I’ve been
running an ACKs campaign of a sort for a few months now. A few months because
it takes a considerable amount of time to resolve each turn.
In general,
I really like the ACKs system, its smooth, its crunchy. Choices matter and things
you do with it are well, fun and enjoyable.
However, we’ve
started to discover it might not be the best for running a multiple player
kingdom management game.
See the
issue is that the weight of the complexity is making it impossible to really
manage the turns and the decisions, and in the lack of automation, the players
have been forced to rely on ever increasingly complex spreadsheets. This is
because ACKs was never intended for tabletop Civilization style play. The
kingdom management stuff in ACKs was intended primarily as backdrop, and I
still think the complexity was designed for the express purposes of making
players realize why Conan felt that settling down in a kingdom was so much of a
sea change from his previous adventurer lifestyle.
The weight
of managing Hexes, land values, populations, garrisons, strongholds, events,
etc, quickly became too much, and I was building an increasing framework of
house rules around the already overbuilt ACKs superstructure that made things
somewhat overtaxed. See, again, ACKs doesn’t expect you to have to be dealing
with MULTIPLE domains.
And thus, I’ve
started building the system I’ve dubbed SKM (Spook’s Kingdom Manager). Since we
don’t really care about the on the ground framework, I’m less worried about
some of the issues ACKs is. However, there were some elements that had to be
immediately addressed.
·
ACKs grants a hex a land value, service value
and tax value. Ultimately, all of these turn into money (gp). Service value can
be adjusted the easiest off of morale. Tax is adjusted by the ruler. Land is
typically not adjusted at all. It all forms the foundation of a single resource
(gold) which is used for damn near everything. This simplicity is based on the
fact that ACKs uses gp at its xp granting mechanic. This game though doesn’t
care about xp. So..at the moment I’ve actually added complexity in the form of
eliminating these values and replacing them
with Subsistence, Resource and Tax (Well I kept tax). Subsistence represents
the hex’s capability for feeding its people. Subsistence is a straight up ‘can
you feed your people,’ Resource is a fungible thing I intend to be able to be
used for various purposes (decreasing construction costs, research costs,
conversion into gold or subsistence) and tax provides just straight up gold. I’ll discuss this stuff more in depth in
another post. It’s all WIP.
·
In ACKS, there was a ‘stronghold’ requirement
for a demense. I felt this was unnecessary for a hex-based kingdom management
game and opted instead for a ‘Defense Value’ or ‘Security value’ that could be
provided by either a single output on a stronghold or an ongoing output on
garrison forces (think hired guards).
·
In ACKS, the “Garrison” is based on the demesne.
I believe that ACKs intended for a demense to encompass the entire held
territory of a player, however, we added on a hex framework to provide a reason
for exploration and more fun for management. I decided to ditch individual hex
garrison and stronghold requirements earlier (last bullet point) and then
further decided to just have a garrison for the entire territory. Each hex
still has its overall requirement, but now the garrison is considered to be on
patrol, out and about and checking up on the area.
·
The stronghold requirements are still difficult.
Representing the stronghold, with all of its delicious side things
(drawbridges, parapets, etc) is somewhat necessary. As is the upkeep costs for
the same. Particularly as one of the kingdoms in the game is in bad financial
straights because of the overbuilt defenses they have. However, with the
Security or Defense Value mechanic I’m working on, now all of those perks give
a benefit. Whereas in ACKs they were just expenditures that didn’t give a
specific mechanical benefit.
·
Raising an army and operating it was a freaking
nightmare from a spreadsheet / management perspective previously. Everything in
ACKs affects everything else, so the sheer level of IF/THEN statements I’d need
to code would make things impossible to manage. I decided to simplify the army
system, even if it lost a bit of its crunch.
·
At the core, as I continue working on SKM, I’m
trying to keep to the following goals.
o
Player choices have to matter and events and
decisions should have meaning. Players should worry about things like their
people starving if they misappropriate resources.
o
Exploration is very important, and the players
shouldn’t feel like they need relentless subsystems to handle ‘on foot’
mechanics.
o
Income and costs should be able to be easily apprehended.
If a spreadsheet is required (and it likely will be) it should be simple and
not require modification of dozens of secondary sheets.
o
Making decisions shouldn’t feel like one is
filing tax returns.
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