Difference between revisions of "Itinerant Royalty Errands/Engine"
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Other cards don't have checks but offer choices between items, or just an event, or a single check that's not an encounter as such. | Other cards don't have checks but offer choices between items, or just an event, or a single check that's not an encounter as such. | ||
== | ==Seasons== | ||
A round of the game is called a season. The round consists of three phases. All players do a phase simultaneously, and don't advance to the next phase until everyone has finished. | |||
===Play Phase=== | |||
In the play phase, the players have 20 turns to spend doing normal play (drawing and resolving cards, doing custom interactions, traveling, etc). | |||
===Correspondence Phase=== | |||
In the correspondence phase, each player is given another player to write to. They give an update on what has happened this season (during the play phase), and pass on any rumors they have about upcoming events. In addition, there are two mechanical pieces. The player is given a change in their own circumstances (eg, a change in the rarity of various encounters), and must pick between a few fronts and advancing them in some way. | |||
===GM Phase=== | |||
In the GM phase, players can make GM-level corrections to the mechanical state of the world (eg, move a character around, whatever). These are all proposals. |
Revision as of 16:31, 31 December 2020
Overview
Stuff about the game engine (excluding data).
Map
The map is a collection of hexes.
Hexes
A hex is a location on the map. A hex has coordinates, an associated region, an associated country, a terrain type, and an additional difficulty rating. Regions and countries are groupings of hexes.
Terrain
Terrain is what the hex is composed of. A terrain has name, some base danger rating, some base movement rating, and an encounter deck.
Tokens
Tokens are things tracked on the map (they can be players, NPCs, artifacts, small locations, etc). Tokens are located in a particular hex, carried by another token, or in limbo. Tokens can support zero or more custom interactions.
Character
Each player has a character in the game (NPCs are tracked as tokens or fronts). Characters have a job (they always have exactly one) and a level within that job and a rarity adjustment for the encounters in the job deck, a collection of stats (in particular, counters for each resource, health, royalty, plus data for their current job), a collection of skills (skills + xp total, which then gets mapped to a rank, probably 20/25/25/25/30), a collection of talents, and a collection of projects.
Jobs
Jobs have a name, a rank (used mostly for switching across job trees), zero or more promotion jobs, zero or more demotion jobs, a base encounter difficulty, an encounter deck. Jobs have a default encounter deck rarity (eg, 4xA, 2xB, 2xC, 1xE-H) but this can change for a particular character over time.
Projects
Projects are an ongoing thing the character is working on (building something, organizing something, researching something, searching for something). Projects have a name, approach type (this determines skills used for the project), xp, resources devoted (these two together determine rank), and a status (ongoing, completed, canceled).
Actions
Actions are individual mechanical changes - Token X moves to hex A3, Player Foo's health increases by 10, etc. Actions are grouped into events.
Events
An event is a thing that happened in the game. An event is a name plus a list of associated actions.
Proposals
A proposal is a suggested event (this is the main mechanic for GM/player interaction). Proposals have to be accepted by somebody; once they do, the event is created and takes effect. Proposals can be active or accepted or rejected.
Decks
Decks are collections of cards. When empty, they're refilled from one or more template decks (in some cases with adjustment, per the job encounter deck rarity thing as above).
Tableau
In some cases there's a face-up tableau of cards which the player can choose from instead of drawing directly from the deck. When cards from the tableau are drawn they are refilled from the deck. Cards in the tableau will age out after a certain number of turns. Cards in the tableau are partly visible to players - they're only fully visible when selected.
Encounter Cards
Encounter cards are the typical card. They consist of one or more checks, where each is with a particular skill against a particular difficulty with a particular reward and penalty.
Other Cards
Other cards don't have checks but offer choices between items, or just an event, or a single check that's not an encounter as such.
Seasons
A round of the game is called a season. The round consists of three phases. All players do a phase simultaneously, and don't advance to the next phase until everyone has finished.
Play Phase
In the play phase, the players have 20 turns to spend doing normal play (drawing and resolving cards, doing custom interactions, traveling, etc).
Correspondence Phase
In the correspondence phase, each player is given another player to write to. They give an update on what has happened this season (during the play phase), and pass on any rumors they have about upcoming events. In addition, there are two mechanical pieces. The player is given a change in their own circumstances (eg, a change in the rarity of various encounters), and must pick between a few fronts and advancing them in some way.
GM Phase
In the GM phase, players can make GM-level corrections to the mechanical state of the world (eg, move a character around, whatever). These are all proposals.