2nd draft of Kingdoms national campaign scenario
Posted: Fri Feb 20, 2009 11:13 am
This is a continuation of discussion that occurred in the Rules Development forum. It has been cross-posted here to allow for more input.
I have completed a second draft of a rules set for a national campaign scenario. It is a territory-based scenario where realms fight to claim and hold territory. There is no win-condition, only bragging rights on the size of your Kingdom. Please read through it and let me know what you think. I am particularly interested in hearing from the devil's advocates about potential flaws, loopholes, and deficiencies.
This is a map of most of the realm locations in the U.S. It is absolutely not complete and most likely contains many errors; it is intended for proof-of-concept only.
This is a map of realm locations in the U.S. and their estimated attack ranges. (Note: this draft includes a change in attack range standards so most of the realms shown will have one additional tier of counties added to the shown range.) This map is also incomplete and innaccurate.
Statement of Purpose and Intent
The purpose of this extended national campaign scenario is to promote realm teamwork and identity, friendly competition, and inter-realm contact. It is hoped that more extensive contact between local realms will help to foster growth and competition and lead to a better Belegarth. It is not the intent of this scenario to detract in any way from existing national events. Participating realms are encouraged to schedule separate events for Kingdoms play whenever possible.
Registration
1. Fighters must register with a Kingdoms Herald to participate in campaign battles.
2. To register, email Xipher at XXXXXXXX or register with your local Kingdoms herald.
3. Registration is maintained as long as the fighter continues to participate in Kingdom battles. It expires one year after the last Kingdom event attended.
4. Registration information should include fighting name, realm, county, and unit.
Territory
1. A realm must have 5 registered members to participate.
2. A realm’s capital is located in the county which practices are held in.
3. Realms with fewer than 10 registered fighters are class I realms, realms with 10-19 are class II, realms with 20-29 registered fighters are class III realms, and so on.
4. Class I realms have an attack range of 0, they cannot initiate attacks. Class II realms have an attack range of 1; they can attack counties adjacent to their capital. Class III realms have an attack range of 2; they can attack counties two counties removed from their capital, and so on.
5. Realms may annex unclaimed counties that are not in any other realm’s attack range and to which they have a direct corridor of territory at any time.
6. Counties that are included in the attack range of more than one realm must be won by conquest in order to be annexed.
Conquest
1. Counties within another realm’s kingdom may be attacked if they are within the attack realm’s attack range and there is a direct corridor of territory linking to the attacking realm’s capital. Attack ranges are calculated using registered member numbers one week prior to the scheduled Kingdom event. New fighters may register at the event, but they will not affect army size or attack range.
2. Once a county is won through conquest, it is added to the conquering realm’s kingdom.
3. Counties lost in conquest battles can not be counter-attacked by the losing realm for one month.
4. Counties within a kingdom must always be connected to the capital through a corridor of other controlled counties. If a county is cut off from the capital so that no corridor exists, that county reverts to being unclaimed. If it is threatened by only one realm at that time, it may be annexed immediately.
5. The maximum number of fighters that can participate in a conquest attack is equal to the attacking realm’s number of registered fighters, minus five fighters for every county they are removed from their capital. Thus, attacking a county two tiers removed would remove ten fighters from the maximum army size.
Conquest Battles
1. Conquest battles should take place at a place and time mutually agreed upon by the participating realms. If no consensus can be reached, the details can be mediated by a herald. Realms should be as fair as possible in determining conquest scheduling.
2. There must be a campaign herald present to monitor army composition, victory conditions, and be the lead herald for the battles.
3. This herald is responsible for determining maximum army sizes, recording participants, and registering new fighters.
4. The victory conditions for the conquest battle may be mutually agreed on by the participating realms at the time of scheduling, with a minimum of nine battles. If no agreement can be made, the default victory condition is winning the majority of nine field battles.
5. All realms that threaten the contested county are allowed to participate in the battles.
6. Multiple counties may be fought over at a single event. Counties must be contested one at a time; multiple county attacks can not be made in one set of battles. Each realm may make a maximum of four attacks per calendar month. Thus, two realms attacking each other could potentially fight over eight counties in a single event.
Vassal Realms
1. When a realm’s capital is attacked, the defending realm has the option to fight from a castle.
2. If the defending realm loses a conquest battle for their capital, they become a vassal realm of the attacking realm.
3. Vassal realms become part of the conquering realm’s kingdom. Realms in a Kingdom share attack ranges. A Kingdom army may be composed of fighters from any component realms. A Kingdom army’s maximum size is determined by adding the maximum army sizes each component realm can project into a particular county.
4. All territory controlled by the defeated realm immediately returns to an uncontrolled status. If a county is threatened by only one realm, it may be annexed immediately. If an uncontrolled territory is threatened by more than one realm, it must be conquered as normal. All vassal realms of a conquered realm immediately regain independent status with the minimum amount of territory.
5. Vassal realms may attempt to rebel against their Kingdom’s capital. An attempt to rebel can be made once every three months. The battle is played out exactly as if the controlling realm were attacking an independent realm’s capital, without access to the rebelling realm’s army resources. If a vassal realm wins their rebellion, they are returned to an independent realm status, with no additional territory other than any uncontested counties they may be able to annex. If a vassal realm loses a rebellion, they remain a vassal to their Kingdom’s capital realm.
Mercenaries
1. If a realm is unable to fill their maximum army size with registered members from their own realm, they may hire mercenaries.
2. Mercenaries must be registered fighters, but may be from any realm except the opposing realm.
3. Mercenaries must be registered members of a unit present in the hiring army.
4. The number of mercenaries hired is limited by two factors: The hiring army can only hire half the number of mercenaries from a single unit as there are already represented from that unit, and the maximum army size must not be exceeded. Thus, if the hiring army contains ten fighters registered from a single unit, they can recruit five more fighters registered from that unit from outside the realm, as long as they do not exceed the maximum army size.
Alliances
1. When a county is threatened by more than two realms, battling realms may make temporary alliances to conquer or defend that county. Alliances can be made on any terms however; only one realm may claim victory. Allied realms must either decide which realm will claim the county for their kingdom or agree that neither will claim control.
I have completed a second draft of a rules set for a national campaign scenario. It is a territory-based scenario where realms fight to claim and hold territory. There is no win-condition, only bragging rights on the size of your Kingdom. Please read through it and let me know what you think. I am particularly interested in hearing from the devil's advocates about potential flaws, loopholes, and deficiencies.
This is a map of most of the realm locations in the U.S. It is absolutely not complete and most likely contains many errors; it is intended for proof-of-concept only.
This is a map of realm locations in the U.S. and their estimated attack ranges. (Note: this draft includes a change in attack range standards so most of the realms shown will have one additional tier of counties added to the shown range.) This map is also incomplete and innaccurate.
Statement of Purpose and Intent
The purpose of this extended national campaign scenario is to promote realm teamwork and identity, friendly competition, and inter-realm contact. It is hoped that more extensive contact between local realms will help to foster growth and competition and lead to a better Belegarth. It is not the intent of this scenario to detract in any way from existing national events. Participating realms are encouraged to schedule separate events for Kingdoms play whenever possible.
Registration
1. Fighters must register with a Kingdoms Herald to participate in campaign battles.
2. To register, email Xipher at XXXXXXXX or register with your local Kingdoms herald.
3. Registration is maintained as long as the fighter continues to participate in Kingdom battles. It expires one year after the last Kingdom event attended.
4. Registration information should include fighting name, realm, county, and unit.
Territory
1. A realm must have 5 registered members to participate.
2. A realm’s capital is located in the county which practices are held in.
3. Realms with fewer than 10 registered fighters are class I realms, realms with 10-19 are class II, realms with 20-29 registered fighters are class III realms, and so on.
4. Class I realms have an attack range of 0, they cannot initiate attacks. Class II realms have an attack range of 1; they can attack counties adjacent to their capital. Class III realms have an attack range of 2; they can attack counties two counties removed from their capital, and so on.
5. Realms may annex unclaimed counties that are not in any other realm’s attack range and to which they have a direct corridor of territory at any time.
6. Counties that are included in the attack range of more than one realm must be won by conquest in order to be annexed.
Conquest
1. Counties within another realm’s kingdom may be attacked if they are within the attack realm’s attack range and there is a direct corridor of territory linking to the attacking realm’s capital. Attack ranges are calculated using registered member numbers one week prior to the scheduled Kingdom event. New fighters may register at the event, but they will not affect army size or attack range.
2. Once a county is won through conquest, it is added to the conquering realm’s kingdom.
3. Counties lost in conquest battles can not be counter-attacked by the losing realm for one month.
4. Counties within a kingdom must always be connected to the capital through a corridor of other controlled counties. If a county is cut off from the capital so that no corridor exists, that county reverts to being unclaimed. If it is threatened by only one realm at that time, it may be annexed immediately.
5. The maximum number of fighters that can participate in a conquest attack is equal to the attacking realm’s number of registered fighters, minus five fighters for every county they are removed from their capital. Thus, attacking a county two tiers removed would remove ten fighters from the maximum army size.
Conquest Battles
1. Conquest battles should take place at a place and time mutually agreed upon by the participating realms. If no consensus can be reached, the details can be mediated by a herald. Realms should be as fair as possible in determining conquest scheduling.
2. There must be a campaign herald present to monitor army composition, victory conditions, and be the lead herald for the battles.
3. This herald is responsible for determining maximum army sizes, recording participants, and registering new fighters.
4. The victory conditions for the conquest battle may be mutually agreed on by the participating realms at the time of scheduling, with a minimum of nine battles. If no agreement can be made, the default victory condition is winning the majority of nine field battles.
5. All realms that threaten the contested county are allowed to participate in the battles.
6. Multiple counties may be fought over at a single event. Counties must be contested one at a time; multiple county attacks can not be made in one set of battles. Each realm may make a maximum of four attacks per calendar month. Thus, two realms attacking each other could potentially fight over eight counties in a single event.
Vassal Realms
1. When a realm’s capital is attacked, the defending realm has the option to fight from a castle.
2. If the defending realm loses a conquest battle for their capital, they become a vassal realm of the attacking realm.
3. Vassal realms become part of the conquering realm’s kingdom. Realms in a Kingdom share attack ranges. A Kingdom army may be composed of fighters from any component realms. A Kingdom army’s maximum size is determined by adding the maximum army sizes each component realm can project into a particular county.
4. All territory controlled by the defeated realm immediately returns to an uncontrolled status. If a county is threatened by only one realm, it may be annexed immediately. If an uncontrolled territory is threatened by more than one realm, it must be conquered as normal. All vassal realms of a conquered realm immediately regain independent status with the minimum amount of territory.
5. Vassal realms may attempt to rebel against their Kingdom’s capital. An attempt to rebel can be made once every three months. The battle is played out exactly as if the controlling realm were attacking an independent realm’s capital, without access to the rebelling realm’s army resources. If a vassal realm wins their rebellion, they are returned to an independent realm status, with no additional territory other than any uncontested counties they may be able to annex. If a vassal realm loses a rebellion, they remain a vassal to their Kingdom’s capital realm.
Mercenaries
1. If a realm is unable to fill their maximum army size with registered members from their own realm, they may hire mercenaries.
2. Mercenaries must be registered fighters, but may be from any realm except the opposing realm.
3. Mercenaries must be registered members of a unit present in the hiring army.
4. The number of mercenaries hired is limited by two factors: The hiring army can only hire half the number of mercenaries from a single unit as there are already represented from that unit, and the maximum army size must not be exceeded. Thus, if the hiring army contains ten fighters registered from a single unit, they can recruit five more fighters registered from that unit from outside the realm, as long as they do not exceed the maximum army size.
Alliances
1. When a county is threatened by more than two realms, battling realms may make temporary alliances to conquer or defend that county. Alliances can be made on any terms however; only one realm may claim victory. Allied realms must either decide which realm will claim the county for their kingdom or agree that neither will claim control.