Argentumurbem wrote:What about creating a "base" faction rp system which we can use to create our own timeline?
My initial idea is instead of allowing players to control minor lords (which either provides a major boost in strength to their LP or an unfair detriment depending on loyalty) they control the entire "faction" - so one player is House Stark, one player is House Baratheon of Dragonstone, etc - and the lands and lords under that faction change due to setting (so depending on the timeline of the War of the Five Kings: Stark controls all of the North at the beginning, includes most of the riverlands post crowning, lost moat cailin, lost deepwood and bear isle, lost winterfell, lost control of Bolton, lost control of Karstark, lost control of Frey, and so on).
- Gameplay is just like any other faction rp, you receive a revenue, you spend it on "Upgrades" and "troops", you interact with characters and you move armies around on an imaginary map.
- Upgrades, instead of being the basic building trees, are increased in scope to deal with the settlement and cultivation of the lands and manors of the realm:
- - Provinces are the distinct landmasses of each fallen kingdom, and function as the de facto lordships of the major houses in Westeros (High Lords, if taking CK2 terminology). In the north you have the province of Bear Isle, the Wolfswood, the Highlands, Stoney Shore, the Rills, Barrowlands, Sea Dragon Point, Cape Kraken, the Neck, Grey Hills etc. They provide natural modifiers depending on the land. So the forests provide a bonus to archers but reduce farming, deserts offer attrition damage to none-native forces but possess one less plot.
- - Provinces are "ruled" via the provincial keep - the capital fortification of the region - which will often share the same name of the province it is in if there are not two canon terms. (The winterfell province is one example)
- - Plots are the arbitrary divisions of said provinces in to the lordships of the Westerosi houses. Each province before modifiers possesses four said plots. There are your building slots. Each are considered to contain a primary industry. These include: farming, fishing, mining, horse rearing, hunting, etc which generate an income (and modifiers) for the province.
- - The keeps can be upgraded, some upgraded pre-game (storm's end, for example) and the province owner only collects a plot's revenue if they hold that keep.
- - Towns function as a plot, but must be captured in the same way as a castle. Some towns take the place of plots, others function as the region capital
- Each keep provides the regional troop band (so Northern plot provides a Hvy Cav/Hvy Inf heavy force while a Dornish plot provides a Horse Archers/Spearmen heavy force) regardless of who owns it.
Obviously this requires refinement, but I think that if we could garner a good collection of people interested then this faction system could easily be extended not only to encompass any medieval rp, but also antiquity or other time periods.
Sounds good but why it has to be the Five kings war, why not a really corrupted era like the reign of Aegon IV.