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Thread: War of the Roses Proposal and Discussion Thread

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    Lucius Malfoy's Avatar Pure-Blood
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    Default War of the Roses Proposal and Discussion Thread



    There is no instance of a nation benefiting from prolonged warfare. - Sun Tzu

    Historical Summary
    The year is 1470 Anno Domini, In the Year of Our Lord Jesus Christ. For almost a hundred years, the House of Lancaster has ruled England with both a firm grip and a failing one. The death of Richard II Plantagenet ended the eldest lineage descended from the noble King of England, Edward III. In its wake, the Lancasters, descended by John of Gaunt through Henry IV Bolingbroke, have come to the throne as both the rightful heirs and evil usurpers. For the reigns of Henry IV and V, England prospered as if nothing had happened. Martial glory was theirs as the Hundred Years War continued to rage across France. England was at the forefront of military prowess, especially due to the reign of Henry V. However, just with any great house, decadence finds its way in.

    After the death of Henry V, his son, the mentally ill Henry VI came to the throne. His 'incidents' ensured the rise of court favorites of his wife, Margaret of Anjou, who ruled in her husbands stead many times, ensuring the rise of discontent and disaffection among England. The foremost among them was the powerful Duke of York, Richard Plantagenet, a descendant of Edward III's third son, Edmund of Langley. His prowess and abilities made him a suitable successor to Henry VI, but this only enraged Margaret. A battle happened between Yorkist and Lancastrian forces in 1455 at St. Albans, where Yorkist forces captured Henry VI and ensured the rise of Richard Planatagenet as Lord Protector of England. Not only five years did Richard die on the battlefield at Wakefield. One year later, Edward, son of Richard, was crowned King Edward IV by Yorkist supporters. By 1465, Edward IV had deposed Henry VI, who fled to Scotland with his supporters, ensuring a Yorkist victory.

    Yet this victory did not last long, as in 1470, Edward IV was forced into exile, reinstating Henry VI thanks to the efforts of two notable nobles of his retinue. However, the mental health of Henry VI was threatening any chance of lasting stability for the Lancastrians. His heir, Edward of Westminister, the Prince of Wales, was only 16 at the time and Henry VI could barely rule as a true King should, leaving the affairs to those who could. Which such an unsure succession and continuation of Lancastrian rule, hopes were given to the Yorkists, despite the death of Edward IV in 1470 upon his arrival to Burgundy. His last words yelled of grief and demanded revenge upon the Lancasters. With the Lancasters, just after gaining their much-desired victory, now on the edge of losing it and the Yorkists having survived and gained foreign aid, does the war continue. And there is where our story begins.

    =========================================================

    Setting Summary
    In this scenario, Henry VI, as historically known, has returned to England as the Lancastrian King, but his reign is very unstable due to his mentally instability and massive unpopularity among the gentry and nobility of England. With the reins of the government effective in the hands of the Queen's court favorites, it is only a matter of time before the return of the Yorkists.

    The Yorkists have fled in two opposite directions; one group has gone to Burgundy and witnessed the death of Edward IV. Another group has fled for Ireland, in hopes of gaining support from the local Irish and neighboring Lords before returning to England. It is known that Henry VI's government has declared war upon Burgundy in order to find the Yorkists supporters and their new claimant (perhaps a son of Edward IV). This has forced the Duke of Burgundy to grant support to the Yorkists due to the unjust hostilities of Lancastrian England.

    So, as of now, there are two Lancastrian claimants and two Yorkists claimants. On the Lancastrian side, there are Henry VI and his son, Edward of Westminister. However, whoever wishes to play a Yorkist claimant may either play as Edward, make up an heir for Henry VI or create a reasonable Lancastrian claimant to succeed Henry VI's cause. On the Yorkists side, there are two new claimants; these two claimants can be historical sons of Edward IV or made up descendants of Edward IV and his brothers, by their father, Richard Plantagenet, Duke of York.

    This is still up for consideration, but due to the priority involving filling spots and balancing the Yorkist and Lancastrian sides, we ask that players consider being a Noble of the realm and to choose either side. This setting is all about the civil conflict between the two sides and, without the necessary/adequate numbers, this cannot be achieved. We want this civil war to be fun and enjoyable, without the necessary persons, it won't be able to achieve that. We will allow players to change sides, but it would require an IC reason. I will note that this would be a temporary measure until the moderators feel there is enough support for both sides. Which, if this is achieved, we may allow players to sign up knights and other people. The plan is for this civil war setting to last and be fun then for the game to transform into Post-WotR, with either a Yorkist or Lancastrian King upon the throne or perhaps a third party that defeated both and claimed the crown as a spoil of war or by bloodline of both houses.

    Note: All claimants, whether historical or alternative, must be approved by the moderators before being allowed to be written and roleplayed by their respective players. We want to make sure claimants are willing to take risks, add burdens to their supporters, give advantages to their enemies and be willing to accept losses as well as being active.
    Last edited by Lucius Malfoy; July 27, 2014 at 12:04 PM.
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  2. #2
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: War of the Roses Proposal and Discussion Thread

    Reserved for Rules. Still very much WIP.

    Character Rules

    General Character Rules- A maximum of five main characters (Characters that can hold land) may be allowed. Each player may have a maximum of 3 noble houses.
    - Only the highest ranking character within a family may collect income from their land.
    - Auxiliary characters are limitless
    - Characters may commit suicide or die of illness (at the player's discretion)
    - A death roll will happen when a character turns 50 (starting 2/20). Odds will increase every 5 years following the 50th year (+2 per year) (50, 2/20. 55, 4/20, 60, 6/20 and so forth)
    - Birth rolls have a chance birth rate. You may have 1 birth roll per year (either by wife or mistress).

    Additional Character Rules
    Birth rules
    Birth Rolls
    One to two per year (depending on how many wives you have)
    1-5: Complications
    -Secondary roll

    • 1-9: child dies
    • 10-14: child and mother die
    • 15-19: mother dies, child lives
    • 20: Catastrophic failure (see below)

    --Tertiary Roll

    • 1-8: Child dies, mother barren
    • 9-15: Mother dies, child has defect (dwarfism, useless limb, etc)
    • 16-20: Child has defect, mother barren

    6-20: Successful birth


    Child Deaths
    One roll every five years until age 15 for a total of three opportunities of death:
    1-3: Death
    4-20: Life

    Character Traits
    Trait Rules

    Traits

    Every character will start with 3 trait points per decade of living starting from age 10. This means from 10-19 you start with 3, from 20-29 you start with 6, and so on. Trait points are no longer automatically gained as you age: instead they are now gained through ingame actions as detailed below.

    In the event that a character starts the game below age 10, or is born during the game and reaches age 10, they may claim 3 trait points on their tenth birthday for free. They will gain no further trait points for free after this.

    Every trait has a condition or conditions in which it will increase. Simply meeting these requirements will warrant an increase in that specific trait. You do not need to have that trait to start with to gain it: someone with no points in Battles can still gain +1 if they meet the 'Battle' trait criteria.

    Characters may start with a maximum of 12 trait points, even if age 50 or older at the start. Characters may start with a maximum of +3 in any trait.

    Trait List
    1. Military Traits
    - Battles. +1 to battle rolls per level. Gained when a character wins a battle where the enemy is not outnumbered by more than 1.2 to 1 and where total soldiers on both sides is more than 6,000 men. This applies per flank, but does not stack more than once per battle (eg a character cannot gain +2 for defeating an enemy flank and then the enemy reserve).

    - Naval Battles. +1 to battle rolls per level. Gained when a character wins a battle where the enemy is not outnumbered by more than 1.2 to 1 and where total ships on both sides is more than 60 vessels. This applies per flank, but does not stack more than once per battle (eg a character cannot gain +2 for defeating an enemy flank and then the enemy reserve).

    - Pillager. Improves loot gained from raids, see Raid Rules. Gained after every 3 raids.

    - Scout. +1 to detecting armies preparing to attack the force the character is in command of. This applies if the character is specifically in command of the scouts (in RP this can be confirmed with anything like 'Scouts', 'Outriders', 'Light Horse', 'Cavalry', anything that can easily be interpreted as being in charge of the scouts)

    - Pathfinder. -1 to enemy detection rolls made on an army your character is in command of. Governed by the same rules as 'Scout'. Gained for each force successfully ambushed. Raids do not count as successful ambushes.

    - Logistician. Armies this character is in overall command of move 5% faster. Calculate total marching time in hours and subtract x%. Gained on request on a per-campaign if Moderators feel the character's army's mobility has significantly contributed to a successful outcome.

    - Rearguard. -1 to your armies' rout casualty rolls. Applies only if the character is in command of the Reserve. Gained if the army the character is in retreats in good order (ie, the reserve wins their fight with the victorious enemy flank and no rout roll is made).

    2. Personal Traits
    - Survival. +1 to surviving death rolls and in Duel defensive rolls. Gained if the character loses a battlefield duel (eg no sparring, training, friendly, or tourney duels) but is not killed by his opponent.

    - Duel. +1 to unmounted Duel offensive rolls. Gained if victorious in a duel that occurs either during a serious battle situation (a real battle, not a practice fight, tournament melee, training etc.) or if the victor is the winner of a tournament melee. Can be gained under other conditions if mod approved (highly unlikely). Does not require the death of the other combatant.

    - Joust. +1 to Joust rolls, mounted duel offensive rolls and cavalry charges if this character leads it. Gained if the character comes first or second in a Jousting tourney, or if the character defeats another Player character in a mounted duel in a serious battle situation (an actuall battle, not practice duels, tourneys, training etc.)

    - Assassin. +1 to assassin rolls. Gained if the character assassinates another Player character.

    - Spymaster. +1 to any spy rolls done on this character's behalf. The character must either employ the spies (eg have his own income and pay for them) or be specifically appointed another player character's spymaster and given command of that player's spies. Moderator discretion as to this appointment: players must prove, via IC an statement made by another character, that they are in charge of another player's spies, and they must effectively be as such (eg they need to actually be the one giving the orders, not 'in charge' but not giving any orders). Gained if the information gained by the Spy directly leads to another player character being arrested, killed or removed from any appointment, at Moderation discretion.

    - Counterspy. -1 to Spy rolls against that character. Trait awarded if a spy is captured trying to make a roll on you.

    - Capture. +1 to capture rolls against another character. Gained if a player character is successfully taken prisoner by the character. Post-battle status rolls do not count.

    - Wealth. +5% to province income if you are a lordly character or +5% to asset income if you are a merchant character. Gained if the character uses their wealth to achieve something political (eg bribery, blackmail, buying someone's death) at Moderation discretion.

    - Charisma. +1 to any rolls to convince an AI character to do something. Gained if the AI character is convinced to switch loyalties from any one party to another. This must be a switching of political or military allegiance.

    3. Trait Limitation:
    - Assassination Trait is Limited to a maximum amount of +2 to prevent overly powerful assassins at the game's start.



    Government and Titles

    Ranks of the Nobility and Landed Gentry
    - The King, His Majesty (along with the Queen)
    - The Prince of Wales, His Highness (the heir of the King)
    --> Any other Princes and Princesses, His/Her Highness
    - Dukes, His Grace
    - Earls/Counts, His Lordship
    - Barons

    Provincial Limits (By Title)
    - The King controls all public land (land that is not owned by players). The penalty is that, other than London, he gains only half the income and can muster half the troops from all public land.
    - The Princes and Princesses are awarded public land by the King and usually granted significant Dukedoms (besides the Princedom of Wales).
    - Any Dukes are allowed to have up to 4 provinces
    - Any Earls/Counts are allowed to have up to 2 provinces
    - Any Barons are allowed to have up to 1 province

    Note: Barons, Earls/Counts may claim a province belonging to a Duke, such as a Baron may claim a province belonging to an Earl/Count. By claiming any provinces already belonging to a person of a higher rank than your own means that you are becoming their vassal. You are granted the province by said overlord and serve as their vassal, allowing you to gain the income and manpower of that province while ruling in the name of your overlord.

    The Privy Council and Parliament

    - The Privy Council consists of the Lord Chancellor, Lord Privy Seal, Lord Steward, Lord President of the Council, Lord High Chamberlain, Lord Constable, Lord Marshal, and Admiral of the Fleet.
    - Any number of these titles can be granted to more than one person as long as both appointments do not conflict with each other. Ex: The Lord Chancellor may also be the Lord Privy Seal.
    - All appointments do not necessarily need to be made. Some may be left absentee if the need is not there for an appointed person to take up that vacancy
    - All players may participate at and during Parliament sessions (representing either the Commons, the Lords or the Crown).
    - All laws must be proposed by Council and passed by Parliament. However, Kings may attempt to be an absolute monarch and ignore the role of Parliament, but at the risk of a dire penalty as a result.

    Great Offices of the Privy Chamber

    Lord Chancellor: This office is significantly known as the Keeper of the Great Seal of the Realm, which is used to make laws and documents official that are passed by both Council and Parliament. Due to the frequent vacancy of the Lord High Steward, the Lord Chancellor is second in power to the King, known for keeping up with the daily progresses of the realm, whether the King is absent or present.

    Lord Privy Seal: An honorary title in the realm with no real function save holding the personal seal of the King. This is a great honor for any that is granted this title and displays a great deal of trust and friendship between the King and the royal appointee.

    Lord High Steward: This office is one known for its frequent vacancy and temporary holders. Since 1422, the office of Lord High Steward has usually been vacant save for when a coronation or trial is needed to be done. At which, the King appoints a Lord High Steward either to oversee a trial or to be the bearer of St. Edward's Crown at a coronation. Usually this office is attached to the holder of Lord Chancellor.

    Lord President of the Council: This office is known for leading sessions of Parliament and presenting business to the Monarch for their approval. They may also have the power to call sessions of the Privy Council, whether the King approves of it or not, depending upon the circumstances of the realm.

    Lord Constable: The Lord Constable serves as the Palace's foremost commander of the Royal Guard and oversees the security of the palace and the City of London. Along with this appointment, the Lord Constable may also be appointed Lord Mayor of London, if necessary or if it is vacant.

    Lord Marshal: This royal appointee is the commander of the Royal armies and realm's troops. In his capacity, the Lord Marshal serves as the top military commander of the realm (underneath the King's will) and serves as His Majesty's commander on the field if the King is absent.

    Admiral of the Fleet: This officer of the Royal Council is commander of His Majesty's fleets and that of the realms. In his capacity, he is the commander of the royal fleets and oversees trade. Along with this appointment, the Admiral may also be appointed Captain of Calais, if necessary or if it is vacant.

    Lord Secretary of the State: A personal attendant of the Monarch who serves as a personal advisor to the Crown. This is a mainly honorary title to one that the King can trust the most among his subjects.

    Other Great Offices of the Realm

    Lord Lieutenant of Ireland: The appointed representative of England who serves as Lord of Dublin and the overall political as well as military authority within Ireland. This officer serves as the direct representative of the English Monarch and keeps the peace within English-occupied territories in Ireland.

    Lieutenant-General of the North: This is a rank appointed to whoever the English Monarch deems fit to command military forces in Northern England if Scotland were to invade. This office is usually appointed to either a high-ranking nobleman in the North, a member or a relative of the royal family.

    Lord Captain of Calais
    : A royally appointed office granted to whoever is deemed to watch over the important English port of Calais which is located on the European mainland. This office is of vital importance due to Calais's position between Spanish, French, Dutch and Scandinavian trade routes within the English Channel. It is an office of great military importance and adds prestige to whoever holds it.

    Lord Chancellor of Wales: This office is granted to whoever the Prince of Wales (if not a minority) and English Monarch deem fit to rule over the Welsh and English Lords of Wales. This office serves as a judicial, political and, sometimes, military office in absence of the Prince of Wales (whenever the Prince is not present in Wales).

    Lord Protector of England/Lord Regent
    : This office, of rare but valuable importance, is granted during a period of time in which the English Monarch is deemed either incapable to rule or is within a minority. This position can also be granted by the English Monarch if great age prevents him/her from performing daily ruling routines. This position lasts throughout the time of a Monarch's minority (till the age of 16 - 20) or until it is deemed, by the Privy Council or the Monarch, that a Lord Regent is not needed. This position is usually granted to a high ranked noble or a relative/member of the royal family.


    Provinces, Money and Manpower

    Manpower and Income

    Military Information
    Large Levy: 5,000
    Medium Levy: 2,500
    Small Levy: 1,250

    Kings and Princes may have a retinue of 100
    Dukes may have a retinue of 75
    Counts/Earls may have a retinue of 50
    Barons may have a retinue of 25

    Army compositions are universal in their details. Each army will have the following composition.
    40% Light Infantry
    20% Heavy Infantry
    15% Archers
    10% Crossbowmen
    10% Light Cavalry
    5% Heavy Cavalry

    Not including artillery, retinue or mercenaries hired

    Infantry
    Light Infantry
    Heavy Infantry

    Ranged
    Archers
    Crossbowmen

    Cavalry
    Light Cavalry
    Heavy Cavalry

    Retinue
    Yeomen (Bowmen)
    Men-at-Arms (Cavalry)
    Mounted Knights (Cavalry)

    Artillery
    Ballista
    Catapult
    Trebuchet
    Mortar/Bombard (siege)
    Field Cannon (field)

    Mercenaries
    Welsh Bowmen
    Scottish Infantry (Light)
    Irish Cavalry (Light)
    Burgundian Infantry (Heavy)
    Breton Infantry (Infantry)
    French Cavalry (Heavy)
    Income Information
    Rich Income: 60,000 Crowns
    Middle Income: 40,000 Crowns
    Poor Income: 20,000 Crowns


    Provinces (with Manpower)

    Southern England

    Large Levy
    Kent
    Middlesex
    Hertford
    Buckingham

    Medium Levy
    Essex
    Dorset
    Somerset
    Cornwall
    Oxford
    Gloycester

    Small Levy
    Sussex
    Hastings
    Surrey
    Devon
    Bristol
    Hampshire
    Wiltshire
    Berkshire
    Chepstow

    Middle England

    Large Levy
    Norfolk
    Warwick

    Medium Levy
    Hereford
    Leicester
    Bedford
    Northampton

    Small Levy
    Suffolk
    Cambridge
    Worcestor
    Shropshire
    Stafford

    Northern England

    Large Levy
    Lancaster
    York
    Lincoln

    Medium Levy
    Northumberland
    Nottingham
    North Yorkshire

    Small Levy
    South Yorkshire
    Leeds
    Liverpool
    Cumberland
    Derby
    Chester
    Durham

    Wales

    Large Levy
    Powys

    Medium Levy
    Pembroke
    Snowdonia
    Glamorgan

    Small Levy
    Denbigshire
    Cowny Valley
    Angsley
    Ceredigion
    Carmarthen

    Ireland

    Large Levy
    Dublin

    Medium Levy
    Cork
    Meath

    Small Levy
    Limerick
    Tipperary
    Waterford
    Wexford
    Kilkenny
    Kildare


    Income
    Southern England
    Rich IncomeLondon
    Kent
    Middlesex
    Hertford
    Buckingham

    Middle Income
    Essex
    Dorset
    Somerset
    Cornwall
    Oxford
    Gloucester

    Poor Income
    Sussex
    Hastings
    Surrey
    Devon
    Bristol
    Hampshire
    Wiltshire
    Berkshire
    Chepstow

    Middle England
    Rich Income
    Norfolk
    Warwick

    Middle Income
    Hereford
    Leicester
    Bedford
    Northampton

    Poor Income
    Suffolk
    Cambridge
    Worcestor
    Shropshire
    Stafford
    Northern England
    Rich IncomeLancaster
    York
    Lincoln

    Middle Income
    Northumberland
    Nottingham
    North Yorkshire

    Poor Income
    South Yorkshire
    Leeds
    Liverpool
    Cumberland
    Derby
    Chester
    Durham
    The Welsh Marches
    Rich Income
    Powys

    Middle Income
    Pembroke
    Snowdonia
    Glamorgan

    Poor Income
    Denbigshire
    Cowny Valley
    Angsley
    Ceredigion
    Carmarthen
    Ireland
    Rich Income
    Dublin

    Middle Income
    Cork
    Meath

    Poor Income
    Limerick
    Tipperary
    Waterford
    Wexford
    Kilkenny
    Kildare

    Battle, Campaigning and Rebellion Rules

    Artillery Rules
    Artillery is very early and scarce in this England setting.

    As such there are following rules that apply to armies.

    A large army (25,001 - 35,000) may have up to 10 cannon
    A medium army (10,001 - 25,000) may have up to 5 cannon
    A small army (less than 10,000) may have up to 0 cannon

    An army, rallied by royal authority, is more likely to have cannon than a private army of a noble, unless that noble belongs to a known powerful family. In which, the likelihood of cannon in a non-royal army, belonging to powerful family, has a 50% chance of gaining cannon. Whereas a royal army has a 75% chance.

    If cannons are accessed, through a roll, a further roll will determine how many you will have, with ranges being between 0 and 10 or 0 and 5, depending on the size of your army. Once a number is determined, the players may choose how many field and siege artillery they may have.

    Field artillery is good against soldiers and not against walls. Inaccurate however.
    Siege artillery is good against walls and not against soldiers. Inaccurate however.

    Field artillery has a 50% of hitting soldiers while Siege artillery has a 25% chance
    Field artillery is ineffective against walls while Siege artillery has a 75% chance

    Field artillery will cost 5,000 coin per unit (upkeep is 25% the hiring cost)
    Siege artillery will cost 10,000 coin per unit (upkeep is 25% the hiring cost)

    Cannon are immediately disbanded along with the army.
    Campaigning I (Scouting)

    - Scouting can only be requested if Light Cavalry is in the army.
    - You may only scout one province per 250 Light Cavalry in the army per 24 hours. If, for example, you have 499 Light Cavalry, you may only scout one province.

    When scouting is requested, the mods do one D20 roll with the following possible results:

    1-4/20 - Scouts captured by the enemy -The scouts are captured and may now be tortured for information.
    5-10/20 - Scouts fail to return with any information
    11-12/20 - Scouts return with 20% accurate range - Mods post back a wide range of possible army numbers (20% accuracy)
    13-14/20 - Scouts return with 40% accurate range - Mods post back a narrower range of possible army numbers (40% accuracy)
    15-16/20 - Scouts return with 60% accurate range - Mods post back a small range of possible army numbers (60% accuracy)
    17-18/20 - Scouts return with 80% accurate range - Mods post back a ting range of possible army numbers (80% accuracy)
    19-20/20 - Scouts return with exact enemy numbers

    When posting back results, mods do not post the actual roll they performed just the random range of numbers based on the accuracy of said roll outcome. When deciding the range, mods simply take the actual troop numbers x inaccuracy (opposite of accuracy) which will give them their interval, which they can apply into a range any way they like (as long as the actual army numbers fall within the range).

    For example: The interval of 20% accuracy on 1000 troops is worked by 1000x0.8=800, thus the range is 800 wide. Now the mod can post back any range of 800 hundred that they like as long as 1000 is within that range. For example 800-1600 range, or 950-1750 or even 1000-1800.

    Campaigning II (Land Units and Land Battles)

    Movement Bonuses

    - Armies comprised of any mix of Light Infantry, Polearms, Archers and Light/Heavy Cavalry can move at 125% speed on the Hex map.
    - Armies comprised only of Light or Heavy Cavalry move at 150% speed.
    - Armies comprised only of Light Cavalry move at 200% speed.

    - Therefore, the presence of Heavy Infantry and Elite Cavalry will limit an army to base 100% movement speed.
    Rolling a Battle

    Player Set-Up
    Players must post the layout of their army in the field of battle. This must be divided into three mandatory and one optional component. Mandatory sections are the Left Flank, Center, and Right Flank. These are the three sections that will engage the enemy army.

    The optional section is the Reserve, which can be used for a variety of functions. The reserve can have two orders: Intervene (in the left, center, right) or Cover Retreat.
    --- With Intervene, the Reserve will counter-attack an enemy victorious flank. Say your Left loses and your Reserve is ordered to Intervene, it will advance and form a new Left flank for you. Once committed to Intervention, the Reserve is used up.
    --- Cover Retreat. If you lose the battle, the Reserve will cover the retreat of your army.

    Rolling the Battle
    The Moderator wll roll with the following formula for each of the Left, Center and Right combats. Bear in mind that Player 1's Left will engage Player 2's Right, and vice versa.

    * * *
    [Score of Soldiers] * [d10 Roll] = Score. Repeat for both sides. Winner with the highest score.

    Winner dead: ( [Lower Score] / [Higher Score] ) * [Number of Soldiers]. Dead capped at 15% of [Lesser Force]

    Loser dead: ( [Higher Score] / [Lower Score] ) * [Number of Soldiers]. Dead capped at 25% of [Lesser Force]
    * * *

    The winner is the player that has two of three sections victorious. Remember the reserve capabilities above: if Player 1's left flank loses and his reserve intervenes, a new battle between Player 2's victorious right and Player 1's advancing Reserve will be rolled.

    The Aftermath of the Battle
    If you win the battle, an enemy rout happens. Depending on whether the enemy has an uncommitted reserve or not.

    If they do not have an uncommitted reserve:

    Roll d10*5% for routing enemy troop deaths. If the enemy army has 10,000 men when it routs and 8 is rolled, 8*5% = 40%, or 4,000 men killed in the rout.

    If they do have an uncommitted reserve:

    The strongest victorious enemy flank and the uncommitted reserve conduct a battle, the same as a standard flank battle. If the reserve loses, the rout roll is d10*2% rather than d10*5%, capping the routing dead at 20% of survivors rather than 50%. If the reserve wins, no rout roll is made, and the defeated army withdraws in good order.

    Players are of course allowed to order their flanks to not attack the enemy reserve if they win, ensuring the defeated foe withdraws in good order, if the victors are unwilling to risk a fight with the reserve.

    Thus you are presented with three options every battle:

    - Have no reserve, and rely on winning 2 of 3 engagements.
    - Have a reserve, order it to commit, and get a second chance on one of your defeated flanks, potentially snatching victory from defeat.
    - Have a reserve, order it to cover the retreat, and if you lose you gain either a reduced rout roll or no rout roll.

    Retreating from Battle
    - A defeated army will retreat to the nearest friendly High Lordship keep. This includes occupied Keeps. Once there it cannot move for 6 hours.
    - A defeated army is not permitted to inform other nearby friendly armies of its fate or location of their victorious foe until 6 hours have passed, whether or not they have reached a friendly keep. This is for balance and sportsmanship purposes.
    - A victorious army may not move for a period of 6 hours.


    Campaigning III (Surprise Attacks, Sieges, Garrisons, Occupied Enemy Territory and Levy Replenishment Rules)


    Surprise Attacks
    If an army is laying siege they are vulnerable to surprise attacks by enemy forces in the local area. Base chance of successfully surprising a Siege is 16/20. Light Cavalry may be put on Screening Duty by the besiegers, resulting in a -4 chance of surprise per 500 Light Cavalry. Thus, 2,000 Light Cavalry on screening will render surprise attacks impossible.

    If an army is taken by surprise during their siege, the attackers gain +4 to all rolls during the battle.

    Sieges
    A Siege occurs when a castle is surrounded, as determined by Mod discretion. The Twins, Goldentooth, and Bloody Gate for example, must be besieged from both ends, and Coastal Settlements must be blockaded by a fleet.

    A castle will survive for one year (one RL week) once suitably surrounded, and it takes 24 RL hours to prepare siege equipment for an assault. The amount of time that a castle holds out can be increased by constructing the correct building.

    Castles have a basic +8 to the defender's rolls.

    When a castle falls, 20% of the province's base value is gained as loot, to be distributed as the Siege Commander pleases.

    Ruination: A sacked fortress of city will lose all of its defensive values to represent the absolute leveling of the city. These defensive fortifications will have to be 're-constructed' at a price of half the original value of the fortifications. In the Castle Upgrade thread in the Iron Bank of Braavos, the fortress/city will be classified as 'Ruined' until reconstruction is completed/and paid for.

    Garrison
    Only 75% of the regional levy can be garrisoned within a castle except for a single holding of the Lord Paramount, to be decided by the Lord Paramount which may hold 100% to begin with.

    Occupied Enemy Territory
    - Occupied provinces can be taxed when the castle is taken. If the defenders have a Holdfast building, the province can be taxed as long as the 'outer castle' is taken.

    - 10% of the province's base tax may be taxed per 500 men occupying the province. Remember garrison limits of castles: any soldiers occupying the territory above that limit are regarded as outside the castle. This means 5,000 men must be devoted to fully tax an occupied territory. Taxes go into the coffers of whichever character is in command of the occupying forces. Auxes will pay their 'main' boss, as they can't have incomes.

    Levy Replenishment
    Men of the levy that are killed replenish at a rate of 50% per year.

    Post-Battle wounded rolls
    For example, say A/B/C/D are fighting E/F/G. One character to each flank & one to the center, with D also being assigned to the right flank of Army 1 with C. A would then be matched against E, B VS. F, C VS. G, and D would have his fate rolled.

    The aftermath of battles were a confused state, therefore your character will be given a D20 roll by a mod to determine your individual outcome. (only if a character isn't engaged in a duel)

    Killed In Action – 1-2/20 (if a 1 is rolled your character is killed and a 2 is mortally wounded)
    Wounded - 3-7/20 (there will be a further roll to see what type of wound)
    Captured - 8-12/20 (you are captured by the other side and must be ransomed or escape)
    Free - 13-20/20 (you get through the battle without being captured or wounded)

    - Wounded
    If it is rolled and you are wounded during a battle there shall be another roll under this category to see where the wound is. This roll will only give you a general area, after that it is up to you to RP it.

    Head wound - 1-5/20 (you have taken some sort of wound to the face or head)
    Arm wound - 6-10/20 (you have taken some sort of wound to the arms or hands)
    Leg wound - 11-15/20 (you have taken some sort of wound to the legs or feet)
    Torso wound - 16-20/20 (you have taken some sot of wound to the back, stomach, chest area.)

    In the event that the overall leader in command, or one of the section commanders is killed, a negative modifier may be added to the army/army section who losses a commander. The size of the modifier will be determined by moderator discretion. A more central, militarily accomplished character will be more of a loss and blow to morale than an incompetent commander.

    Rebellions

    There may come a time when a player decides that he can no longer sit idly by under the rule of his Lord Paramount, and begins plotting rebellion.

    Should a player decide to rebel, all AI High Lords, if called upon, will undertake a decision as to whether they will side with the rebels, their liege lord, or remain neutral. AI High Lords not requested by either party will remain neutral until called upon to decide.

    Reasons for rebellion will be strictly vetted, and if it is suspected that players are creating Houses solely for the purpose of finding a reason to rebel, they may be barred from rolling the House entirely. A rebellion is a serious matter and, in a Feudal culture, unthinkable at first glance. Houses such as House Bolton will be watched closely, as players have a long history of creating houses such as Bolton specifically to betray House Stark at the earliest opportunity.

    Reasons for Rebellion
    Rebellions will be permitted only where players can justify it on IC grounds, including:

    - Betrayal in some form from their master (eg reneging on a promise, seizing family, murder of family, seizure of land/privileges/rights)
    - Heavy taxation (typically over 20% would be regarded as heavy, though room for context and IC situation will be made for this determination)
    - Compelling offers from powerful third parties (eg being offered the Lord Paramountcy in your master's place, being offered restoration of lands, titles, etc)
    - Lord Paramount switches religion
    - Lord Paramount betrays his own liege (the King/Queen), but the player prefers loyalty to the Crown over the Lord Paramount

    Things that will not usually be considered 'justified':

    - Players who fabricate their own reasons (for example, Bolton offering rebellion in return for being made Lord Paramount)
    - Disagreement over a course of action (disagreeing with going to war isn't grounds for raising a rebellion)
    - OOC motivated reasons (rolling a House in a region with a Lord Paramount you dislike purely to be a thorn in their side)
    - Using 'justified' reasons for unjustified acts (for example, rebelling because the Lord Paramount rebels against the King, and then not pledging allegiance to the King)

    Rebellions are a serious affair and, due to the AI Reactions rules, are not almost guaranteed suicide. As a result of this, however, strict oversight must be applied to prevent power-hungry players from intentionally creating characters to rebel, or rebelling on poorly justified grounds motivated solely by OOC greed.

    If a rebellion sounds legitimate (eg, a real Lord in a real Westeros would do it), it will generally be allowed to go ahead. Players who are just hunting glory, power, or money will not be permitted to abuse this system.

    Outcome
    Defeating a Lord Paramount does not make you the new Noble; only the King can make that determination. Players rebelling should generally be seeking concessions of some nature that do not involve replacing their Noble. For example, rebelling because of ridiculous taxation should see the players seeking abolishing some tax; rebelling because the Noble betrayed the King should see the players seeking to win the war for the King (who may reward the players as he sees fit, naturally); rebelling because the Noble abducted or killed your family should see the player seeking revenge (eg capture your Noble's family, secure the release of your own family, bring your Noble to trial before the King); rebelling on religious grounds should see the players seeking the LP brought before the Pope (or Archbishop of Canterbury/York) or forcibly returned to the True Faith

    A rebel will not be given free hand to decide whatever wild demands they fancy: the rebellion started for a reason and it must pursue aims valid to its purpose for existing.


    Duels and Assassinations

    Assassination Rules

    The Ways to Kill
    Anonymous Assassination
    1. Pick your target
    2. Be sure to have a good reason for the assassination. This reason must be relevant and not OOC based. Moderators reserve the right to reject any assassination request if there is no valid reason that you wish to kill the target.
    3. PM a moderator stating: The Reason, The Location, The Target and the Items you wish to use. Any character traits aiding assassinations should also be detailed.
    4. The mod will post the rest, detailing the attempt, whether it succeeded or failed (and if so, whether you got captured). Your identity will not be released.
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.

    Open Assassination
    1. Pick your target and get in the same thread as them
    2. Post requesting an assassination on your target. Ensure you post what equipment and traits regarding assassinations you have.
    3. If possible and time permits, notify a moderator with your reason for the assassination.
    4. The mod will post the rest (success/failure, whether escaped)
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.

    Secret Open Assassination
    1. Pick your target and get in the same thread as them. They must acknowledge that they are alone.
    2. From here, follow standard open assassination steps.
    3. If possible and time permits, notify a moderator with your reason for the assassination.
    4. A mod will post the result. If successful, you are free to leave. If not, an escape roll is done, in this case a simple 10/20.
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.

    Execution by the King
    If at any point you find yourself imprisoned in the Kings dungeons, he may at liberty lop off your head without an escape roll. If, after 4 real life days of captivity he has not killed you, you receive an escape roll, weighted against you. For every real life day after this, you receive one escape roll.
    If you have been caught by a Lords men and transferred to the King, you receive one escape roll weighted against you, before you are put in the dungeons. After that, the above rules apply.

    The Rolls and Chances
    Depending on your rank and location, the chances of being assassinated differ. Below, players are split into either Noble or Yoeman. A noble here is defined as: King, Prince/Princess, Lord/Lady, Lords Bannerman, the High Septon, Most Devout Septon, Lord Commander of the Night Watch, Commander of a NW Castle, First Officers of the Night Watch (First Builder, Steward Ranger), Lord Commander of the Kingsguard, Any seat upon the Small Council.
    A yoeman is any man who isn't one of the above ranks.

    At your Home (the thread you use to receive visitors)
    Nobles: 2/20
    Yoemen: 5/20

    In a neutral house (any other home thread except yours and the assassins)
    Nobles: 4/20
    Yoemen: 8/20

    In the assassins home (the thread he uses to receive visitors)
    Nobles: 15/20
    Yoemen: 17/20

    Any other indoor situation (ie a RP that takes place inside, like a wedding)
    Both: 10/20

    An outside situation
    Both: 13/20

    Group Assassinations
    If more than one person wishes to murder someone, the assassins may work together. Each extra person wishing to assassinate will add 1 to the chances of success. This comes at a price however, as groups are easier to catch than a lone ranger. If the group is attempting a closed or open assassination, each extra assassin takes one from the escape rolls, making it more likely you get caught.

    Hired Help
    There are options to help reduce the risk of an assassination.

    Retainer (nobles only)
    Instead of attempting yourself, you may opt to have a retainer (an NPC from your household) attempt for you. In this case, you must equip the retainer with any equipment. Note that retainers tend to be clumsy, so 2 is taken from the success and escape chances. If the retainer gets caught, you automatically lose the equipment you gave him, and standard questioning rules apply.

    Assassin
    If one is willing to spend some money, say 100000 Dragons, one may hire the luxury of an assassin, who benefits from a +2 to all rolls, even if caught. With the assassin, there is less chance of your identity being revealed.

    Special Items
    Certain items may be bought in the shop to either aid or discourage assassination. Details may be found in the shop thread.

    Armour
    If a target is wearing armour, the modifier of that armour becomes an anti-assassination modifier, however the target must have posted he is wearing armour, unless he is on a battlefield, in which case he is assumed to be wearing armour.

    Battlefield Assassinations
    If a commander is killed on the battlefield, morale takes a hit. Reflecting this, is a noble character gets assassinated on the battlefield, they cause a hit to the rolls according to rank.

    King/Prince is assasinated -5 to the armies battle roll
    Duke is assasinated -3 to the armies battle roll
    Earl/Count/Baron is assasinated -2 to the armies battle roll

    Escape Rolls

    Escape chance from prison is set at 1/20 with modifiers added as per Moderator discretion, with examples including bribed guards or people with influence aiding in the escape (eg Varys and Jaime helping Tyrion escape).

    When an Assassin kills someone, or tries to, their escape chance is set to 20/20 with the following modifiers:
    · If using a melee weapon -2
    · If in a home thread -5
    · If in an enclosed area -1
    · Every guard present -1
    · Every neutral player present -1
    · Mods may, at their discretion, take up to -3

    If you fail your escape roll, you are at the mercy of your captor. If you yourself attempted the assassination, you may as well start kissing the feet of your captor and hope the King forgives. If you sent a retainer or an assassin, they will be tortured for information. The rolls below are for a retainer, for an assassin take two from the chances for each roll.

    1-5 - Captive dies in questioning without revealing anything
    6-10 - Captive dies in questioning but reveals the identity of his master
    11-20 - Captive survives and reveals the identity. He may be used as evidence in court.

    Duels and Jousts

    A Duel or Joust is decided by whether players are dismounted (Duel) or mounted (Joust), with each type of personal combat modified only by the Duel and Joust traits respectively.

    Simply, each player has 20 health points.
    For every 4 survival points, a player can have 1 extra health point.

    Then Roll "rounds" these in order:
    2 D20
    [(Higher Roll - Lower Roll) / 2] + Weapon/Traits of Winner - Armor/Traits of Loser = Damage to Loser ;
    1 D20, 50% chance of damage to Winner also;
    If Damage is done:
    1 D10, 10 is 100% same as Damage to loser, while 1 is 10%.
    Take this number and apply halved Weapon/Armor/Trait numbers to it.
    (We round up if you get a decimal)
    Then you let the players RP it and decide whether to continue or not.

    Worse case scenario, the loser player loses 10 health in one round.

    You keep doing these "rounds" until one player dies, submits, or otherwise "loses".

    In a normal tourney, unless otherwise stated, characters are given equal armor and weapons, and as such, the weapon/armor points are non-existent.


    Events and Edicts
    WIP

    Purchaseable Items and Buildings

    Armor and weapons
    Armour Sets

    Studded Leather Armour (+5 hp, +2 Scout, +2 Assassin, +2 Capture) - The simplest armour in terms of creation and the weakest by way of protection, this armour nonetheless provides the user much better movement and is favoured by those who would rather be quick on their feet over having the ability to slug it out in a melee. A studded leather chestpiece with hardened leather vambraces, shinguards, thighguards and boots. This set of armour costs _____ Crowns.


    Chainmail Armour (+10 hp, +1 Scout, +2 Duels, +1 Survival) - The armour of choice for most freedmen, chainmail is affordable yet offers some protection on the battlefield. A mix of studded leather with a mail coat or mail worked into the leather. This set of armour costs _____ Crowns.


    Partial Plate (+20 hp, +4 Duels, +2 Survival) - The optimal trade-off between mobility and protection, partial plate armour is often worn by those of a knightly bearing. A thick and solid plate chestpiece protects the vital organs while segments covering the thighs, shins and forearms allow blows to be deflected or absorbed. Leaving the upper arms and legs largely unrestricted means that movement isn't too heavily constrained, allowing the wearer mobility for duelling. This set of armour costs _____ Crowns.


    Full Plate (+20 hp, +1 Battles, +6 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. You become near-impossible to kill but also don't move much yourself. Favoured by knights taking to the battlefield, knowing their main role in such an event will be to present the heaviest possible mass atop a horse to plough through enemy troops in a formation of massed heavy horse, this is a set of armour for surviving a major battle rather than a set for everyday wear or single combat. This set of armour costs _____ Crowns.


    Weapons


    Weapons are divided into three overaching types: those used exclusively in one hand, those used with one or two depending on the context, and those large enough to require two hands at all times. Each comes with benefits and drawbacks.


    A single handed weapon and shield (+2 Duels, +4 Survival, +6 hp) offers the most survivability, allowing the user to shelter behind the shield and use it to further protect themselves, but at the cost of sacrificing the reach and power afforded by the larger, heavier weapons. This combination costs _____ Crowns.


    A bastard sword (+4 Duels, +4 Survival), the most common name for large single-handed weapons, are typically used without shields but are lighter and thus more mobile than greatswords, giving the user the ability to position themselves faster and exploit the situation with more agility, at the cost of reduced reach and less power than a greatsword, but superior reach and power to a single handed weapon. These weapons cost _____ Crowns.


    A greatsword (+7 Duels, +2 Survival) represents those swords that are the largest, heaviest weapons, be they swords, poleaxes, greataxes or warmaces. These weapons are sluggish but mighty: a solid blow from such a weapon, even to a shield, could break the arm of the target or outright shatter lesser weapons. The key to surviving such weapons is mobility, while the key to their masterful use is conservation of energy and the efficient application of it into well aimed, well timed strikes of immense power. These weapons cost _____ Crowns.

    Roleplay Rules

    These are a few extra rules below that just promote fair game play or do not belong under any specific headings.

    Leaving a thread
    All characters who posted in a thread are assumed to remain in that thread unless they post a leaving post or after two full days of non-activity. This means that if you posted in a thread that you were there, and then someone an hour later assassinated you, you can’t claim that you were no longer there unless you specifically posted that you left before the assassination attempt was made.

    Letting Others Respond
    In your posts if they involve actions of other characters it is a rule that you must allow them a chance to respond and refrain from one post wins. For example, you cannot just post "John cut off Jimmy’s finger". You can however post "John went to cut off Jimmy’s finger" as you can see the second version allows Jimmy to respond to your action before you've done it (since you can’t take back a cut off finger).

    Dice Rolls
    All chance rolls (i.e. a birth roll, or an assassination attempt) are based on a D20, and have been done so that regardless of modifiers a natural 1 will always succeed, whilst a natural 20 will always fail. Thus a roll of 15/20 will succeed on 1 - 15, and fail on a 16, 17, 18, 19 & 20. All vs rolls on the other hand (duels, jousts, etc) are based of the highest score wins. A + modifier always improves the roll odds, while a -Modifier always worsens the odds.

    Aging
    Characters age at a rate of one in game year per real week. At the age of 50 your characters will be subject to natural death rolls done each week by the moderators, the chance of natural death being 2/20. Every 5 years the chance of death will go up by 2/20 (Ex. at age 55 4/20, age 60 6/20 etc...) The character can see out the remainder of any thread in which he is RPing, but must die by the end of that game year.

    Heirs and Wills
    When your main character dies you must post a will detailing the distribution of your lands, belongings and money within 24 hours of death. Only proper “birth rolled” children and other main characters are eligible to receive anything from a deceased main character. (Note that since you can only have one main character at a time, if you main dies and you have no “birth rolled” heir, all your lands, belongings and money can only be passed to another person’s main character. NOT YOUR NEXT MAIN CHARACTER)

    Main Character Slots
    Players are allowed up to four main character slots. Main characters are defined as characters with traits and income. All of them may be used on lordly characters, lordly characters being any character sharing the last name of a Lord. Only the head of the family may both hold land and receive income. Offspring may have titles, but cannot gain income. A player is limited to having a maximum of one noble family with unlimited auxes.

    OOC
    No use of OOC information whilst In Character. Any RP suspected of doing so will be deleted by moderators and the offending player contacted. In addition, if you have a problem with a player take it to a moderator, not the OOC thread or the other persons inbox. Any OOC fighting will be deleted and the offenders reprimanded.
    Last edited by Lucius Malfoy; August 31, 2016 at 04:32 PM.
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  3. #3
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: War of the Roses Proposal and Discussion Thread

    Reserved for Proposals involving new Mechanics/Features

    Proposal for Mercenaries, proposed by Xion
    Quote Originally Posted by Xion
    I have a small idea how to make mercenaries work -

    Divide them into two categories - Band/Company and Great Company(Category names wip)

    Band/Companies are smaller (at most 1,000 men perhaps) but will have longer-standing contracts and be less likely to betray their employer than the Great Companies. A list of the available band/companies will be posted in the thread with a cap of how many a player can hire, example cap being 3 bands.(the Great Companies are unique like the Westerosi famous mercenary companies, these lesser ones are generic, for example :
    Irish Company : 400 Kerns(Light Infantry) 500 Axemen
    Welsh Company : 600 Longbowmen, 400 Welsh Spearmen
    Scottish Company : 300 Archers, 600 Pikemen
    ...and so on. ) There may be some 'unique' band/companies if the mods wish for it to be the result of an event that may serve as a middle ground between the bands and Great Companies.

    The Great Companies will be the size of a small to medium army consisting of multiple troop types and perhaps even some unique ones(ex. Swiss Pikemen) that are hired in the fashion of the GoT NPC mercs.

    Proposal of Edicts, proposed by Oznerol
    EDICTS:
    -Public granaries: In case of a famine they lessen the negative effects, increasing the diminished income and levy, although not to its original level. +15% to income, +25% to levy.
    -Pilgrimage: You organize a pilgrimage to a holy place, however you must afford the cost of the travel of your retinue. It increases both the opinion of clergymen and fellow Lords about you.
    -Tourney: An event to display chivalry and pageantry. Incredibly costly, however is a show of might and power.
    -Wool fair: Wool trade is the greatest source of riches in the land, celebrate your own fair inviting the Florentine, Dutch and Castilian traders boosting your economy.
    -Export grain: Though more expensive than granaries the exported grain, from the Baltic, decreases to a greater extent the effects of famine. In bountiful times increase the province's manpower.
    -Grand feast: A luxurious feast, another show of power and wealth.
    -Devaluing the coin: In dire need of cash? Devalue the coin, mixing the metal with that of lesser quality: +25% income for four years. However it comes with a prize once your subjects figure out that you are actually cheating them: -30% income for another four years. Available to the King and claimants only.
    -Borrowing money from a Jew: Jewish moneylenders were pretty usual, however their reputation was incredibly bad, usually scapegoats and cursed as killers of Christ. You earn XX,000, loan to be re-pay in 5 years. However it comes with a price, borrowing money from Jews lowers your standing among subjects and populace, especially the clergy.
    Last edited by Lucius Malfoy; July 29, 2014 at 03:38 PM.
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    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: War of the Roses Proposal and Discussion Thread

    Reserved #3

    Maps
    Faction Map (with County names) - http://i.imgur.com/GPm03nN.png
    Factions Map - http://i.imgur.com/EMYhwPx.png
    Original (Edited) Map - http://i.imgur.com/dj9H9X6.png

    Player List
    Yorkist
    Lucius Malfoy - claimant and/or supporting Lord (Staffords)
    Jacb - claimant and/or supporting Lord (Warwick/Neville)
    Barry - claimant and/or supporting Lord (de Vere)
    Aspisas
    Jokern - Neville
    Lord William - Neville
    Stannis - Howard (?)
    Xion - Irish or Welsh Lord
    Pinkerton - de la Pole

    Lancastrian
    Oznerol - claimant (Henry VI) and/or supporting Lord (de la Pole)
    Bastard Feudalism - claimant (Edward of Westminister) and/or supporting Lord (Merioneths)
    Wheatley - Percy
    Celsius - Holland
    Ganb -
    McScottish - Courtenay
    M_1512 - Hastings (?)
    Honors Bastion - Beaufort

    Forum Setup

    Moderation Staff (Looking for Staff Members)
    - Lucius Malfoy
    - Jokern
    - Honors Bastion

    Contributors
    - Oznerol = Contributed to rule structure as well as mechanics and features
    - Honors Bastion = Contributed to rule structure as well as mechanics and features
    - Xion = Contributed the mercenary proposal
    - Narf = Contributed the map
    - Wheatley = Contributed by putting county names on the map
    Last edited by Lucius Malfoy; July 29, 2014 at 01:49 PM.
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    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: War of the Roses Proposal and Discussion Thread

    I feel we may have to borrow heavily from GoT and modify it. Just as GoT 1.0 borrowed heavily from GSTK and modified it over time.

    In the makings, Oz and I have already planned out manpower and provincial income. We like the proposal by Xion and hope to implement it. We also want to add on new types of edits, buildings and a means of purchasing land. It has also been discussed to see if there is a way to make sieges more realistic and decisive (not as easy and casual as in GoT) as well as adding in diabolical events such as an outbreak of plague or influenza to add to the depth of this roleplay.
    Last edited by Lucius Malfoy; July 26, 2014 at 07:50 PM.
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  6. #6
    Mary The Quene's Avatar Praeses
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    Default Re: War of the Roses Proposal and Discussion Thread

    Just making sure, Calais is going to be in the game, though not in the map?
    Veritas Temporis Filia

  7. #7
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: War of the Roses Proposal and Discussion Thread

    Quote Originally Posted by Aspasia View Post
    Just making sure, Calais is going to be in the game, though not in the map?
    Yes
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    Jokern's Avatar Mowbray of Nottingham
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    Default Re: War of the Roses Proposal and Discussion Thread

    This looks really interesting, sign me up. I'd be interested in playing as one of the Yorkist pretenders or as an exile Yorkist noble in Burgundy.

  9. #9

    Default Re: War of the Roses Proposal and Discussion Thread

    A proposal, numbers are speculative.

    EDICTS:
    -Public granaries: In case of a famine they lessen the negative effects, increasing the diminished income and levy, although not to its original level. +15% to income, +25% to levy.
    -Pilgrimage: You organize a pilgrimage to a holy place, however you must afford the cost of the travel of your retinue. It increases both the opinion of clergymen and fellow Lords about you.
    -Tourney: An event to display chivalry and pageantry. Incredibly costly, however is a show of might and power.
    -Wool fair: Wool trade is the greatest source of riches in the land, celebrate your own fair inviting the Florentine, Dutch and Castilian traders boosting your economy.
    -Export grain: Though more expensive than granaries the exported grain, from the Baltic, decreases to a greater extent the effects of famine. In bountiful times increase the province's manpower.
    -Grand feast: A luxurious feast, another show of power and wealth.
    -Devaluing the coin: In dire need of cash? Devalue the coin, mixing the metal with that of lesser quality: +25% income for four years. However it comes with a prize once your subjects figure out that you are actually cheating them: -30% income for another four years. Available to the King, claimants and dukes only.
    -Stockpiles: Your granaries are filled in case of a siege, thus it will take longer for the enemy to finish it.
    Last edited by Oznerol; July 27, 2014 at 12:25 PM.

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  10. #10
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: War of the Roses Proposal and Discussion Thread

    Its definitely a start to what edicts we can have! I like the devaluing coin one, that is something that can add a bit to economy.
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  11. #11
    Dirty Chai's Avatar Dux Limitis
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    Default Re: War of the Roses Proposal and Discussion Thread

    How involved might Flanders be?
    Flanders always harbored Englishmen abroad, and often sided with the English in their wars.
    I'm thinking Burgundian and Flemish mercenaries would be common.
    Did any claimant/exile of the WotR stay in Flanders?

  12. #12
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: War of the Roses Proposal and Discussion Thread

    Quote Originally Posted by Bastard Feudalism View Post
    How involved might Flanders be?
    Flanders always harbored Englishmen abroad, and often sided with the English in their wars.
    I'm thinking Burgundian and Flemish mercenaries would be common.
    Did any claimant/exile of the WotR stay in Flanders?
    Well as stated above, Edward IV dies upon his arrival to Burgundy. So his successor, whether the claimant be one of his historical relatives or an alternative one, will be in exile there. Burgundy has granted aid to this group of Yorkists in light of Henry VI's declaration of war upon the Duke of Burgundy for harboring the Yorkist traitors. The other Yorkists fled to Ireland, hoping to drum up support among the Irish within England's territory and neighboring it.

    It was already suggested, when Oz and I discussed mercenaries, that Burgundian and Flemish companies would be available.

    At this time, Flanders is a part of Burgundy, as you most likely know, BF, since in 1369, due to the marriage of Philip the Bold and Margaret of Dampierre, Flander's independence ended and it was brought into the Duchy of Burgundy.
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  13. #13
    Mary The Quene's Avatar Praeses
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    Default Re: War of the Roses Proposal and Discussion Thread

    Actually i'm planning to make my main character a Flemish 'general' fighting for the yorkist cause using flemish/burgundian troops and capturing Calais from the Lancasters for using it as a base for invading England

    So that's nice to know that flemish/burgundian troops can be recruited


    (i live in Flanders)
    Last edited by Mary The Quene; July 27, 2014 at 01:32 PM.
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  14. #14
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: War of the Roses Proposal and Discussion Thread

    For the most part though, we want people to be playing native Englishmen and those cultures subordinate to the King. At this time, yes there was foreign support (France, Scotland and Burgundy for examples), but it wouldn't make sense to say for example: Aspisas general is granted English land, yet he is a foreigner. Then again...say if that does happen, that could be an interesting factor for why supporters may dislike the Yorkist King who does this; giving land to foreigner instead a true English born supporter.

    You know what, I will allow it, Aspisas.

    For future reference, we want most people to be playing English as well as Irish and Welsh Lords who are subordinate to the English Crown. We will allow minorities of French, Flemish and other cultures from those who are neighbor to England, but do understand this is the War of the Roses, this is about the history of the English.
    Last edited by Lucius Malfoy; July 27, 2014 at 01:38 PM.
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    Mary The Quene's Avatar Praeses
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    Default Re: War of the Roses Proposal and Discussion Thread

    Thank you LM England and France both claimed Flanders as an ally to undermine eachother's power frequently. And both Flanders and England were important trade partners and there were alot of flemish soldiers present inthe battle of Hasting.
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    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: War of the Roses Proposal and Discussion Thread

    In the case of this general, either we will grant you a starting purse to use to buy mercenaries or the Duke of Burgundy will grant you some troops. Either way, they won't last forever, so use them as much as can be.
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  17. #17
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: War of the Roses Proposal and Discussion Thread

    A little update involving Buildings.

    Oz and I are considering various buildings in which people can generate a little extra income or to sink their money into.

    One possibility for a money sink is purchasing land around your primary estate/castle can be used then to build a mill, brewery, farm, etc etc in which extra income can come from. This is mainly due to the fact that income is dependent upon your title while extra income comes from your land. There may be limits, but its still up for discussion.

    Another major sink is the sponsorship of public works which could be done by a single person or a group of people. This would require some serious money, but if you have it lying around, it could bring about some interesting bonuses. Public Works could range from a public garden to a small university dedicated in your honor. This would be done in phases and require money at each phase as well as a maintenance cost for workers and, after construction, a continued maintenance cost to ensure the Public Works that are finished survive and last.

    This will help ensure that there are beneficial places to sink money and to prevent hoarding.
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    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: War of the Roses Proposal and Discussion Thread

    Something to be aware of for both claimants and supporters, anything can make supporters turn from either cause. Promote that anything and this roleplay will last and be fun.

    An example is the defection of Warwick from the Yorkist to Lancastrian cause during the reign of Edward IV. It was at first due to the advancement of the Woodvilles, who were of a lesser background than the other noble born houses and were granted advantageous marriages after the elevation of the Queen's father, Richard Woodville, who was made 1st Earl of Rivers. Some of these advantageous marriages and promotions were deprived of Warwick and his family in order to be granted to the Woodvilles. Then later, Edward IV's showed great unwillingness to be a friend of France, which Warwick worked so hard to gain. Edward's pro-attitude towards Burgundy and Brittany who were enemies of France only ensured that France remained a friend of the Lancastrians through Margaret of Anjou.

    Such actions and attidues can make this roleplay very dynamic (A Yorkist King becoming Pro-French when supporters may be pro-Burgundian, marrying a woman of lesser status, depriving powerful supporters of what they feel they deserve, advancing the lesser into positions of nobility and rank). This sort of stuff will make it fun. Don't try to be "All goody King," show flaws, be willing to add burdens to your supporters and add advantages to your enemies, give reasons for players to think otherwise. It is an era in which anyone could turn enemy or become your friend. Where friends are hard to find, but the possibility of enemies as endless as the sea.
    Last edited by Lucius Malfoy; July 27, 2014 at 04:58 PM.
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  19. #19
    jacb547's Avatar Primicerius
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    Default Re: War of the Roses Proposal and Discussion Thread

    Super exited for this! Will definitely play, sign me up as a Yorkist. Could also play a claimant if needed.
    "We all know whatmy brother would do. Robert would gallop up to the gates of Winterfell alone, break them with his warhammer, and ride through the rubble to slay Roose Bolton with his left hand and the Bastard with his right. I am not Robert. But we will march, and we will free Winterfell … or die in the attempt."

  20. #20
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: War of the Roses Proposal and Discussion Thread

    Reporting in for the White Rose. If I can find the time & if it's permitted I'd like to play as a claimant who doesn't do much, like an infant son of Ed the IVth, on top of a more active Yorkist noble.

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