Post by Gandalf on May 6, 2023 4:17:55 GMT -5
RULES OF THE GAME OF THRONES
General Roleplaying Basics
- A maximum of six main characters (characters that have traits and can hold land) may be allowed.
- Only the landholding characters 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) though abusing this in an unsportsmanlike fashion may warrant punishment.
- No powergaming, metagaming, godmodding etc.
- Generally we give three days of inactivity in a thread before the scenario is considered over, or until the players post that their characters have left the thread.
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 20 will always succeed, whilst a natural 1 will always fail. Thus a roll of 15/20 will succeed on 6-20, and fail on a 1, 2, 3, 4 & 5. 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.
Other notes:
- All noble born patriarch characters start with a retinue/bodyguard of 50 knights.
- Lord Paramounts and Kings have this retinue increases to 100 men. These troops never disband, but can be killed in battle.
Basics for Roleplaying in ASOIAF:
Westeros is held together by a simplified form of the Feudal system that existed in Europe during the Middle Ages. Simply put, the King rules over the Lords Paramount of the Seven Kingdoms, whom in turn rule over their own bannermen, who in turn have petty lords and knights sworn to them.
Despite the split into regions, there is nothing resembling a nation-state in Westeros. There is however some form of regional identity in which a Vale Lord will describe himself as a Vale Lord, but with the exception of the North, Iron Islands and Dorne, Lords to not tend to hold much loyalty specifically to regional identity. Even in the highlighted instances, this is more to do with shared culture and religion (Northmen find common ground in their worship of the Old Gods, Ironborn in the Drowned God and the Old Way, etc) and their loyalty to the ruling dynasty which usually date back to the pre-Targaryen era.
Feudal Lords regard their liege to be a fellow Lord to whom they owe an obligation. Feudalism operates as an intricate series of agreements held together largely by honour and marriage. Lords regularly see each other as rivals or foes and disputes within regions and between regions are common. A Lord Paramount maintains political control over his lands through marriages and through relying on the social norms that feudalism encourages, such as the giving of oaths. Every lord in Westeros has an oath of loyalty and obligation to their liege as well as to the King. These oaths are inherited by each party, creating a long successive continuity of oaths being sworn between the vassal house and the liege house. This creates a sense of dynastic continuity: though vassals may revolt or seek the overthrow of their liege, it would be most common in those situations to look for a successor of the same line. For example, a rebellion against a tyrant Lord Arryn would, if successful, often result in another (more just, or more controllable by his vassals) Arryn being installed as Lord. It would be highly unpopular and dangerous for a usurper to take control of a region in which they have no ties to the former ruling house, and would almost certainly result in rebellion.
A feudal lord who does not overtax or overburden his vassals, and who respects their autonomy, will find it easy to maintain power and loyalty. A feudal lord who weighs heavily on his vassals and often meddles will find they may move against him.
Granting of Titles
Anyone who holds a title (ie is known as 'Lord' or 'Lady') may grant those under them titles an/or land. To grant land you must construct or otherwise obtain a castle to grant to a vassal. This person will become your vassal in turn.
Fealty
Whenever a Lord promotes someone, the person who gains the land is presumed to have sworn an oath of loyalty to their benefactor. In effect, the Lord who grants the land still owns the land, and may revoke these lands from you at any time. The new lord owns the troops and ships of the land he has gained, and therefore their loyalty. In the event of demotion, if the Lord is unhappy he may rebel with his troops. For game purposes, troops are always considered loyal to their direct lord. The loyalty of NPC bannermen may be subject to rolls at the discretion of the moderator.
Life and Death
The medieval world is rife with disease and untimely death, with infant mortality and an early grave being common thanks to most serious diseases being nigh untreatable. A character ages at a rate of 1 year per in game week, and will, at some point, be subject to various death rolls. These can be divided into two categories: child death rolls (representing the high infant mortality rate) and adult death rolls (representing the low life expectancy of a typical adult)
An important note: all roles, considering Life and Death, will be rolled on discord. Players may do so by their own hand with moderation monitoring the channels.
Child Death Rolls
Newly born children have a death roll every five years of their life, up until the age of 15. The chance of death begins at 3/20, gradually scaling down by 1 each time (so that the chance of death is 1/20 by the time the child is on her/his third roll).
Siring Children
ATTENTION:
Players MUST post the current ages of the two would-be parents.
Order of rolls:
Conception: d20
Birth: d100 and d50
Defects: d20
Gifts: d100
Conception
Roll a d20. 15-20 is a successful copulation. +resilience stats for the woman increases chance of conception. Age can have an impact on the conception chance, down to mod discretion.
You can only have one successful childbirth every year. If you fail at conception, you may try again in 2 RL days.
If successful at conceiving a child, the child will be born during that calendar year.
Birth Roll
At that point (or earlier if you like), ask for a childbirth roll. This is one d100 to determine gender, 1-50 is a boy, 51-100 is a girl; and then a d50 to determine the outcome of the birth: 1-4 is dead mother and child, 5 is a surviving child but dead mother, 6-10 is a stillbirth. 11-50 are perfectly fine births. Each point of resilience equals +2 to birth rolls. Advanced age may cause a malus.
Birth Defects
If the child survived, we roll a d20, to see if they have any defects. The age of the mother also comes in as a factor.
Roll a d20. Subtract penalties from the age of the parents if applicable.
1-5 result is a child born with an abnormality of some sort, which sends you to the second roll.
If you got a 1-5 and the child has a defect, the mod will choose a condition for the child (or let the player). Depending on the condition, it will have moderate to severe effects in life.
1-5. Physiological defect. -3 to resilience.
6-10. Physical defect. -3 charisma.
11-15. Developmental defect. -3 to intelligence.
Birth Gifts
Lastly, there are gifts. Roll a d100.
96-100 is a child of destiny; they receive +6 trait points upon turning 16.
91-95 is a genius child; they receive +3 to any non physical traits on turning 16
86-90 is a smart child; they receive +2 to any non physical traits on turning 16.
81-85 is a strong child; they receive +2 warfare on turning 16.
61-80 is a healthy child; they receive +1 warfare on turning 16.
1-60 is no gift.
Gifts may counteract a defect, cancelling it out. Ex. rolling a a physical deformity but then getting the gift of strength cancels both out - the child is fine, never was born with defects, nor a gift.
Special Rule for marriages (incestuous or not) involving the Targaryen Family
As a wise man once said, the Seven, over time, eventually flipped a coin to see if a child, born of the Targaryens, would be a madman or a genius.
When a birth roll is requested by an incestuous couple of the Targaryen dynasty, a coin is flipped. Heads mean a gift roll while tails mean a defect gift roll.
If one parent is Targaryen and the other isn't, there is a 1/4 (15/20) chance of this happening. If it does happen, a coin is flipped.
Wargs, Greenseers and Dragon Dreamers:
Children born from at least one parent of First Men/Old Gods have the blood of the Children of the Forest running through their veins, and as such have a chance to be born with their ancient powers of foresight and skin-changing. A genius, strong, golden-god or ‘gifted’ child has a chance to be a skinchanger, greenseer, or both, with an additional d20 rolled to determine if they are born with these gifts. 10-15 is Skinchanger, 16-19 is Greenseer, and a 20 means the child is both.
A child born to a skinchanger or greenseer simply has a coinflip roll to see if they inherit their parent’s gifts.
A skinchanger may acquire familiars (through RP) that may enhance their stats. For example, all of Eddard Stark’s children bonded with a Direwolf that they ‘slip’ inside the skin of when they dream. Skin-Changing is a difficult skill to master, but the most powerful skin-changers can control multiple animals at once and are even capable of shifting into less mentally capable humans for periods of time. When a skin-changer ‘dies’ their conscience slips into their familiar.
A Greenseer has the ability to see past, present, and future through the eyes of the Weirwoods. Their abilities are numerous but difficult to control and master, and only the most practiced Greenseers are able to accurately control their visions. However these visions are a very potent tool and may be used to a character’s advantage, granting stat bonuses and foreknowledge of some events. This functionally works the same for Dragon Dreamers, except this is for Targaryens only.
NB: All of the benefits from these abilities are moderator determined. Do not assume any of the above without a moderator’s explicit approval.