh troops. We end up with 100 dead, and 100
injured. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Net result: <span style="mso-spacerun: yes;"> </span>200 dead, 200 injured. We have 100 troops
fresh. <span style="mso-spacerun: yes;"> </span></div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The first
option saves more of our men for fighting, at the cost of sending more to the
graveyard. If we knew for a fact this unit of orcs was the end of it for this
month, we might opt for the higher injury count. <span style="mso-spacerun: yes;"> </span></div>
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<br /></div>
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Let’s assume
we decide to keep more men fighting. Orcish horde after all. We go with option
1. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
We hit the
Light Infantry again, they now have to make the same choice. They toss their 8
injured from last time, and take 4 more fatalities and 4 more injured. They
want their fighting strength higher. There might be another orc army nearby. </div>
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<br /></div>
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The Knights
on the other hand, are taking a pounding. 16 more BR worth of expenditure on
them, is quite a bit! That’s two more knights out of commission at least. Well,
this is where what I mentioned comes into play, they don’t need to take their
maximum. </div>
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<br /></div>
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The Knights
instead opt to take 9 BR. This incapacitates one more knight, but doesn’t kill
any of them. So two hale and hardy knights, and three on the bench with
injuries. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The Knights
could entirely shirk on this, mind, and decide to take nothing. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
However,
this means that more rolls back around to the peasants and now they have to
decide how to incur the 23 last BR from this battle. The peasants, if their
commander wanted, could also opt to pay a minimum, and kick it up to the light
infantry, but in the peasant’s case, they’d only be able to take .1 BR without
losing a unit. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
So at the end
of the day, we end up with 3 injured knights, a few dead light infantryman, and
piles of dead and injured peasants. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The unit
then would act as if its dead units were lost, and as if its injured units were
unavailable, if it got attacked again, or chose to attack again, this turn. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
As you can
see, this is just on basic unit vs basic unit. When you take into account the
modifiers for say engaging an enemy, defending, being attacked while routing,
and so forth.. The situation can get a lot more swingy. <span style="mso-spacerun: yes;"> </span>And deciding what units to lose or keep, can
be complicated on the basis of upkeep, rearmament, and so on. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The injured
pop up back to fresh on the start of the next month. Yes, even if they got
their butts kicked on the last day of the prior month. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Lost units,
by the by, are lost. Your grandpa can’t train your son to be a Heavy
Infantryman if he died on the battlefield. You need to rebuy them. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-75322198590681706332018-09-21T09:17:00.000-04:002018-09-21T09:17:09.503-04:00SKM Development: Great Generals Study Logistics<!--[if gte mso 9]><xml>
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I’ve tried
in several places to make a difference between the Patrol forces and the Army
forces. Patrol is essentially the old ‘garrison’ force of ACKs, they exist principally
to provide for the stability of the realm. They get paid in a gold piece upkeep
cost (as we indicated last time) and are basically a kingdom’s ‘standing army.’
These are the career military guys, or trained mercenaries, hired thugs, town
guards, and so on. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The Army is
a force that gets raised, and generally should be raised uncommonly. As we
previously established, you can raise a military force of men equivalent to the
number of families you have without problem, and can double that number while
incurring some issues for production. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
We also
decided that the army and patrol forces, have different upkeep requirements. I’ve
decided to toss that though. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Instead, I
decided to find a way to represent the necessity of a supply line. An army on
the march is hungry, and a military force requires an upkeep when it leaves the
environs immediately surrounding the realm’s hexes. When it’s within those
hexes, it’s assumed the soldiers can grab food at local bars, at their family
farms and so on. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The supply train
allows for the main home hexes to provide for the army, but only out to a
number of hexes equal to the leader’s Ministry score. The train can be modified
on each of the five ‘turns’ for military movement in a month. Beyond that, the
force has to start relying on plunder or commandeer actions to provide for their
monthly upkeep. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
When deploying
a force outside of the controlled hexes , the ruler must indicate which hexes
the supply line is projected through, but can only path it through a number of
hexes equivalent to their Ministry score. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
We’ll refer
to the upkeep costs required <i style="mso-bidi-font-style: normal;">once they
are beyond their supply train</i> as the ‘campaign upkeep.’ The supply train
can also be interrupted if an enemy force lands uncontested on a hex the supply
train passes through, in which case the supply line is considered “cut” and the
military force will requires ‘campaign upkeep’ if the train isn’t restored by
the end of the month. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
As far as
specific campaign upkeep costs go, it represents both the requirement to keep
the soldier fed, as well as their desire for more ‘booty’ as the risks of being
far from their civilization sets in. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Peasants:</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
.5
Subsistence, .5 Resource. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Light
Infantry:</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
1
Subsistence, 1 Resource</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Heavy
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2
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<br /></div>
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Cavalry</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
5
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<br /></div>
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Archers</div>
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1
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Horse
Archers: </div>
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5
Subsistence, 2 Resource</div>
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<br /></div>
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Knights</div>
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8
Subsistence, 10 Resource</div>
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<br /></div>
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They still
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<br /></div>
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Failure to
meet these requirements results in the units becoming increasingly demoralized,
and if the subsistence requirement is not met for 2 months, the units will
begin to disband as they either desert or die of starvation. <span style="mso-spacerun: yes;"> </span>Knights will typically insist their Resource
requirement on Campaign Upkeep be filled preferentially to other units. </div>
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<br /></div>
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Cavalry and
Horse Archers can be cannibalized (representing eating their horses) to produce
1 Subsistence per unit so cannibalized, but it transforms them into the
equivalent of light infantry and archers respectively, and immediately
demoralizes them. Expending their equipping cost in Resource will restore them
to their prior status. <span style="mso-spacerun: yes;"> </span></div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
A unit
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supplied equivalent to 50% of the subsistence requirement of what would
otherwise be the force’s campaign upkeep.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
What this
means is that if a force interrupted the supply line heading to a unit
containing 100 light infantry, 50 heavy infantry and a knight, the force so
interrupting would gain 104 subsistence (which is still subject to monthly
spoilage), but preying on another enemy’s supply line might be a way to stave
off your own subsistence woes. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Tied in with
this fun is movement. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Heavy
Infantry requires two movement actions to move one hex. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Light Infantry,
and Peasants can each move 1 hex per movement action. </div>
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Cavalry,
Horse Archers and Knights can move 2 per movement action.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
You may
remember that a force moves equivalent to its slowest unit. Keep that in mind
if you’re bringing heavy infantry. <span style="mso-spacerun: yes;"> </span></div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-37565150892050173822018-09-20T08:03:00.000-04:002018-09-20T08:03:06.688-04:00SKM Development: Waging War<!--[if gte mso 9]><xml>
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<br />
<div style="margin-bottom: .0001pt; margin: 0in;">
Combat between units. Now we’re
getting into more gritty mechanical stuff. And this is really where my lack of
skill comes to the forefront. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
Firstly, we decided that everything
happens on a month by month basis. However, having only one action to declare
in a month is kind of well, sucky, so let’s decide that each month contains five
combat ‘turns.’ </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
On a turn, a unit can either battle,
move, restructure, engage in combat, defend against engagement, scout, retreat,
be routed, be mustered, sack or conquer. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<b style="mso-bidi-font-weight: normal;">Battle</b> is an involuntary action, if two opposing units share a hex
on one of the five action count downs, they will battle. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<b style="mso-bidi-font-weight: normal;">Movement</b> is the movement of your force. An army moves as fast as
its slowest unit. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<u>If two belligerent units stumble
into one another, say by blind movement, this results in both forces fighting
at disadvantage. </u></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<b style="mso-bidi-font-weight: normal;">Restructure</b> means that you can choose to adapt your force’s
composition, say by breaking all your cavalry off, or by merging together separate
groups of peasants and the like. Units can only be restructured together when
in the same hex. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<u>If attacked while restructuring,
you can choose to immediately reintegrate the units together, or have a free
movement of one unit while the other stays behind to fight.</u></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<b style="mso-bidi-font-weight: normal;">Engage in Combat / Defend Against Engagement </b>is when two
belligerent forces encounter one another. Engaging is when you launch an
attack. Defend Against Engagement is when you prepare to receive an attack. Defending
requires two consecutive actions be declared as ‘Defend. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<u>Engaging a hex that has no unit
it in, puts you at disadvantage for the rest of the month. </u></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<u>Engaging more than once per
month, except against a routing enemy, puts your force at disadvantage. <b style="mso-bidi-font-weight: normal;">Unless,</b> your military unit is entirely
cavalry and/or knights, in which case you can engage twice. <span style="mso-spacerun: yes;"> </span></u></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<u>Defending grants you an
advantage.<span style="mso-spacerun: yes;"> </span></u></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<u>Engaging a force that has chosen
to defend puts you at disadvantage (they’re still at advantage for defending). </u></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<b style="mso-bidi-font-weight: normal;">Scout</b> gives you details on one of the hexes surrounding your force
(from a military perspective). Armies with at least five hundred infantry or
one hundred cavalry are immediately detected by units in adjacent hexes,
although scouting is still required to get specifics on number and composition.
</div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<u>If you choose to scout on the
same turn that a unit in the hex you are scouting launches an attack, they are
put at disadvantage. </u></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<b style="mso-bidi-font-weight: normal;">Routed<i style="mso-bidi-font-style: normal;"> </i></b>is involuntary
movement imposed on you when your force breaks and falls into a disorganized
retreat. The force falls back a number of squares equal to twice its movement away
from its enemy, typically towards its own territory. If the force had
individual units within it that had a better movement (such as cavalry), they
break away and form separate routing forces. You are unguarded while routed. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<u>Routed units who encounter
non-routed units can be restructured so long as they are within a hex adjacent
to the non-routed unit. If they are not restructured, they continue fleeing
even if they pass directly through an allied unit.</u></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<b style="mso-bidi-font-weight: normal;">Mustered<i style="mso-bidi-font-style: normal;"> </i></b>is the act of
raising the military unit. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<u>Attacking a unit that is
mustering or which mustered on a preceding action, puts them at disadvantage and
grants advantage to the attacker. </u></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<u>Patrol forces are always
considered to be raised. In the event of bandit plunder attacks, they are
considered to be present for immediate specific deployment from any <span style="mso-spacerun: yes;"> </span>hex possessing a stronghold. </u></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<b style="mso-bidi-font-weight: normal;">Sacking</b> involves one of two options. One is Plundering, and one is Commandeering.
A hex being sacked does not contribute its resource or tax to its regular
owner. Sacking puts your force into an ‘unguarded’ state as they are spread out
looting, threatening farmers or running around terrorizing peasants. You cannot
sack a hex that has an undefeated stronghold in it. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<u>Commandeering</u> means that the
enemy unit within the hex forces the populace to essentially pay the unit’s
monthly upkeep. They take the necessary subsistence or resource requirement
from the hex itself. A hex forced into a ‘cannot feed its own people’ state by
this doesn’t destabilize immediately though, as they know that they’re being
robbed and not mismanaged, but if they suffer for too long they may destabilize.
<span style="mso-spacerun: yes;"> </span></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<u>Plundering</u> means the
military force is robbing the people. Bandit and raider events are always
considered to be ‘plundering.’ A plundering force takes twice the regular
generated subsistence, resource and tax value from the hex at the cost of 2d10%
of the population being lost (they are either driven off, or killed). If a hex
is plundered for six turns consecutively, it is depopulated. Bandit events will
never occur to the same hex on six consecutive turns, as this would depopulate
a hex, and they view the populace as a resource to be cultivated. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<b style="mso-bidi-font-weight: normal;">Conquering</b> entails that the unit leaves behind sufficient forces
with a DR to ‘protect’ the hex, for purposes of claiming it and establishing
control. This results in a hex becoming ‘contested’ between two belligerents. The
one who actually provides for the hex’s security requirement is considered to
be its owner for purposes of family assignments and income. Two opposing forces’
DRs are considered to cancel each other out (IE: A hex has 200 families, so a
DR requirement of 20. Army A has a DR of 40. Army B has a DR of 51. This means
Army B is supplying 11 DR to the hex, but that’s insufficient to control it.) <span style="mso-spacerun: yes;"> </span>Contested hexes must have forces <i style="mso-bidi-font-style: normal;">dedicated</i> to their defense, and these
units cannot be used to represent security elsewhere in a realm. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
Also, to defend against conquest or
conquer a hex, a force must be in a hex. If opposing forces are both in a hex,
they resolve their DR for control <i style="mso-bidi-font-style: normal;">after</i>
their battle. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
Now, this is where I am a mild jerk
water because these actions have to be decided essentially simultaneously. So
two opposed players would need to be doing these actions at roughly the same
time. They are however, done sight unseen, like playing Battleship. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
Now, Spook, you ask, what is
advantage and disadvantage? And for that, I answer.. it’s one of those
modifiers to combat. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
Advantage to attack increases your
AR by ½. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
Disadvantage to attack decreases
your AR by a third.</div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
Advantage to defense doubles your
DR. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
Disadvantage to Defense halves your
DR. <span style="mso-spacerun: yes;"> </span></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
Being Unguarded cuts your AR and DR
to one quarter of its usual value, rounded down. </div>
<div style="margin-bottom: .0001pt; margin: 0in;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0in;">
Let’s take a closer look at this in
a bit, since I want to unpack it more in my brain. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-31984460420862946972018-09-19T08:25:00.002-04:002018-09-19T08:25:29.359-04:00SKM Development: The Cost of Men<!--[if gte mso 9]><xml>
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<br />
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Alright,
military stuff again. Because this stuff has an application for the economics
of the realm. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
One of the
issues that the ACKs system had, was that losses were instantly re-absorbed
because the hiring cost for a unit was identical to the cost of upkeep. This
was simple for book keeping, but made losing men to misadventure something
almost inconsequential. A dead light infantryman was replaced immediately by
another light infantry man. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Looking at
the requirement for upkeep and purchasing for troops, I concluded that we
needed a few things taken care of first. One, precisely how we dealt with
military operations (casualties specifically), and how much a trooper should
cost at the on-set. </div>
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<br /></div>
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Well, the
last part first, I decided for a simple first shot. A soldier’s initial
purchase cost is equivalent to six months of pay up front. This represents the
expenditure in equipment and resources for the guy.<span style="mso-spacerun: yes;"> </span>This differs on the peasant. Their upkeep is
0.5 gp/mo, and their purchase cost is 1gp. So, with that simple calculation we
get..</div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
HIRING COST:</div>
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Peasants: 1
gp </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Light
Infantry: 12gp</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Heavy
Infantry: 30gp</div>
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Cavalry:
48gp</div>
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Knight:
120gp</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Archer: 18gp</div>
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Horse
Archers: 36gp</div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
As I said
quite some time ago though, Resource again shows its usefulness here. Not every
can be bought with resource. The leather armor of a standard light infantryman,
or the farm implements of a peasant are too small and fiddly. Its for stuff
like heavy armor, horses, and so on, so.. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
RESOURCE
HIRING COSTS:</div>
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Heavy
Infantry: 3 Resource</div>
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Cavalry: 5
Resource</div>
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Knight: 10
Resource</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Horse
Archer: 5 Resource.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<span style="mso-spacerun: yes;"> </span>So in lieu of spending 120gp for a knight, you
can spend 10 resource to equip them. You still have to pay their upkeep
however. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
These
hiring, or better put equipping costs, are the same for when you raise the army
to train them. On the upside, you don’t need to upkeep trained soldiers, just “buy”
them. The exception being the Knight. Knights always stick around. You can’t “lower”
Knights or disband them once you’ve created them. The unit itself won’t stand
for it. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Ok, that’s
basic prices aside, now onto the issue of warfare itself.. That’s going to need
a post all on its own..</div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-61474481210587975282018-09-18T07:09:00.000-04:002018-09-18T07:09:02.541-04:00SKM Development: The Turn part 3!Morale..<br />
<br />
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
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<w:LsdException Locked="false" Priority="31" QFormat="true"
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<w:LsdException Locked="false" Priority="32" QFormat="true"
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<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
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<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
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<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
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<w:LsdException Locked="false" Priority="52"
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<w:LsdException Locked="false" Priority="46"
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<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
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ACKS had a
doughty morale system with something like 9 tiers to it. Each of these tiers
affected production. </div>
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<br /></div>
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That’s great
for them. I guess it’s important to know if a group is Stalwart or Loyal, or
Apathetic. In SKM we want some simplicity, especially when we have to build our
spreadsheet at the end of the day. And I don’t want to have to create subsheets
for tracking a thousand subcategories on different areas. </div>
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<br /></div>
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Therefore,
this one’s going to be a simple system.</div>
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<br /></div>
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First, we
only have four categories instead of nine. Loyal, Stable, Unstable, Rebellious.
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Loyal Hexes
are hexes that will stand by their leader through thick and thin (at least for
a while). The capital always starts off Loyal. Loyalty’s mechanical effect is
that you can call on the hex to grant you a major boon. Essentially, they’ll
work overtime and give you quadruple their output for a turn. <span style="mso-spacerun: yes;"> </span>Cashing in this boon however, knocks them down
to Stable. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>You can only get hexes TO Loyal by event, or
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Stable hexes
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produce their material. They pay taxes. </div>
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Unstable
hexes are a problem. Every month, the hex gets a roll on the DM’s ‘unstable hex’
table. This means increased chances for bandit activity, insurrection,
accidents, crime, and so on. Stuff that makes the hex a pain in the butt. You
become unstable if you go unfed, if your troops are raised for too long, if the
ruler is being a jerk to you, or based on event. Being unfed for six months or having
disadvantageous event resolution, incurs a cumulative chance for the hex
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Rebellious
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him. You get no resources from them until you bring them back to heel. <span style="mso-spacerun: yes;"> </span>A hex that’s conquered and brought back from
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<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<span style="mso-spacerun: yes;"> </span>You don’t need to survey the morale. You just
know. It’s a simplification. Deal with it. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-26292036086623889092018-09-17T09:08:00.002-04:002018-09-17T09:08:24.666-04:00SKM Development: The Turn Part 2!<!--[if gte mso 9]><xml>
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<br />
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Alright. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Last time we
discussed agricultural investments. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I’d like to
polish off Research, but I need to figure out stronghold component costs for
that first. I’m pretty sure I’m going to need to do some in-game course
correction on pricing as this game plays out. Assuming we can get the game
going again after the hiatus we had to go on. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
So, let’s
pound out some easy mechanics.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Send out
explorers. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Really easy.
Sending out a group has a chance for people to detect stuff in the hex (usually
threats).</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The ability
to discover could be over complicated by adding a time mechanic, but the
assumption is that dedicated units spend a month exploring and report back at the
beginning of the next month. So, for simplicity’s sake, let’s assume
discovering things is broken into three categories.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
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Obvious:
This represents like a city, major features, or something that can’t be missed
(herds of buffalo, a lizardman city) and so on. Infantry has a 100% chance of
spotting obvious features, and so does Cavalry. Peasants have a 80%. Since
Peasants occasionally malinger. </div>
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<br /></div>
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Obscure:
This represents small villages, hidden tunnels, weird caves or odd rare
creatures. Stuff like that. Infantry has a 75% chance to spot it, because they’re
on foot and since they’re moving more slowly are more likely to spot the stuff.
Cavalry has a 60% chance. Peasants a 40%. </div>
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<br /></div>
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Hidden:
Places intentionally hidden, put aside, or obscured. Infantry has a 50%.
Cavalry a 40% and Peasants 20%. This is for stuff like a forgotten temple. A
hidden fairy village. Or a secret den of thieves. And in most cases discovery
in this case means ‘we know it’s there’ not ‘we know where it is.’ If the
explorers beat the search roll by 20% (rolling a 30 or lower for infantry, 20
or lower for cavalry or 1 for peasants) they do locate the feature. </div>
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Of course,
discovering a location risks being discovered, and so the locals will respond
in kind. That I’ll handle by an off-screen combat roll between the two groups
involved. The ruler can give his exploration teams basic orders however..</div>
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<br /></div>
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Passive Exploration:
Observe and Break Contact On Discovery. </div>
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Diplomatic
Exploration: Observe and attempt to open communications. Flee if attacked. </div>
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Aggressive
Exploration: Observe. On event of hostile contact, attempt to destroy. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I do plan on
adding the complexity of the people leading the group having personalities that
may conflict with their orders from time to time. They aren’t robots after all.
</div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The other
half of this coin is Surveyors. Finding out the land value and subsistence
value of a hex. These guys also take a month, but they cost cash. About 500gp
for a month’s effort. They’ll also have to deal with the locals (and always
take the option to run if they can get away with it), but don’t give their cash
back if say they weren’t able to finish their job because lizardmen attacked
them. So the player is behooved to clear, or at least remove threats, from a
hex before sending in a survey team. This fellow, if successful and uneaten,
will tell them the Resource and Subsistence value of the hex. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The better
version of a Surveyor is an Explorer. The Explorer is also better, arguably
then the patrol exploration. This guy has a price tag of 2000gp. He has a 100%
chance of discovery in the hex however, and comes back with information on the Subsistence
and Resource value, all in one month. <span style="mso-spacerun: yes;"> </span>He
might even clear a threat. The problem is that the Explorer gets paid up front,
and some of them are charlatans, and some of them might not come back if the
stuff in the hex is dangerous enough. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-74290121659880684302018-09-06T08:37:00.000-04:002018-09-06T08:37:17.946-04:00SKM Development: The Turn<!--[if gte mso 9]><xml>
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SKM’s
development is nearing its end, but the last climb to the top isn’t going to be
an easy one. It gets steeper, not milder, the higher this mountain goes. So, I
decided to take some time to figure out what’s left.</div>
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<br /></div>
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I need..</div>
<br />
<ul>
<li>Initial “purchase”
costs for troops.</li>
<li>Stronghold component costs, upkeeps and AR/DR ratings.</li>
<li>Detailed research trees.</li>
<li>More mechanics... </li>
</ul>
When I say ‘mechanics’
I mean a revision of a post I made ages ago for the ACKs group called ‘what can
you do in a turn.’
<br />
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<br /></div>
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See, the
idea was to balance out the month with what could be done, without giving a
player choice paralysis by giving him too much to do. <span style="mso-spacerun: yes;"> </span>Primarily, what you could do was: </div>
<br />
<ul>
<li>Resolve
Events </li>
<li>Go on
Adventurer (this used your whole turn though) </li>
<li>Send Explorers
Out (using your garrison) </li>
<li>Send
surveyors out (costing money to get detail on hexes) </li>
<li>Initiate
building projects</li>
<li>Survey the
morale of a single hex</li>
<li>Spend Money
on Your Research</li>
<li>Do
agricultural investments. </li>
</ul>
<br />
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Let’s table Events
and Adventuring for now and go down the list in order of importance, so..</div>
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<br /></div>
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Alright, the
primary, and most used turn option in the old system was ‘agricultural
investment.’ This was ACK’s way of getting you more families. Blow 1k gold and
get a 1d10 roll to add that many fams. Works well enough in ACKs, <i style="mso-bidi-font-style: normal;">except</i> in SKM kingdoms aren’t drowning
in gold anymore. Since we have Tax, Resource and Subsistence now as income,
only Tax actually generates gold (at about 2gp/fam) and based on my evil math,
that’s barely enough to keep body and soul together for security requirements
(again assuming our 100 fam territories), at least at the start.<span style="mso-spacerun: yes;"> </span></div>
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<br /></div>
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Blowing
resource on it doesn’t seem sensible. Tossing around chairs, furs, and fancy
metals doesn’t seem like the ideal way to lure more people in, which means our
only real choice is subsistence. This makes non-mechanical sense as well since
the idea is ‘that place has a lot of food.’ So instead of throwing 1k gp on the
fire for a 1d10 roll, let’s go with letting the players buy themselves a 2d6
roll for 35 subsistence. <span style="mso-spacerun: yes;"> </span>2d6 because the
expenditure of 35 sub is a bit more then 1k gp, and because this way we don’t
have the player tossing quite as many resources away and just ending up with ‘1.
It also results in a more bell curve distribution and a less janky feast or
famine (ha ha) response. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Since Subsistence
isn’t something that the player wants to waste, this means that the “investment”
for growth arises from actually, well, focusing on growth by dedicating more people
to it as opposed to just tossing cash away. However, because I’m a jerk.. While
the new families are attracted by food, they gravitate towards <i style="mso-bidi-font-style: normal;">wealth</i>. So new families generated
through agricultural investment (buying them with 35 sub) end up in areas that
have the highest resource value. So you don’t get to pick which hexes you’re
trying to improve anymore, just your ‘realm’ as a whole. </div>
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<br /></div>
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In addition,
ACKs used a relatively complex table for determining normal population growth.
The smaller your realm was, the faster it grew, the larger, the slower, and so
on.<span style="mso-spacerun: yes;"> </span>Since this game is <i style="mso-bidi-font-style: normal;">about</i> managing populations and the like,
we’ll do away with that and keep things simple, by again ripping off another
part of ACK’s system. ACKs had you roll 1d10 for every 1000 people in your
realm, and then another 1d10 for every 1000 people. One was your growth, one
was your loss. I kind of like this mechanic, but I’m going to mess with it a
bit. Instead of gaining 1-10 family across the entire realm (remember, unlike
ACKs, we’ve got multiple hexes in a ‘realm’), I’m going to have the player roll
a number of D6s according to the total number of hexes they have, for up and
down. So 7 hexes is 7d6 growth and 7d6 decrease, and then let the player
allocate loss and gain as they see fit. So at worst you lose 35 families, and
at best you gain 35 families every turn. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Ok, that’s
another bit of mechanics shored up.. I hope I’m not making horrible errors. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-50523032404614175992018-08-30T10:22:00.000-04:002018-08-30T10:22:00.194-04:00SKM Development: More Strongholds<!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="35" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="10" QFormat="true" Name="Title"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="1" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
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<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
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<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
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<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
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<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
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<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
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<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
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<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
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<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
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<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
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<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
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<w:LsdException Locked="false" Priority="21" QFormat="true"
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<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
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Now that we
figured troop costs out (kind of), or think we did, we start on strongholds. As
I said, we’re trying to figure out the basics and one of our aims <span style="mso-spacerun: yes;"> </span>here is that the stronghold will pay for
itself. So..</div>
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<br /></div>
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<span style="mso-spacerun: yes;"> </span>Alright, we’ve established Light Infantry have
an upkeep of 2gp per month. Let’s assume that we have 7 hexes, each with a
population of 100. We’re doing this for simplicity’s sake. This means that we
need 140 Light Infantry. So 280gp per month to provide security for the hex,
just in Light Infantry, we chose LI because they’re worth 1 Defense Value, I’m
using them as a standard.</div>
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<br /></div>
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So that
means that it costs 3,360 per year to keep our realm secured with light
infantry. Across five years, this means we’d have to expend 16,800. But our
stronghold should provide a beneficial cost overall, so, let’s assume the stronghold
costs 12,500. That’s about ¾ the cost that it would cost to just keep Light
Infantry around. Ah, but it doesn’t end there. </div>
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<br /></div>
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I’ve decided
to toss out all of the ‘additions.’ The laundry list of doorways, portcullises,
heights of walls, and stuff that ACKs gave us, isn’t really necessary. We’ll
have fewer strongholds, but nobody wants to get that granular in this campaign.
I’m going to replace them with upgrades. So instead of needing to worry about
every doorway, rock and portcullis, we’ll just focus on the big upgrades, like
barracks, stables, and moats. Fun stuff. Essentially, like buildings in a 3X
strategy game.</div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
And that
brings us to the Basic Fortress. The Fortress will cost 12,500 as decided
above, have an upkeep of 40gp, and give a Defense Rating of 100. But Spook, I
hear someone say, why 100? Didn’t we already decide that its equivalent to five
years worth of the protection of 140 Light Infantry who have a Defense Rating
of 140. This is about seventy percent of that. And I answer, yes, that’s
entirely accurate. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span></div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Remember
back when we decided to have strongholds represent deferred costs? We suggested
the concept of providing for covered upkeep through them, and that’s what I
decided here. Since we built this facility for our patrol troops to live in, we
defer their upkeep costs. So 50 Light Infantry, 100 peasants, or 8 cavalry can
stay here for free. No monthly upkeep on those garrisoned units. Now, again,
assuming our LI are 1 Defense Rating each, that means that the stronghold is
effectively giving us a DR of 150 for an upkeep of 40 gp/mo, or 480 gp/year,
which is a decided premium over paying 3,360 per year but did require the
rather large up-front output of 12,500gp or 1250 resource, plus the cost of
construction. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-59903358564783307372018-08-29T10:17:00.001-04:002018-08-29T10:17:17.323-04:00SKM Development: Matters of the State, More War<!--[if gte mso 9]><xml>
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<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Before I get
into some nitty gritty, I have to explain a change I decided to introduce. I
mentioned earlier how I intended for troops to provide a ‘security rating’ of
sorts, but I never quite detailed how that was going to be calculated. Also,
the thought occurred to me that certain troops are better at certain things and
worse at others. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
So..</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Alright.
Security Rating is right out. We’re calling it Defense Rating right now (DR).
Every troop type, and fortification, will provide a DR. Our DR for our entire
realm is equal to 20% of the total number of families, rounded up. So, 7 hexes
of 100 families each, gives us a required DR of 140.</div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
That part is
easy. We just need to make sure our fortification and available patrol troops
equal that. And if they don’t equal that, then what we incur isn’t just
unhappiness, but an increased chance of banditry (which is represented by just
having part of your subsistence, tax, or resource income go down the can). I’ll
work on the details to <i style="mso-bidi-font-style: normal;">that</i> when I
unpack events. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Now, the
other part is well, figuring out how our troops do in a fight. How do our
peasant’s fair when they’re rolled out against say, a group of giant black
widow spiders, or made to attack a neighboring kingdom? </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
And thus, I
discovered, we need an <i style="mso-bidi-font-style: normal;">Attack Rating</i>
or AR. This pleased me because I realized that an AR vs DR was an
understandable thing. An AR higher than a DR could allow for some simplicity in
realm vs realm combat, with some rolling on the side based on our stats like
shrewd, thew, and the like, to modify the results when our leader is well,
leading his troops. <span style="mso-spacerun: yes;"> </span>Basically, the difference
between AR and DR determines the extent of how likely defeat or victory is, and
then we add on a modifier to overcome that difference (or exacerbate it). That’s
a later post’s topic though. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Right now,
we’re just focused on figuring out two things. Upkeep costs and AR/DRs. I’ll
worry about hiring costs later when I unpack the army further, since army
prices need to be competitive against patrol forces.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Alright. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Spook hates
numbers, but they’re vital to a RPG system. So he hopes he didn’t mess up. I
didn’t even consult with the ACKs costs for individual units because as stated
previously, they’re well, taxes. Also, the ACKs stuff gets tricky. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Firstly, we’re
going to start with some limited troop types to start with. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Seven in
fact. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Melee: Peasants.
Light Infantry. Heavy Infantry</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Mounted: Cavalry
& Knights</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Ranged: Archers
& Horse Archers. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Other
categories might get added later, or through tech trees. When we make tech
trees.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<b style="mso-bidi-font-weight: normal;"><u>Peasants</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Peasants are
untrained shlubs. Their AR and DR are both abysmal. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
.2 AR / .2
DR</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
0.5 gp/mo
upkeep</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
These little
jerks are our first decimal on the list to start with. They’re cheap. They’re
however pretty damn inferior, especially when we arrive at..</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<span style="mso-spacerun: yes;"> </span><b style="mso-bidi-font-weight: normal;"><u>Light
Infantry</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
LI are our ‘standard.’
They’re a lightly armed man-at-arms. Reasonably trained. Equipped lightly.
Professional enough of a soldier. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
1 AR / 1 DR</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
2gp/mo upkeep</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Yes, one
light infantry man is worth 10 peasants, and only costs what it costs for 4. This
will be balanced out later with a higher recruitment cost for them. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<b style="mso-bidi-font-weight: normal;"><u>Heavy Infantry</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Bigger,
tougher. These are your tough guys. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
AR 3 / DR 3</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
5gp/mo
upkeep</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
They hit
harder. They punch firmer. But they’re expensive. Also, as we’ll find out
later, they’ve a hidden fee in their already higher upkeep requirement, but
yes, one of these guys is worth a little more than 2 LI and you have to pay for
that. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<b style="mso-bidi-font-weight: normal;"><u>Cavalry</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Cavalry will
be faster than the other units (when I work out how many hexes I want them to
cover in war). They’re lightly armed and armored, but have a horse, and that
momentum helps them to run people down or take them out with spears. HOWEVER, when
defending, they’re basically just light infantry.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
AR 4 / DR 1 </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
8/mo upkeep</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<b style="mso-bidi-font-weight: normal;"><u>Knight</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
A knight is
like a medieval tank. One of these guys is worth about fifty peasants, and it
shows. However, they’ll have Role Play issues associated with them, and a
greater commensurate recruitment cost. And yes, you could conceivably defend a
realm with a population of 700 people with 14 of the guys. Just don’t lose any.
</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
AR 10/DR 10</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
20/gp month
upkeep.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
You can see
why you’d want one though, they give the best AR and DR values of every unit.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<b style="mso-bidi-font-weight: normal;"><u>Archer</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Archers,
despite people’s modern day opinions, were not renowned for their accuracy.
What they were renowned for was being devastating in large numbers, and for
making attacking fortified locations an absolute horror show. <span style="mso-spacerun: yes;"> </span>They do however require a little more
training, and a bit more upkeep as they have to expend their arrows in most
cases to use their bows.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
AR .5 / DR 4</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Upkeep 3gp/mo</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
They cost a
little more then our Light Infantry, but defend locations a lot better. Having
an entire army of archers might make it hard for your kingdom to be assailed,
but well, it’ll make it harder to expand outward unless you have enough of them.
</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<b style="mso-bidi-font-weight: normal;"><u>Horse Archer</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Ostensibly a
specialty unit. The horse archer is currently only available to the kingdom of
Kn’saara. As such it’s a good jumping off point for us to examine what future
research-unlock troops might look like. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
AR 1 / DR 4</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
6gp/mo upkeep.
</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Somewhat
superior to the basic archer. A little pricier on upkeep. As stated though,
they will have superior movement. So it’s not a massive upgrade, but..</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Ok, that should be good as a jumping off point. We'll finalize recruiting new troops later, but the upkeep values should let me figure out some stuff about strongholds. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0tag:blogger.com,1999:blog-759080270903541150.post-58436460608808409802018-08-28T12:55:00.000-04:002018-08-28T12:56:45.758-04:00Campaigns I have run<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I sadly
can’t remember all of the specific details of campaigns I’ve run in my home
brew campaign setting. What I do remember is that they began back when I was a
kid, before I was in High School, and tended to be weird and all over the
place. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
A majority
of these games have entered into what I call the Prehistory of my setting. And
a lot of the ‘ancient lore’ that players these days dig up come from then.
Sometimes some of the events are stuff I came up with, but frequently, its
stuff a former player of mine did (admittedly sometimes ‘cleaned up’ to account
for the fact I was probably about 12 or so when we did it, and therefore stuff
was a bit, well, janky. I remember PCs having a staggering loss of limbs back
in those days. A love of B-movies was always a guiding aspect in the world’s
design though. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
What I do have
a better grip on, is what happened after third edition came out. Our initial
experiences in college of 3e were bad, mostly because of well, a lot of bad
DMs. I’ve had a staggeringly large amount of bad DMs in my experience. But, I
was chosen, and so.. I started campaigns. It’d been a while since I’d formed a
full campaign so my first one was well, pretty generic.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I have since
added titles to these campaigns (they initially didn’t have any) because some
of my players, well, started to. They also started to refer to them as
‘seasons,’ like on a television show, something I wouldn’t see for RPG stuff
until Pathfinder came out. I’m going to drop details, because I
frequently like to harken back to these things for examples. I might flesh out
what happened in them more later on. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<u><b>“The Black
Shrouds” </b></u></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Season: 1. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Third
Edition, Levels 1-19</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Party
Members:</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Gelmir –
Purifier Cleric of Loeda</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Tar
Dardragon – Rogue</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Gar Venosh –
Dwarven Fighter</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
With later additions</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The Monk Who
Was Transparently Based On A Cartoon Network Property</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
& </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Nat Nott –
The Sorcerer</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Run a game. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Yeah. That’s
always a great thing. Here’s a new system. Here are new players. What the hell
do you do? </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
In my case,
I cobbled up a quick world guide, gave details on the various countries. Made a
bunch of absolutely terribly balanced feats and threw the heroes into the wind.
</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The first
adventure had our first three players, Gelmir, Tar and Gar discover that well,
no one in the party was human. This is always a big discovery for some players.
The realization that torches and light sources are decidedly less valuable in
D&D if you aren’t a human being. They also discovered early on that well, I
don’t always use stuff straight from the book, as they had to make their way
through a dungeon filled with midget zombies (lower CR for a first level
party). </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
They rapidly
discovered how efficient they were at smashing through stuff and declared it
was like they were ‘Black ops’ operatives, in how quickly they dispatched their
foes and declared their fellowship to be so named. They later changed it to the
‘black shroud’ since that sounded more in tone. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The black
shroud mostly dealt with low level crap, made some money, killed some
hellhounds and then found themselves hired by Veygo Terel, a member of a
powerful magical council in a distant country. He gave them an airship, and
tasked them with seeking for magical items, seemingly unimportant and goofy
ones. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The ship was
named, well, the McGuffin. My personal nod to the fact that the items,
innocuous and goofy as they were, mostly served as a means to throw the party
into a wide variety of weird situations so I as a nascent 3e DM could get a
feel for the way the system worked. It wasn’t high adventure, but it was a hell
of a lot of fun. Evil temples, forgotten eyries, underground complexes,
castles, collectors, thieves guilds, ancient monsters, dragons, forbidden
places. They went all over to find these stupid little items and then bring
them home. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Along the
way they made friends and allies, discovered odd plots and ancient things,
gained powers and made names for themselves as heroes, and build a mercantile
empire for themselves that started with them selling magical blankets. Dozens
of stories they still talk about (well, to nerds) arose from this. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The twist
was that Mr. Terel was attempting to gather up these items because they’d been
made by the mortal who became the dark lord who sundered the world, and tried
to use them to bootstrap himself into that position, resulting in our heroes
having to beat him around head and neck. They got to beat up their boss. They
got to be great heroes. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I closed up
the campaign, since my school year was over, and headed home for the summer,
already planning for the next year. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<u><b>“The Compass
Rose” </b></u></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Season: 2 </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Third
Edition Levels 1-18</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Party
Members:</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Aramir – The
rogue/cleric (Gelmir’s player)</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The
Stonelord – A mage/cleric with the stonelord PrC (The guy who played the knock
off)</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Tar
Dardragon (Back now, as a half-celestial Halfling mage, because of
shenanigans). </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The Nameless
Spy later The Spymaster – A bard with a focus on being a sneaky spy. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Zerrick
Sturron – Paladin of Zean</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
And about a
thousand guest stars</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The guest
stars were because during the first campaign I’d transitioned into being
basically a guy who ran games at the shop that was our venue, so I had people
hopping in quite a bit, who’d then transition out. So for parts of the
campaign, we had a barbarian, a snide duelist, another mage, a guy who really
hated werewolves, an elf cleric who didn’t like electricity, and a few other
guys who’d show for a session or two. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The first
adventure over here was something more serious, to go along with the fact that
this campaign actually had more of a metaplot. The party was hired to rescue a
woman from a crionian temple. So, they went forth and did that, and along the
way learned quite a lot about themselves. Mostly that a party with that many
multiclass people, and that much squish wasn’t quite as burly as last ‘season’s
party. They started being a little more cautious. Over time, they discovered a
strange jewel in one treasure hoard, and on taking it to be examined, found
themselves assaulted by a gaggle of weirdoes. They were assisted by a woman who
said she was from the bornan ministries (the same place the bad guy from the
previous season was from) and that they’d found something called a ‘Compass
Stone’ and told them about how they’d like to hire them as official agents to capture
the others. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Another
McGuffin plot, except not as much. The hunt for the stones was opposed by,
well.. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The Compass
Rose, the ultimate item being able to be produced by bringing these things
together was something that basically let you ask the creator of the world, for
a personal favor. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
A lot of
people wanted it. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
So aside
from the cosmic hoops of having to fight through dungeons and complexes
designed for the express function of keeping these stones (and the rose itself
into which you inserted said stones) out of the hands of people, they had to
contend against other people who wanted it. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
A player in
the group literally started keeping an enemies list, it had a collection of
over 40 individuals, groups, deities and governments. So, it was less a ‘hunt
the McGuffin’ and more a race against an enormous web of enemies, allies,
frienenemies, and just plain weirdoes. Sometimes the players would show up at a
dungeon to find it was already looted and someone’d stolen the gem. Surprising
me, they loved this. It taught me that players loved when their decisions
mattered, even the bad ones. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Ultimately,
they winnowed the groups down, and had a long, drawn out slobberknocker of a
fight against the group that was essentially ‘The Evil PCs.’ They made history,
and I closed up shop, since, well, I graduated from college. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<u><b>“The OVA” </b></u></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Season:
Direct to Video </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Third
Edition (Epic Level) Levels 21-26</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Party
Members:</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Zerrick
Sturron - Paladin</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Gelmir
- Cleric</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Tar
Dardragon - Wizard</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The
Spymaster - Bard</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
And </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
2 other
dudes. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I didn’t DM
this one. I got occasional updates on it though.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
See, some
other DM decided he wanted to run an Epic Level D&D game. Unfortunately, he
didn’t want to go through the trouble of doing a 1-20 campaign, nor, did this
luminary wish for his players to just create epic level characters (although he
later allowed it). So when he presented this, the group said to him, “Hey, we
have characters available for that.” So, three of my prior players
brought their characters in, brought <i>my campaign setting</i> in because they
supposedly liked it so much, and picked up three other players who got to make
epic level characters anyway. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The entire
debacle was apparently enjoyed by the players, but they enjoyed it partially
because the poor DM (I never did get his name) spent the entire time like a
madman trying to herd cats because he hadn’t planned for 1.) What happens in a
3e epic level campaign and 2.) The weird shit that goes on in my campaign
world. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
See, take
Gelmir. Her goddess is, among other things, a deity who manages reincarnation.
Her prestige class (made by me) granted her an ability, she could touch a dead
body and prevent it from being raised as an undead, or returned to life <i>by
any means</i>. This is because the soul got kicked down the line to its next
incarnation. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Well, the
epic level handbook tells DMs that having your bad guy die is no big deal ™ and
therefore, not to worry. So he had a classical BBEG, who got beat up by the
party and then had his freshness sealed in by Gelmir. So the DM was left with
no plot anymore, and had the rest of the campaign devolve into a sort of fight
club with some of my bigger bad guys, most of whom acted wildly out of
character and had them explore a new continent while ignoring my world-guide’s
constraints on what countries should be like. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
All in all,
they liked it, but for the most part considered it to be ‘non canonical’ except
for broad strokes. Sadly, that was mostly the last hurrah of the ‘college
group,’ and with me no longer at college, now in a master’s program, I fell out of
DMing for a bit. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<u><b>“The Sewer”
Season: Pilot Only</b></u></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Players: I
honestly can’t remember. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
This one ran
for a session. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
A single
session. The party fought lemures in a sewer. It took four and a half hours to
resolve one fight, against two lemures, in a 20x20 sewer drain. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I learned
that trying to run D&D in a chatroom with no map overlay was the activity
of fools. However, I did introduce a guy named H’taed On to the third edition
crowd (he’d shown up in some 2e stuff forever ago, on a MUSH).</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<u><b>“The Claw of
Klein”</b></u></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Third
Edition </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Season 4.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Raoul
Denevare – Wizard</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
A rogue who
was only there for two sessions</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Yoru –
Cleric</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Cray –
Barbarian/Sorceress</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Lukri –
Paladin</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Dasilietiern
– Drowcor Rogue</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Toru –
Fighter/Rogue Shadowbane Inquisitor </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I play on
MUSHes (Multi-User Shared Hallucination), essentially the forerunner of the
modern MMORPG, except with no graphics and much nerdier. So this time, the
players arose from that source. This campaign ran for about two years. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
It started
off with our party being told to collect a book from a run-down house. The
party came together, learning how to operate together, despite starting off as
a squishy bunch of squishies (save for the paladin). Similar to the Compass
rose campaign, they had some other more normal adventures, and then discovered
that apparently someone was waking up the minions of ancient Great Evils ™ for
fun and profit. And along the way they discovered an artifact known as The Claw
of Klein, which was tied in with one of these Great Evils ™. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The party
had numerous misadventures, dealing with the various groups in the world who
wanted the evils to return, be stopped, be left alone, and so on, and
discovered that the campaign world had a precarious place in the greater
meta-planar-political narrative. They dealt with some pretty evil stuff, and
were getting close to their end game, when I got booted off of the MUSH I
shared with most of the players and the game kind of tumbled apart. A few of
the players were upset that they didn’t get to ‘really finish the setting,’ and
I was kind of upset too since I’d really enjoyed it. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
It’s still
in my craw as an ‘Unfinished game.’ But I had to declare how things turned
out. I decided the players were far enough along that a good ending was going
to happen, but kept the details vague. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Ironically,
this campaign had only a minor‘McGuffin’ element to it. It was mostly about
literally fighting the enemies, knocking them down a peg, and restoring order.
There were a lot of bad guys to fight though, and the party would have found
themselves fighting against a resurgent Klein. Course ‘Klein’s identity was a
weird thing. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Once again,
after this, I was spent, and kind of just sat around for a while. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<u><b>“The
Resolvers”</b></u></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Pathfinder levels 1 to ???</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Season 5</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Party
Members: </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Jabbar ibn
Abdul Qadir (A summoner, Raoul’s player)</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Vitor Drell
– Paladin</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Arkadel
Drell – Bard</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Adalia –
Purifier of Loeda</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Garund Veldt
– Barbarian</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Bae’drin
Deghim – Drowcor Rogue</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
He Who
Listens to the Earth – Monk (Toru’s player)</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Gram Von
Amsel – Magus, later Wizard.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Tycho and
Ellard – A gunslinger and psion, dropped by their player and replaced by
Arkadel above. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
This one is
current. Initially, I had too damn many players. Holy shit. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
And then one
started playing a summoner. Yeesh. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Anyway,
their first adventure was breaking out of a sinking ship. They’d been unjustly
imprisoned, and well, they had to find out who the guy was who broke the ship,
who imprisoned them, and generally ‘what the hell is going on.’</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
The campaign
has gone on for a ridiculous eight year span (mostly because the earlier game
sessions ran longer and thus I could cram more in) and is still going strong,
with the party having discovered that they’re involved in some galaxy spanning
meta-planar crap involving a group of Immortals known as the Prolongers, who
inflict terrible things on the world, in exchange for trying to forestall the
apocalypse on the part of various divine (but not necessarily beneficent)
beings. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Again, an
online campaign. Bizarrely enough, started at the impetus of people from the
previous game, who were apparently hurting for a campaign to run. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
I’m hoping I
can stick the landing this time. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<u><b>"The Elemental Panoply"</b></u></div>
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Pathfinder Levels 1 to ???</div>
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Season 5ish. Gaiden series. </div>
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Party Members:</div>
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Zaigan the Dhampir Cleric</div>
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Druss, Fighter</div>
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Booker, Fighter/Rogue</div>
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Hagbard, Mystic Theurg</div>
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Kaya, Sorceress</div>
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Erin, Ranger</div>
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Also current. The Resolvers are run online, these folks are run in meat space. Their plot is a lot more McGuffiny and is again a return to form for me, with a powerful collection of items, various groups contending for it, and a very confusing plot of bad guys (including Bokrug from Cthulhu fame) being involved in one way or another. </div>
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The group's composition is different and was my first real return to tabletop DMing after online DMing for a long period of time. </div>
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Its also an entirely different experience, since the players, their outlooks, their character design, and their methods for interacting with the world are wholly different. So its been fun. </div>
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//</div>
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Spammy post aside, I might explore some things I've learned from some of these. </div>
Spookhttp://www.blogger.com/profile/08964225365016966994noreply@blogger.com0