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Creation Ruling Mandate

Page history last edited by wastevens@... 15 years, 1 month ago

 

The Creation-Ruling Mandate

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Chapter I: The World We Rule

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"Every body wants to rule the world..."

- Tears for Fears

 

Some people like being in charge.  Ordering the fates of nations, marshalling empires, sending forth armies to do their bidding.  These are rules for them: a series of guidelines for defining and managing nations.

 

Nations, cults, city-states, etc; all these social organizations are classified as Domains.

 

Domains have the following traits-

 

Military: A measure of how large a Domain's army is.

Power: A measure of how many resources a Domain can bring to bear, to create and

Quality: A measure of how much the people like you, how nice things are for them, and so on.  Higher Quality also slows the growth of Corruption.

Magnitude: A measure of how many people are a part of the Domain.  Acts as an upper bound on Power, and interacts with Quality to describe the typical experience of living in the Domain.

Corruption: A measure of how much lawlessness, corruption and other internal factors oppose a Domain's exercise of Power.

 

A player who wants to create a nation that has always been present, for their character to control, should generally start with a 1 in each trait, and can distribute up to 3 more points between them per social background they control at 4 or 5- and gain an additional point per additional point of starting Corruption.  (Naturally, STs should approve new Nations and adjust starting attributes as they see fit.) 

 

The Military trait, is a measure of the size of your military.  A higher Military means more troops- check Appendix B for the exact numberss.  These Troops are assumed to be of Normal Quality and in Normal Quality gear with a Resources cost of 2 or less.  Each step down in army size Magnitude can improve the quality of either trait by 1, or increase the value of their gear by 2 (to a maximum of 5).  You can also alternatively decrease the quality or cost of the gear by 1 step, to increase the magnitude of the unit by 1 (by 2 for a vast army of ill trained peasants armed with sticks).

 

The Quality trait is the magnitude of the population that lives at a Resources 2 or better lifestyle.  These people are generally contented; you can define a positive intimacy they hold towards the Domain.  If the Quality trait is greater than the Domain's Magnitude, the people have an even higher average lifestyle- averaging 3 for Quality +1, 4 for Quality +2 and 5 for Quality +4.

 

If the Quality trait is less than the magnitude of the Domain, the difference is made up of people who are at Resources 0 or 1.  Slaves, disenfranchised, criminals, and the like.  Such individuals typically hold some negative Intimacy towards the Domain.  Domains with Quality far below their Magnitude have frequent problems with rebellions from the discontented people.

 

Additionally, Domains with higher Quality are more able to resist the growth of Corruption, as fewer people have a cause to work against the Domain internally.

 

An Important Note: The Traits a Domain has in the Creation Ruling Mandate are meant to reflect the state of actual play.  If something adversly impacts a Domain, that Domain's Traits are likely to fall.  If the Domain is burnt and salted so that no two stones stand together and no green living thing takes root by the power of player actions or plot, it is destroyed- no exercise of Power by another Domain is neccesary.

As a general principle, because it is easier to destroy than to create, efforts at building a Nation up will use the CRM timescale, while efforts at destruction may work far faster.

 

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Chapter II: You've Got the Power

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"How about the Power... to move you."

- Tenacious D

 

Once a season IC, and a month OOC, Nations set the course for their upcoming plans and projects- exercising their Power to change the world.

These efforts are collectively called Works.  Works can be broad thought of in three groups: Works intended to change a Nation, Works intended to provide immediate material benefit to someone, and Works intended to otherwise change the world.

 

Nations have a number of Talents equal to their Power x10 + the sum of any Routes they have, to maintain their current state and enact new works.

First, they must maintain their current state- this costs a sum of their Military, Quality, Magnitude and twice their current Corruption.  In addition, they must pay an additional Talent for each Dragon they have active and making war, to pay the cost of moving and feeding large numbers of soldiers.  Luckily, they also probally get a number of Talents from raiding...

 

Second, they /should/ pay any tribute or other taxes they owe to any other Domains.  There are no mechanical consequences for not doing so- although there may be social consequences.

 

Thirdly, they allocate any remaining Talents between any new or ongoing Works.

 

Works intended to improve a Domain's attributes have a difficulty equal to the current Attribute, and require a total number of successes beyond the difficulty equal to the current Attribute squared.

 

Works intended to reduce a Domain's Corruption work in the same fashion, save that Corruption goes down.

 

Of special note, a Military Work may be intended to raise the Quality or Equipment of a given Dragon's worth of people.  Doing so has a difficulty of 3 requiring 3 successes for going from Normal to Fine, a difficulty of 5 requiring 5 successes for going from Fine to Exceptional and a difficulty of 8 requiring 10 successes for going from Exceptional to Perfect.

 

Works intended to create a Route have a difficulty equal to the value of the Route, and a number of successes equal to the value of the Route squared.  Both domains involved in the Route may contribute Talents towards this, although each rolls seperately.  A given Domain can establish a Route worth no more than the higher of Power and Quality, and a given Route can have a value worth no more than the lower of the two Domain's maximum Route value.  Routes also don't have to provide a symetric amount of trade to both nations- if they don't, however, the difficulty is equal to the value of the greater half.

 

Works intended to provide immediate material benefit have a difficulty of 1 for a Resources 4 purchase, 3 for a Resources 5 purchase, and +3 for each Resource level beyond 5 neccesary.

 

Works intended to otherwise change the world have a difficulty and require a number of successes as determined by the ST.

Each Work subtracts a number of dice equal to the Domain's Corruption, and adds a number of dice equal to it's Magnitude.  Additional, Groups can work on no more than their Magnitude in Works at a single time.

 

Finally, they check to see if their Corruption increases.  Roll the Domain's Power + (Trade/5) vs it's Corruption.  If the Power roll gets more successes, increase the Domain's Corruption by 1.

 

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Chapter III: The Cult of Personality

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"Ask not what your country can do for you, but what you can do for your country!"

- JFK

 

Leaders are individuals of great skill and accumen, capable of weilding significant influence over their Domains.

 

In general, Leaders can either fight Corruption, purge Corruption or assist with a particular Work.

 

If they opt to fight Corruption, this is a roll with a difficulty at least equal to the Corruption of the Domain.  Each success beyond the difficulty reduces the Corruption that afflicts all Works this season by 1, to a minimum of 0.

 

If they opt to purge Corruption, it is unrolled.  This action automatically reduces the Domain's Corruption by 1, at the cost of also reducing another Trait by 1 as well.  It's something of a desperation move.

 

If they opt to assist with a Work, this is a roll with a difficulty at least equal to the difficulty of the Work.  Each success beyond the difficulty turns one of the dice for the roll into an automatic success.

 

In theory, most any Attribute or Ability can be used by a Leader to fight Corruption or assist in a Work.  In practice, some abilities are markedly more effective.  As a guideline, using Bureaucracy or Socialize towards either effort should operate at the minimum difficulty.  Using War, Performance or Lore should have a +1 or +2.  Using Occult, Craft or Presence should get a 2+ or +3, and needs a good explanation.  Using Melee or Dodge or Athletics could easily be at a +5 to the difficulty, and needs a /really/ good explanation.

 

Now, Exalts can provide that kind of good explanation, and stunts can apply.  However, as a rule of thumb, people with the right tool for the problem at hand are more effective- and Bureaucracy and Socialize are the tools for mass social manipulation.

 

If more than one person has a claim to legitimancy that is heeded by a portion of the Domain, the Domain's talents should be split between the claiments, as they each try and enforce their will.  The Domain still can only undertake a number of Works equal to it's Magnitude- if the leaders, between them, try for more only the works with the most dice are attemtped.

 

Heroes, on the other hand, are simple interlopers who claim no legitimancy but may be able to influence the Domain through sheer power.  In general, these efforts should be considered as a URCT, with a minimum difficulty of the Domain's Magnitude + relevant Trait.  They can do things like add or subtract dice from Works, reduce the Corruption afflicting a Work, or even attempt to damage a Domain's Traits.  Also in general, a Hero can influence no more than one Project per Season.  A Hero seriously trying to influence more than that is less of a Hero and more of a claiment for Leadership.

 

Having a stable of Awesome Bureaucrats working for you can also help- and can generally be considered as Heroes that are working in concert with the Leader. 

 

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Chapter IV: Charmed, I'm Sure

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"I put a spell on you, and now you're mine!"

- Winifred Sanderson

 

Exalts have Charms.  They use these Charms to influence the world, to do things better than normal people.  They're what make Exalts awesome.

In a system with a degree of abstraction, such as this, the effects of Charms are a bit simplified and will require a degree of discretion and judgement.  However, some guidelines may be applied.

* Charms which change the speed of large scale activity instead effectively alter the Magnitude that may be applied to a given Project, as a benefit of the efficency.

* Charms which can impose large scale beliefs or emotions can provide a phantom 'boost' or 'drop' to Power, Magnitude or Corruption.  In general, this shouldn't increase or decrease traits by more than the Essence minimum of the charm.

* Charms which target Corruption can increase or decrease the Corruption penelty of a targetted Work.

* Charms which target Loyalty instead drain Talents away, like an additional Corruption penelty.  If there are multiple claiments for Leadership, the drained Talents may be funneled from one Leader to another.

* Charms which allow a Leader or Hero to divide their attention efficently may let them take multiple Leader actions.

Particular Charm rulings should be posted on the wiki, to help ensure an even power level.

 

Note: After some rough playtesting and brainstorming with Sach, he thinks that the Bureaucracy charms (as well as Socialize and other Large-Scale-Friendly charms) are basically going to need to be rewritten. 

Brainstorming goes here: Creation Ruling Mandate Charms

 

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Appendix A: Magnitude of Nations

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Magnitude

Equivelent Example
1 Village/Minor Tribe / City Block -
2

Town / Tribe / Neighborhood

The Plaza,  BoxTown
3 Large Town / Major Tribe / City Borough Greyfalls, Vir Sidus
4 City / Tribal Alliance Great Forks, Ten Tribes
5 City-State Paragon, Lookshy
6 Territory / Major City-State Nexus
7 Nation / Region Realm Prefacture / The Scavanger Lands
8 Large Nation Scarlet Empire
9 Empire Shogunate
10 Colossal Empire Old Realm

 

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Appendix B: Size of Military

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Military Number of Troops
1 1 Dragon
2 5 Dragons
3 1 Legion
4 3 Legions
5 10 Legions
6 25 Legions
7 50 Legions
8 100 Legions
9 250 Legions
10 500 Legions

 

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Appendix C: Magnitude of Armies

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Magnitude

Maximum Members

Equivelent

0

1 Solo
1 10 Fang
2 75 Scale(s)
3 150 Talon
4 300 Wing
5 650 Dragon
6 1,250  
7 2,500  

8

9

5,000

10,000

Realm Legion

First Age Field Force

 

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Glossary

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Corruption: A measure of how much lawlessness, corruption and other internal factors oppose a Domain's exercise of Power.

Domain: A society, organized around a common leadership.

Hero: An individual who's actions impact a Domain without being it's Leader.

Leader: A named and recognized head of state.  Leaders can bend their skills of statecraft to improve the fortunes of Domains.

Magnitude: A measure of how many people are a part of the Domain.  Acts as an upper bound on Power, and interacts with Quality to describe the typical experience of living in the Domain.

Military: A measure of how large a Domain's army is.

Power: A measure of how many resources a Domain can bring to bear, to create and maintain works.  Domains with high Power tend to have growing Corruption.

Quality: A measure of how much the people like you, how nice things are for them, and so on.

Route: A syergistic trade route between two Domains.

Talent: A quanta of applied Power.

Work: An application of a Domain's Power.

 

CRM Playtesting Logs

Comments (16)

Saffron Horizon said

at 8:13 pm on Mar 3, 2009

What about smaller domains? The Saffron Horizon only has 1-2k total inhabitants, does it just not exist until I hit that population threshold? And even when I hit Magnitude 0, I can't enact any works? 25 thousand people in the same place is a /big/ town in the age of sorrows.

wastevens@... said

at 9:26 pm on Mar 3, 2009

Doh. All the Magnitudes need to be bumped by 1, actually- an unconsidered ramification of capping Power with Magnitude. (Fixed)

There is an argeument however, that yes- you /do/ have to have a certain number of people working for and with you before you reach the need to zoom out to Mandate-levels. I'll let wiser heads than my own settle that one, however.

Ayesha said

at 10:31 pm on Mar 3, 2009

I don't think so. Some small places have huge impact in the world. I doubt Orduin has 10,000 people in the House of Gems, but they have more industry than a nation of 100,000.
Likewise a village with 100 people but 20 of the DBs has a huge power. Indeed, according to your rules, those DBs produce 10 "talents" by themselves. :)

Richard Hughes said

at 12:04 am on Mar 4, 2009

The Saffron Garden must be at least magnitude 1 when you take all your homonculi, commoners, etc. in to account.

Saffron Horizon said

at 12:36 am on Mar 4, 2009

I've only got just over 1k Mortals, and each taking of Retunue 5 only gives 300 commoners. I've thought about using Followers for homunculi, but I'm still probably pretty short of 10k.

wastevens@... said

at 5:45 am on Mar 4, 2009

Saffron: Er- so are you only counting people who are your Followers, or otherwise directly provided by your Backgrounds in the population of the Garden?
Cause my intent is very definitely NOT that the Emissary has bought-and-paid Followers 5 x100 times. That'd be silly.

Bear in mind, I suggested that a starting player with a character having a 4+ in a reasonable background could have a Domain. It'd be relatively small, but it would exist and have impact. The other people living there would simply be... living there. Community members. Loyal enough, but not a part of your personal story.

Ayesha: Orduin is an interesting case, between Wyld Shaping and Twillight Inguenity with industry. There's probally an arguement for Wyld Shaping to just flat out generate extra Talents in a fashion similiar to Dragonblooded. There might be an arguement for the industrial powerhouseness of the House of Gems, to have Power that exceeds it's Magnitude... but that's hard to say, since the House of Gems doesn't appear to exist on the wiki, as far as I can tell.

Orabilis said

at 9:37 am on Mar 4, 2009

Under the starting Attribute things, you mention players getting 1 additional point per social background at 4-5. How would you deal with Box Town, in which Clan Clan and Oz teamed up to build - choose the best of the 2, both utilize their backgrounds, only 1 can do it? Is there any incentive to building a new town instead of buying command and taking over a previous existing one, which seems like it would maintain some of its already purchased stats? Is regional differences (for instance, SWV's near monopoly on salt, or Nexus' position at a Nexus of rivers) going to be taken into account at all, or will such things have to be 'purchased' somehow?

Richard Hughes said

at 10:17 am on Mar 4, 2009

SWV's near monopoly on salt would be a major work, some sort of very large benefit to their Power - akin to a super-favorable trade relationship.

Mycol said

at 11:05 am on Mar 4, 2009

Under the same thing though for the Realm to Field it's Legions, it would need a Military of 60+

Mycol said

at 11:07 am on Mar 4, 2009

Also if I'm understanding this right, the Nation will always be gianing Corruption. I don't feel that's accurate. I would axe the corruption trait period.

Richard Hughes said

at 11:36 am on Mar 4, 2009

No. Struggling against corruption requires constant and real effort, especially in the Age of Sorrows when life is so shitty and creature comforts are so deeply tempting.
likewise, the Realm may have had special Works that improved its military reach, and when it was at full power it was gorging itself on tribute from dozens of client states, allowing it to support a massive military. These days, it is STILL gorging on shit-tons of tribute, so it may well HAVE a military of 60+!

Orabilis said

at 12:31 pm on Mar 4, 2009

Command 5 provides an individual with the equivalent of Military Magnitude 5, if I am reading this, albeit Command 5 is individual control, Military magnitude is national. Does this hold true for resources? I'm wondering about private military operations which aren't domains in their own right, but still wield massive military force, or companies, like the guild, which have money at least on the domain scale, and how this interacts with Resources. Is Resources 5 Bill Gates style rich, where an individual actually has /more/ net worth than some nations, or can individuals simply never compete at this level?

Saffron Horizon said

at 1:35 pm on Mar 4, 2009

Wastevans, I built the Saffron Garden from the ground up. I started with 100-odd barbarians, and tacked on about 1000 refugees and villagers to that. While there might have been a few refugees to come after that, but I haven't made any concentrated effort to raise the number of people living there. I doubt I've quite hit the 10k mark. But anyway, this is a conversation probably best continued on the forums, and I'll try to write up a post with my concerns in your topic there.

Ayesha said

at 3:01 pm on Mar 4, 2009

Command 5 gives a legion, that is a Mag 8 unit.

sirnitram@... said

at 2:21 am on Mar 5, 2009

I do hate to bitch, but my whole economic schtick is that I contain the industrial and agricultural output of a good sized Empire in a cave. But Power is bounded by Magnitude?

wastevens@... said

at 6:05 am on Mar 5, 2009

Yeah, for mortals. Kinda like how there's also rules for bleeding out and getting sick and having your wounds get infected.

There has to be an understood baseline- an amount of output to be expected for a good sized empire -before being able to tell how much power someplace that produces the industrial and economic output of a good sized empire in a cave produces.

Put another way: Still working on Charms- trying to find the right scale and such for them.

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