The ACKs
game I spoke of way back in my first post has finally started. Its relatively slow
and low key and I don’t want to drop too many details yet (in case players read
this) but it seems to be doing pretty well. We play on Discord, which fits the
play-by-mail feel of kingdom play better.
Now, as I
stated, its not a real ACKs campaign.
See, the players are starting at 12th level, their individual
character sheets aren’t super important, and it’s not about dungeon crawling,
it’s about domain management.
When I was
setting things up though, I did research and one place I found some useful
information was over at the the Wandering Gamist's blog. Specifically this post here.
The guy also
has pretty cool ACKs home rules. Check him out.
The Gamist
thinks the domain system as it stands is too spreadsheet heavy and detracts
from the party’s cohesion. I agree. That
was one of the biggest problems with Birthright back in the day. The answer I arrived
at, and arrived at early, was to not bother with a party at all. Everybody gets
their own country. And nobody gets to
see their leader’s stats, instead the spreadsheet for managing the kingdom is
their character sheet.
Well they
get their own “country.” See, I decided to start the tech level lower, and made
them essentially former impoverished city-states who once were languishing
under a terrible evil empire. As a result, they’re all poor, small,
underpopulated, and in situations where they have to rebuild.
While
looking into it, I realized the “problem” of the King portion of the
Adventurer-Conqueror-King trifecta was that the King portion was well, too damn
smooth. You gain income, you pay outgo, a large portion of it is designed to
avoid pooling up money (money being xp, this makes sense), but I realized what
it lacked was ‘challenge.’
And that’s
because I don’t think it was ever really intended to be a source of conflict in
the game. So.. I did what countless bad DMs have done throughout the decades. I
started making house rules and custom scenarios.
ACKs is so
diamond hard in its mechanics that the economy, events and decisions by a
player have immediate, concrete and most importantly palpable effects for a
player. Increase families, increase garrison costs, increase holiday costs,
increase taxes and it upsets people on the morale roll, etc, etc.
This means
that the core mechanics, for lack of better words, the THAC0 of kingship is
built in, all it needs is, well, a dungeon.
The dungeon
is not necessarily a location. And the character sheet is not necessarily the
King. Instead the real character sheet IS the spreadsheet for managing the
kingdom. Lists of families, income, etc, all those hard crunchy numbers that
enable and are affected by what truly guides a game system, the player’s
decisions. And in that, I hope to find the “emotionally-charged play,” that the
Wandering Gamist speaks of.
I don’t
disagree with him though, the mechanics for supporting domain level stuff seems
a bit brief in the core ruleset. I had to create my own random events chart
based on the stuff from Oriental Adventures, to provide for at least one encounter
per player each ‘turn.’ Turns effectively being months.
I made the
turns months because that’s when income hits, and income is a major driver for
the kingdom. Remember, the idea is that the spreadsheet is the character sheet
since all we’re focusing on is domain-level play. This makes maintaining it
less onerous to the player, because it’s less of a strange side mechanic, and
more the primary mechanic.
Also, I
broke the hexes up. The maximum domain a player can control in ACKs is a
24-mile hex. This is comprised of a number of smaller 6-mile hexes. Since this
game is all about managing territory and kingdoms, I decided that an individual
player could manage a number of 6-mile hexes that would EQUAL a 24 mile hex,
and then I started them with just 7 6-mile hexes and left it to them to grow.
I also gave
them a treasury, rolled their land values, put the strongholds in place for the
initial hexes (some of which were barely sufficient and some of which were
stupidly massive) and determined their hex’s family pops.
Some
kingdoms started off relatively flush, others severely underpopulated, some
severely overbuilt, some with economies in the black, and one or two in the
red.
With the
issues of nitty gritty being moved from sideline to main game, suddenly players
are much more invested if they lose or gain a few families per hex here and
there.
One player
for example wants to expand. One wants technological updates. One has crazy
vassals. One is trying to keep his people fed. And everybody stares at the
random monthly events that come at them with weal and woe, while trying to keep
body and soul together.
Because
again, their decisions matter.
And that’s
what really makes or breaks a game.