Empire

Jul 04, 2007 18:20

Ok, Empire is been an Idea that's been Evolving for some time now
The game, it as a very simple story

There was no new Intelligent life found in the starts just Man
A Emperor grow out of the Great house that from
The Emperor is chosen by the Houses
There only Grate laws are, "No house may use weapon's of mass Destruction, All House Must play Income Taxes, and 10% of all house military is given to the Emperor use"
(rest of the laws don't have barrings on the game)
In tell a new Emperor can be named, a chamberlain runs things(more then likely played by me)

The Game well start, just after the Death of the Last Emperor
and the house must come together and Decide a new on
(should take 1 1/2 - 2 years to do this, Yes some one at the end of game Wins by becoming the Emperor)

Hey Levi, do you still remember what you showed me for Building the house at Jeks
I can find that paper, and That was a Kick ass Idea

and here the base of things I am working off of that Levi posted on gamecraft, and I like it

Levi;
I was thinking about ways to make "big politics" of the type usually associated with really crazy downtime into something fun interesting in a LARP, kind-of in the context of science fiction, and I sort of half-stumbled across an old idea that I beat up and made into something you might like.

This might be really cool, or it might be really clever and totally useless.

Every player heads an enclave or cartel.
So, we have this planet, and each of the characters is the leader of some kind of organization - so one guy might be the leader of the Computationists, another the leader of the Church Militant, and so on. While each organisation hails from a specific planet, these factions are their emissaries on a new planet.

The object of political play is to take control of the planet
The varying enclaves, cartels and groups are all vying for control over this new planet. They do this by "yoking" other groups under their control.

The common action of game is negotiation
Getting control isn't generally a simple matter of bludgeoning force. It requires teamwork, and often requires that 'leader' groups make concessions to their under-groups in order to keep them.

At start of game, or end, or both, the group does a "cycle".
Everyone sits down in a half-circle of chairs, with a chairman sitting at the focus of the arc. The chairman walks the group through the steps outlines below - note that this is not done entirely in-character; this is the fuel for the in-character politics. There is to be no discussion during the cycle; this is the resolution, not the event.

NOTE: A group get only one action per cycle. Weakening, Strengthening, Stealing, Schisming, Yoking, and Nominating are all actions, which means each player can participate in only one of those steps.

ALSO NOTE: If two or more groups try to yoke or steal control of a given group at the same time, and their combined spending is sufficient to do so, then whichever of them spent more gain control. If it is sufficient, but there is a tie for highest amount spent, the under-group becomes independent.

Step 1. Income: New players are given ten action tokens. Tokens represent fame, money, power, influence, all the expendable resources that the groups have at their disposal. Players that are established (have played through a cycle before) are given the tokens that they "banked" at the end of the last cycle. Players then get income; the standard income is two tokens. Groups that possess under-groups gain one added token per subject group.

Step 2: Weakening Actions: An under-group may not weaken it's own controller. The chair calls for everyone performing a 'weakening' action to stand. Each person taking this action holds all the tokens that they will be spending on that action in their right hand, and all their other tokens in their left hand. On the count of three, all of the weakeners point at whomever they are weakening. After pointing, they reveal the number of tokens they hold. All the spent tokens are discarded, and whomever they were pointing at then loses twice that many tokens from those they hold. They sit.

Step 3: Strengthening Actions: The chair calls for everyone performing a strengthening' action to stand. Each person taking this action holds all the tokens that they will be spending on that action in their right hand, and all their other tokens in their left hand. On the count of three, all of the strengtheners point at whomever they are affecting. After pointing, they reveal the number of tokens they hold, and gives those tokens to whomever they are strengthening. They sit.

Step 4: Stealing Actions: Under-groups may not steal. The chair calls for everyone performing a stealing' action to stand. Each person taking this action holds all the tokens that they will be spending on that action in their right hand, and all their other tokens in their left hand. On the count of three, all of the stealers point at whomever they are affecting; they may only point at the leaders of under-groups. After pointing, they reveal the number of tokens they hold. Whoever controls the undergroup loses one token for each token spent by the stealer. If the controller runs out of tokens before 'covering' the loss, the stealer takes over control of the undergroup. The chair records any changes of control; all sit.

Step 5: Schisming Actions: Only under-groups may schism. The chair calls for everyone performing a 'schisming' action to stand. Each person taking this action holds all the tokens that they will be spending on that action in their right hand, and all their other tokens in their left hand. Upon standing, they reveal the number of tokens that they hold. For each three tokens revealed in this way, the controller loses one token. If the controller cannot "cover the loss", the undergroup breaks free. The chair records any losses of control; all sit.

Step 6: Yoking Actions: Undergroups may not yoke. The chair calls for everyone performing a yoking' action to stand. Each person taking this action holds all the tokens that they will be spending on that action in their right hand, and all their other tokens in their left hand. On the count of three, all of the yokers point at whomever they are affecting; they may only point at the leaders of groups that are neither under-groups nor controllers. After pointing, they reveal the number of tokens they hold. The leader of the affected group must discard one token for each two tokens revealed in this way; if they run out of tokens before 'covering' the loss, they become an undergroup of the yoker. The chair records any gains of control; all sit.

Step 7: Nominations: The chair calls for everyone performing a 'nomination' action to stand. Each person taking this action holds all the tokens that they will be spending on that action in their right hand, and all their other tokens in their left hand. On the count of three, all of the nominators point at whomever they are affecting, and then reveal the number of tokens thrown. Whichever subject has had the most tokens "thrown at them" becomes chairman of the next round. If there is a tie for the highest, or no nominations are placed, the current chairman remains. The chairman gains no action; while they do withdraw, gain and income, and bank, they may not weaken, strengthen, steal, schism, yoke, or nominate. All sit.

Step 8: Bank. All remaining tokens are deposited with the bank in the name of that group, for the next cycle. Groups have maximum account sizes: An undergroup or independent group cannot bank more than ten tokens; a leader group can bank ten, plus two more for each under-group they possess.
_________________
Previous post Next post
Up