ORGANISATION MODERATIONCHOOSING ALLIANCE GOALSAs it requires dedication to get anywhere within these Organisations, it is not possible to join any more than three Organisations.
Thus an Alliance that tries to spread its power base too far is likely to miss out in specific areas as they will find it extremely difficult to attain the higher ranks, but they are likely to have a better range of possibilities. Whilst an Alliance that dedicates itself is likely to rise in Status quicker, and thus hold the more important ranks, but they will lose out on a diverse range of abilities.
CHOICES ALLOWEDExample: An Alliance decides to work for the settlement of Avernellia and the Magic Cyrcle, even though the Magic Cyrcle has no power in Avernellia. This means the Alliance will try to increase the power of both the Magic Cyrcle and Avernellia, which in the long-term will likely end up associated. No third option was stated, thus allowing for more time to dedicate on the other two. CHOOSE WITH CARE / CHOICES NOT RECOMMENDEDExample: An Alliance decides to work with Sundonak, the Magic Cyrcle and finally the settlement its HQ is in. Sundonak prefers to not use Magic, so a conflict of interests is likely, although not a major one.Example: An Alliance decides to settle in a settlement that is anti-Baldor, so choosing Baldor, or a Good Philosophy, as one of its goals is going to cause a problem with the settlement. Unless the Alliance specifically wants to influence the settlement into changing its attitude, which will be time consuming, it would be best to avoid this situation. CHOICES NOT ALLOWEDExample: An Alliance decides it wants to work with Garthrana & Fleyshur. These two Gods are directly opposed, and therefore the Alliance would have to wipe itself out. In short, choosing two Gods that are not next to each other on the Alignment Chart, for example, Ythcal and Phyloqure is not allowed, etc. GOAL NOTESAn Alliance that sets either a Philosophy or a God as one of its goals will need to set its Religious Option On for the Alliance when the Alliance is formed, if it does not, then the Games Master will do it. As long as an Alliance does not choose opposing Gods and/or Philosophies they can have any combination of goals DROPPING/CHANGING ALLIANCE GOALSTo carry a Special Action out the Alliance Hierarchy will need to contact the Games Master. If the Alliance wants to reprioritise its goals, this can be done with a simple amendment message, but this also results in a Status amendment to all goals involved. If the Alliance wants to add a new goal, it is straightforward as long as there is a spare goal slot available. If there is not, then one will have to be dropped. Additional goals will cause a drop in Status of all the other goals. If the Alliance drops one of its goals, all details concerned with the Guild/Temple/Settlement will be brought to an end and all ties severed. This includes Alliances with high-ranking Status that decide to change one of their goals - all of the Status is lost. In addition, special items and rituals/spells may be lost. Investments are likely to be returned, loans require immediate repayment and insured savings accounts will be closed - plus a fee is likely to be charged. Lastly, if the Alliance has become an important member and has gained access to important information, then it may end up being hunted down for its 'betrayal'. There will be a month (real time) gap between the Alliance asking to have a new goal and the Alliance being able to interact with the new goal, be it Guild/Temple/Settlement. If the Alliance intends to drop a goal, then they should not attempt to interact with it for a month (real time), instead the Special Actions and Quests that the Alliance would have been entitled to are used in sorting out the amendment details.
Warning: Since this system is completely moderated and the information is hidden it cannot be cheated. If an Alliance sets only one Goal, and decides to change to multiple goals at a later date, believing that this is a quick way to gain power in the game, this will not work. USING RANK & STATUSThere are four ranks, each one more and more difficult to reach; the fourth Rank is extremely difficult to reach and also to sustain.Status is a hidden game mechanic. The more Status an Alliance has the more likely they will increase in Rank, and the more influence they can exert with the Organisation. Status can be left to build up; the higher the Status, the more important the Quests that are offered, the better the range of Special Action options and the more information that will likely be passed onto the Alliance. Or Status can be used possibly along with Gold to issue Actions like the standardised SA explained in the 'Standardised SA' section. The status cost depends on factors like who is asking, who is being asked, what the current social & economic climate is, and what has been asked.Another modifier to Actions is the Alliance's Rank, the higher the rank the less likely the cost in Status. For Example: Only asking for a loan of 30,000 Gold from the Merchant & Bankers Guild, which is a Rank 1 B&M standardised request, would cost less for a Rank 3 Alliance. In short the better opinion and standing the Alliance has, the more chance there is of a reduction in cost. It is possible that an Alliance can ask their liaison to petition another Organisation's Officials to request a Special Action that is a speciality of the other Organisation; this is likely at an increased cost, the amount depending on the political climate. If a Special Action is used to persuade the Alliances liaison to its chosen Organisation then it may require Status as well. Status and Rank represent the political climate and boon system that Alliances and an Organisation use. In short, if the Alliance is not dealing with their Organisation then no Status cost is required. As the system is dynamic, and also to prevent anyone from trying to abuse it, an explanation of the Status point system will not be distributed. INFORMATION ABOUT RANK 1Rank 1 means that an Alliance is working with an Organisation but are likely still considered outsiders and minor members. Trust and dependability are big factors at Rank 1, as the Alliance needs to prove that it is trustworthy and that they can be relied upon to complete the Special Quests issued. INFORMATION ABOUT RANK 2At Rank 2 an Alliance has proven that it can be trusted to carry out and complete Special Quests. The Alliance's opinion is more important to the Organisation than at Rank 1 and there are times when the Alliance's input about important subjects will be requested, but generally the Alliance is still considered to be outsiders from the Organisation. REQUIREMENTS FOR RANK 3To achieve Rank 3 with an Organisation the Alliance needs to not only build up its status, but also to show that it is worthy of being elevated in to the Organisation Hierarchy. Having high status represents the fact that the Alliance are probably very good at being "Yes-People", however being in a position of leadership requires more than being good at following orders. RANK 3 - SKILL PURCHASESThe amount is different for each Organisation, and there is some leeway in the system, but at least six training sessions must have been purchased in any of the following skills. This is required as the Alliance must be somewhat competent, and whilst it is possible to have lots of skill training but not be very skilled this is a rare problem.
RANK 3 - INITIATION TESTThis will be in the form of a series of special quests or events culminating in most likely some big quest. This is to prove that the Alliance is worthy of real power, so to speak. It also simulates the fact that the Alliance has removed blatant opposition to any advancement by making the Alliance latest deeds so impressive that to not reward them would be very bad and possibly outright dangerous. The test varies on the Organisation and their current situation, but will normally be of the theme of the Organisation. RANK 3 - DONATIONA total of 250,000 gold has to be donated to the Organisation. Previous SA for gold donations will be included in this figure. A SA can be used at any time to donate smaller sums until the figure is reached. RANK 3 - HQ UPGRADEThe Alliance needs to have upgraded its HQ; see the section 'Alliance HQ Upgrade'. INFORMATION ABOUT RANK 3The following is a breakdown of what sort of things Alliance members will gain for being Rank 3. RANK 3 - VOTINGThe Alliance has Voting Powers, or in the case of an Organisation ruled by tyranny the ability to influence the leaders. The details about the vote order are explained in the Orders Section RANK 3 - INFORMATIONThe Alliance is given information appropriate to their Organisation and its dealings with other Organisations. Alliances in different Organisation will gain different information. The following list gives a good idea of what to expect. The amount of information will vary, mostly dependent on two factors, the Alliance's skills and the number of active parties. A small Alliance will usually have less information but this is not always the case, since skill is more important than size; however size is still a big factor in the equation. The information provided normally includes a breakdown of the following:
To make it easier for both GM and players each piece of information has a special code to help keep track of when the information was given; see the sample Rank 3 turn below for examples.
The following list gives an overview of what the different Organisations tend to give out in addition to the information categories listed above. This list contains both information and powers. It is important to note that this list is not exclusive, and that it is quite possible for the different Organisations to give an advantage that might not be their normal sort. For example: The Magic Cyrcle providing extra moneymaking schemes.
RANK 3 - RESPECT When others deal with the Alliance it will be less likely that they will dismiss what the Alliance says or does. This is quite beneficial when asking other Organisations for services, advice, etc. There is a negative aspect to this that is worth keeping in mind, whilst talking to others in the home settlement responses are generally better, unless the NPC is trying to undermine the Alliance. In different settlements Organisations may see the Alliance members as quite dangerous; and whilst this can work in the Alliance's favour it might not. RANK 3 - FA TO PURCHASE PSEach cycle the Alliance has a FA to purchase between 1 and 3 PS in a single request. The first request received uses the FA, so make sure that if more than 1 PS is required it is requested in the same action.
RANK 3 - BETTER/CHEAPER ACCESS TO PSIt is much more likely that the Organisation will produce PS for the Alliance to use, and the Alliance could get them at discounted price. Price depends on the PS in relation to the Organisation but generally a price reduction will be between 10% to 25%.
RANK 3 - HQ OPTIONS ARE INCREASEDThe plan is to implement an overhaul of the current settlement HQ system. Initially some updates to the HQ are to be carried out. The overhaul will include defence items that will help Alliance parties defend themselves if attacked whilst in the settlement, more defences for the HQ, counter-measures for anti-thieving and in the long-term research capabilities for new spells. RANK 3 - CONTACTING THE LIAISONFollowing on from the information given in the Organisation Liaison section. Asking for advice on anything such as SQ will very likely cost more status once an Alliance reaches Rank 3, as the Alliance is now expected to have a lot of understanding of how aspects in the world work, the Alliance is no longer seen as merely lackeys. In short the Alliance needs to show that it can think for itself. |
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