The
Winterfrost Campaign
Click here for Winterfrost Systems Ltd.
QUEENMAKER
Game Mechanics
This section contains basic game mechanics, rules, and other general information on the conduct of the Queenmaker on-line campaign. This information is provided primarily for players in my campaign, but may be helpful to others trying to run Birthright campaigns, especially on-line.
Table of Contents
Rule System
- Bloodline, Blood abilities, etc. are not used.
- Mass combat is conducted using the Basic Dungeons & Dragons "War Machine" rules
Holdings
and Provinces
The game map shows the provincial boundaries for known provinces and a few outlines for unknown provinces. There are also many "undiscovered" areas (which are not divided up into provinces) which may be open to colonization or may be occupied by unidentified groups. The numbers on each province indicate the current province level and the maximum Source Holding for the province -- as a province's population (level) increases, it's maximum Source decreases (people and artifice interfere with magic). The one exception to this rule is provinces populated by Elves or similar races who live in harmony with nature and do not adversely affect the province's Source.
The five different types of holdings are:
Domain Turns
The on-line game will be played at one round per week, including the Free Action round. Therefore each complete Domain Turn will take four weeks of real-world time to complete (week 1 for Free Actions and weeks 2-4 for the Action Rounds).
- Roll Random Events
- Determine Domain Initiative
- Collect Regency Points
- Taxation, Collection, and Trade
- Pay Maintenance Costs
- Declare Free Actions
- Action Rounds 1 to 3
- Domain Actions
- War Moves
- Fight Battles
- Occupation or Retreat
- Adjust Loyalty and Regency
Maintenance
An important piece of Domain Maintenance each turn is the level of Court maintained byt the regent. The Court costs affect the ability of a regent to conduct business with other regents, including Diplomacy and Decree actions. The affect of the regent's Court on his ability to conduct business is as follows:
Court level will be assumed to be the same from Turn to Turn unless the GM is specifically told otherwise.
- 0GB: No court at all. Diplomacy and decree actions are impossible.
- 1-2 GB: Court maintained at a minimal level. Facilities equal to a common inn, few servants, no specialized retainers such as musicians, tutors, or falconers, no events such as feasts or balls. Subtract 4 from all Diplomacy actions.
- 3-5 GB: Barely acceptable court, with "quaint" facilities and a scattering of retainers. Occasional affairs of state. Subtract 2 from diplomacy actions.
- 6-8 GB: An average court with good facilities, plentiful servants and retainers, and regular galas and festivities. No modifiers to diplomacy.
- 9 GB or more: An opulent centre of power -- the envy of nearby kingdoms. Art, literature, and sport are celebrated. Guests are waited on hand and foot. Every day brings a festive event of some kind. Add +3 to diplomacy.
Communication
Only in extreme circumstances will play be stopped to allow communication. In general, if a message is not sent/responded to by the end of the turn, it will be assumed that the message did not get through to the recipient in time for one reason or another. From a technical standpoint, players need to ensure all messages are kept within the body of an email. For the purposes of role-playing, I encourage everyone to format your font, etc. within the context of an email message, however I request that messages are not sent as attachments (Word, etc.).
- I don't want a situation to arise where two or more players have gone to considerable time and trouble to plot something only to have me veto it on some technicality because the players were not aware of something. The most common occurrence of something like this would be two players involved in an extensive negotiation which takes place during the Free Action round (see below) when negotiations of that variety would actually require a Diplomacy action.
- Also, unless two or more regents meet to speak in person, all communication is assumed to take place via messenger. This, of course, means that communications may be intercepted or blocked by the efforts of other regents. I need access to all communications to ensure these sorts of actions are carried out correctly. Obviously this might work for or against you...
- Finally, this isn't just a "strategy game" -- there is an element of storytelling to it as well. While I will not outright manipulate any results, I will be "shaping" the story to try and keep it interesting!
Actions
A regent may conduct an (effectively) unlimited number of Free Actions every turn during the Free Actions round at the beginning of each Turn. Free Actions include Build, Decree, Finances, Grant, Muster/Disband, Move Troops as well as routine communication and travel.
A regent may then conduct a single Character, Domain, or Realm action in each of the Action Rounds that follow, for a total of three actions. If the regent has lieutenants, a single lieutenant may conduct a single additional action as if he/she was a regent during one of the three Action Rounds, effectively giving the regent a total of four actions during the Action Rounds in a single Domain Turn. Note that a single lieutenant must be chosen to perform a single action -- having multiple lieutenants does not provide a regent with multiple additional lieutenant actions in a single Domain Turn. However, other lieutenants may be assigned to assist with a regent's declared actions or to deal with Random Events, etc.
Character Actions are actions performed by a regent or lieutenant, relating to that character and not involving a Province or Holding. A Domain Action relates to a single holding or province. A Realm Action relates to numerous holdings or provinces.
Most actions require various amounts of Gold Bars (GB) (1 Gold Bar = approx. 2000 GP) and/or Regency Points (RP) to accomplish. Many actions also require a roll to determine if they were successful. The chances of success may be modified by the expenditure of additional RPs and/or GBs depending on the action.
Priests may also perform a free Agitate action and Thieves may perform a free Espionage action each round. Both of these actions still require that RPs and/or GBs be spent as if they were a regular Domain Action, and both are still subject to a Success test. They are only "Free" in the sense that they are an additional action that can be taken during the "Free Action" phase.
Regents with some sort of presence (usually a Holding) in a given area, or are otherwise affected by a given action) can contribute RPs or GBs to assist or oppose another regent's actions in that area. Most costs and success numbers are listed on the Master List of Actions (MLoA).
Regents can conduct a sort of 'auction' in an attempt to outbid each other with additional RPs/GBs to increase or decrease the success number for a given action. As this campaign is conducted on-line, this sort of haggling is not feasible. Players will be notified if they are going to be affected by a given action and they will then need to declare the maximum amount of RPs or GBs they are prepared to bid to modify a given action, and how those points should be spent. e.g. spend all points to modify the result as much as possible; spend equal to opposing players to a given maximum; spend a given number of points more more than an opposing players, etc.e.g. Someone attempts to build a Law Holding in one of your provinces. You can use RPs to increase the acting regent's success number, thereby decreasing his or her chance of success.
e.g. 2. Someone attempts to build a Law Holding in a neighbour's province -- a province which is not under your control. However, you have a Guild holding in that province and do not want the new regent to gain a presence in that area. You can use RPs to increase their success number to prevent him or her from building his or her Holding there.
Mustering Forces
BASIC UNITS | COSTS | STATS |
Artillerists | 4/2/5 | 2/5/Avg/6/-/27/30 |
Dwarf Crossbowmen | 4/2/4 | 2/4/Good/5/15/46/56 |
Dwarf Guard | 4/2/4 | 2/4/Exc/3/15/51/51 |
Dwarven Mercenary Infantry | 6/2/***** | 2/4/Good/6/-/31/31 |
Elf Archers | 4/1/3 | 2/4/Exc/7/15/46/61 |
Elf Cavalry | 8/2/4 | 3/5/Exc/5/15/64/85 |
Elven Infantry* | 2/1/1 | 1/3/Good/7/-/36/36 |
Human Archers* | 2/1/2 | 1/3/Avg/7/-/16/22 |
Human Cavalry | 4/2/3 | 2/4/Avg/6/-/24/33 |
Human Infantry* | 2/1/1 | 1/3/Avg/7/-/16/16 |
Human Infantry, Elite | 4/2/3 | 2/4/Good/6/-/36/36 |
Human Pikemen* | 2/1/2 | 1/3/Average/6/-/21/24 |
Irregulars** | 1/1/1 | 1/2/Avg/7/-/13/15 |
Knights | 6/2/4 | 3/5/Good/3/-/41/56 |
Levies | 0/1/1 | 1/1/Poor/8/-/5/5 |
Mercenary Archers | 4/2/- | 2/4/Avg/7/-/21/30 |
Mercenary Cavalry | 6/2/- | 3/5/Avg/6/-/31/43 |
Mercenary Infantry | 4/2/- | 2/4/Avg/7/-/21/21 |
Mercenary Irregulars | 3/1/- | 2/3/Avg/7/-/18/20 |
Mercenary Pikemen | 4/2/- | 2/4/Avg/6/-/26/29 |
Orc Archers | 2/1/2 | 1/3/Poor/7/-/11/15 |
Orc Elite Zealots | 4/2/3 | 2/4/Avg/6/15/46/46 |
Orc Infantry | 1/1/2 | 1/3/Poor/7/-/11/11 |
Orc Irregulars** | 0.5****/1/1 | 1/2/Poor/7/-/8/8 |
Human Pikemen* | 2/1/2 | 1/3/Average/6/-/21/24 |
Scouts*** | 2/1/0 | 1/3/Avg/7/-/16/21 |
Shadowelf Archers | 4/1/3 | 2/4/Good/7/15/46/61 |
Shadowelf Infantry | 2/1/1 | 1/3/Exc/5/15/46/51 |
The quality of a unit can be determined by its Basic Force Rating (BFR):
BFR | Troop Class | BFR | Troop Class |
0-20 | Untrained | 71-80 | Average |
21-35 | Poor | 81-100 | Good |
36-55 | Below Average | 101-125 | Excellent |
56-70 | Fair | 126+ | Elite |
You can muster a number of units equal to the level of your province in each province per domain turn. (i.e. if your province level is 2, you can muster 2 units per domain turn, maximum).
Warfare
Combat will be resolved using the War Machine rules from Basic D&D. This system calculates troop strength based on a variety of factors including experience, equipment quality, and leadership. Battles are simulated by comparing troop strengths and basic strategic decisions.
The War Machine is meant to be used by opposing players who reveal their strategies simultaneously for each move they will make. Forces can clash numerous times before a battle is finalized. Duplicating this sequence of play on-line could involve dozens of messages exchanges while tactics are decided and results are determined again and again. This will not be a practical means of turn-based play. Given this, battles will be resolved as detailed below:
The players involved in the battle must declare "Generals" for each force. Any regent, lieutenant, or NPC can be a General. If none of these are available, a generic "veteran officer" General will be assumed to have been appointed from within the force.
The General will be responsible for all decisions made in that battle, including tactical choices. The wisdom of the General's choices will be simulated through the use of the Strategy, Tactics or other similar Non-Weapon Proficiency. In the event that a veteran officer is appointed as General, they will be assumed to have a Strategy NWP of 5 to 10 depending on the force's experience level.
If a player or lieutenant elects to be the General of any force, they also assume the risk of potentially being injured or killed in combat! If a PC enters battle as a General, the player does not get to make individual choices in the battle -- the PC is treated as any other General, with his or her Strategy/Tactics skill being used for decisions. However, there may be additional benefits to the morale of the force if a PC elects to lead his or her troops in battle.
The outcome of the battle will depend on the opposing Generals' Strategy checks. A skilled General may be able to sway a disastrous result to reduce friendly casualties or to improve the effectiveness of an attack.
There will be a maximum of 4 'War Moves' during a single action phase, with each move taking approximately one week. After 4 War Moves have been executed, an additional Action must be declared by the regent to continue the battle. If a regent has invaded another regent's land and the battle carries on beyond a single Action Round, and the attacking regent does not use an action to continue the assault, the attacking regent's forces will automatically be withdrawn to the closest neighboring territory.
Before each War Move, all Generals will also make rolls to determine the strategic value of a withdrawl. The chance of this will depend on their current success on the battlefield.
The Birthright mass combat system is based on units. In order to maintain some sense of continuity with maintenance rules, etc. we will continue to track troops by units. However, the War Machine rules we will be using to resolve battles do not track "units" of combatants, but rather accounts for total numbers of troops in any battle, troop and equipment quality, and experience. Therefore we will make the following adjustments:
Contesting and Investing
There are two distinct actions which are required to assume control of another regent's holding(s) or province(s): Contest and Invest/Divest. In 'Pure' Birthright, all regents have some amount of "bloodline" power which physically and spiritually ties them to their domains. The action of Investiture/Divestiture, in particular, reflects this -- the breaking or transferring of this magical bond to another. In the "Queenmaker" campaign, Investiture is still required, but represents a slightly different action.
Before any regent can attempt to assimilate one or more holdings or provinces of another regent into their domain, it must first be Contested. This can take place using a 'Contest' action, but the regent may be required to already have a presence in that province, the province must be occupied by the regent's forces, or the leadership of that province must able for challenge.
You can Contest a Holding or a Province, or even multiple Holdings or Provinces (Realm action as opposed to Domain action). The Birthright Rulebook describes Contesting as follows:
CONTEST
Type: Domain, Realm
Success: 10+
Base Cost: 1 RP
A regent can neutralize another regent's holding by contesting his influence. If the attempt is successful, the contested holding does not generate regency or Gold Bars for its owner. A level 0 holding is destroyed by being contested. The success number is modified by the difference between the attacker's holding (or province rating, if he's the ruler) and the contested holding.
The holding remains contested until:
If a contested holding is contested a second time, its owner loses the holding and its slots become uncontrolled.
Example: Two thieves are rivals in a province (5), Wirt controls a guild (3). Bensien controls a guild (2). If Wirt contests his rival's holding, his success number becomes a 9 or better. If Bensien contests Wirt's guild, his success number is 11 or better.
Rulership of a province can be contested as well. A province is contested automatically if the province is conquered during a war. As long as the ruler hasn't been divested (divestiture refers to stripping a ruler's connection to his land) but the conqueror remains, the province generates no regency or GB for either party.
Provinces can be contested peacfully under certain conditions. If a ruler's law holding is at (0) and the province's loyalty is poor or rebellious, any regent with a holding there can use this action to contest the province. The province then generates no regency and no gold until its ruler is divested, ends the contest by gaining a law holding, or increases the province's loyalty.
The next step is Investing the holding or province. In the Queenmaker campaign, this represents the act of replacing the chief ruling officers for that province (or the equivalent for a holding) with loyalists, rounding up malcontents, and basically getting the province or holding under the new regent's complete control. In the Birthright rules, a priest was required to perform the act of Investiture due to the nature of the 'spiritual' ties a regent has with their realm. This is not the case in the Queenmaker campaign: any regent may perform the act of Investiture on a contested holding or province.
Investiture I'll paraphrase because our version is different than that in the rules:
INVESTITURE
Type: Domain
Success: Special
Base Cost: Special
Investiture allows one regent to pass control of part of all of his domain to another regent. Once the investiture is complete, the provinces or holdings in question become part of the investing regent's domain.
Investing Provinces or Holdings: A single province or holding can be invested without the permission of its ruler if it has been conquered or contested by the investor. The base success number is 10, and the investor must pay RP euqal to the province or holding level. The defender can bid Regency Points normally to affect the success number.
Vassalage: An agreement of vassalage must be formalized by an investiture ceremony. The agreement isn't binding; the vassal can voluntarily break it any time he wishes. The liege is immediately aware of his vassal's actions, and may take steps to remind him of the pact. The vassal and his liege agree to a number of Regency Points that the vassal will pay the liege each domain turn. At the time of the agreement, both give up that amount of RP.
Investiture as a Realm Action: An entire domain or realm under one regent can be invested, but only if the regent to be divested is alive and physically present at the ceremony. The victim may be under any kind of magical or physical duress. The recipient must spend RP equal to the Domain Power (the sum of the values of provinces, holdings, and other assets) of the realm he intends to take over. Success is automatic if the target is willing; if the target is unwilling, the success number is 10 modified by the difference between the Domain Power of the investor and victim. If the investiture fails, the victim retains control of his domain.
If an attempt is made to divest an unwilling regent whose provinces have not been conquered, the provinces are considered contested until the new regent can defeat any opposition there and occupy them. Similarly, all holdings must be contested or conquered physically, or they remain under the control of the target's loyalists. Neither the new regent nor the loyalists can gain or spend regency in contested provinces. Only when a province is conquered by the new regent can he collect and spend RP there.
So, to summarize, this is the process in conquering a province and its holdings:
Experience Points (XP)
XP for actions performed by a Lieutenant or other NPC will be awarded to the Lieutenant/NPC, not to the regent.
Please send all contributions to winterfrost.geo@yahoo.com
Return to The Winterfrost Campaign