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How The Game Is Played.

Posted by CaladinFor group public
Caladin
GM, 1 post
The Empire is All
Honor & Glory
Mon 15 Feb 2016
at 20:27
  • msg #1

How The Game Is Played

Walords is played in turns. Each turn is one day of events. The first action of each day begins with an "Opening Post" by the GM. These posts should be read carefully. Based on what you have read you can do what you want, or choose one or some of the ideas that will be noted at the end of each opening post by way of storyline or an npc advisor.

Ending Of Day: When you read the last post for a thread it will be marked as "End Of Day". At the bottom of this post you will have an update of that days events, any rewards, items recieved, and a tally of stats.

There are three basic actions

Move: Movement is based on the map which shows the location of every town and village. Connecting each town is a road, players can travel from one town to another only by connecting paths. * SEE MOVEMENTS for more details.

Rest: Resting costs one turn/day. When you are resting you most stay at one location/town, your charcter can only RP. You have the oportunity to heal wounds suffered at a rate of 1D4 +1 Damage Points. Leaders/Commanders can call for reinforcements, which they can recall any amount of troops within 3 days travel from their location. Troops recalled will arrive at the Leader/Commander's location by the next turn, these troops travel by forced march and can not be used in combat until the following turn. * SEE ENCOUNTERS for more details.

Fight: Fighting is divided into two types, Duels and Battles. Duels are very dangerous, players can be severely wounded or even killed. Battles are not so risky as duels, leaders/commanders can escape but do suffer serious consequences. * SEE COMBAT for more details.

Winning The Game

The object of this game is to capture or slay your opponent's character. Below are special circumstances that can bring the game to a sudden climax.

1. If the Prince captures Fukijo, the capital of the province, that player wins automatically. To capture the capital, the player must defeat any garrison left in the capital and have his character and troop points occupying it at the end of a turn.

2. If the Prince gains control of eight (8) towns, he has succeeded in raising the countryside to rebellion and wins the struggle. To control a town, the Prince must have Troop Points present in the town and the Lord cannot.

3. If the Lord's forces defeats the Prince in battle, and or his Troop Points outnumber the Prince by greater then 5-1, the Prince is automatically defeated.

4. If thirty (30) turns/days pass and the Prince has not won the game, The Lord automatically wins. The Shogun will send aid to the Lord, ensuring his victory. This victory is bittersweet, for the Shogun will remove his titles of Lord, his command and insist on he retire from service.
This message was last edited by the GM at 01:55, Fri 19 Feb 2016.
Caladin
GM, 2 posts
The Empire is All
Honor & Glory
Tue 16 Feb 2016
at 00:59
  • msg #2

MOVEMENTS

Movement is based first on the map of Tsuke Province. The map shows the location of every town and village in the province. Connecting each town on the map is a road. During play you can move from one place to another only if there is a connecting path to it. Each time you move, you must choose the path you will take. Next to each road is a number. This is the number of days/turns it takes to reach the next town. The number "1" indicates you can leave a town that morning and reach another that night allowing a character to enter that town on that turn. If a trip requires more days than just one, the additional days are lost turns - since your on the road you take no other action unless an encounter accures. When you arrive in a town, you can then begin the new thread.

When traveling, there are two (2) kinds of movments, personal and army.

Personal Movement: is when your character, a bodyguard and any other character that travels without an army (Troop Points), they have no troops present. A small group, so it would be easy for them to travel secretly and unnoticed. Special circumstances (spies and magical events) may reveal your location, but that's a rare occurrence.

Army Movement: is when an army (Troop Points) with or without a character moves from one location to another. It is impossible to move an army and conceal columns of soldiers marching down the road, so scouts will make daily Army Movement reports to their Lord or Prince.

Troop movement: (as you acquire troops) Cannot remain hidden and word will quickly spread through the province of garrisons moving around. If you are traveling with a garrison, expect word of you leading those troops to travel as well. Word of actual warfare between the two sides travels even faster. You do not have to travel with troops (though as warfare spreads, it may prove wise). You can leave troops behind to retain control of a town for your cause. Troops can later be summoned, if desired - either by having them advance from town to town at normal speed, or by way of forced march (which cuts journey time - but loses a percentage of troops due to the harsh conditions of the march at 10% round up).
This message was last edited by the GM at 17:06, Wed 24 Feb 2016.
Caladin
GM, 5 posts
The Empire is All
Honor & Glory
Wed 17 Feb 2016
at 04:34
  • msg #3

ENCOUNTERS

Part of Warlords is accumulate allies in order to defeat your opponent and win the game. These allies are people or even bizarre creatures that live within the province. As your character moves throughout the province, they will encounter some who potentially aid their cause. But before they will side with you, sometimes you must negotiate an agreement. These allies have various things they require - money, troops, special favors - in exchange for their services.

Since there are only two main characters, the GM will assume the role of these potential allies and negotiate in the proper spirit. When your character meets with the local village samurai, for instance.

WARNING:
Not all potential allies are friendly. Some may turn on you in a sudden duel or battle. Others have eccentric personalities, which you ought to embellish to make the negotiations more dramatic, entertaining, and challenging.

Allies

Another advantage of your allies is that they can be used by your character in combat - both in duels and battles. Allies are useful in battles because they bring Troop Points with them and may play a role as commanders. As such they can increase the strength and expertise of your army. Instead of personally fighting a duel, your character might call upon an ally to step in as proxy, or to protect him from belligerents. At the beginning of any duel, you simply announce who will fight for your side, according to the rules allotted for duels.

Each ally can be recruited only once in the course of a game. Thus, if a potential ally is recruited by the other, you have lost the chance to recruit that ally for the rest of the game. However, certain allies may give you the benefit of traitors, allowing you to lure an ally from the camp of your enemy.

When an ally is slain, either through a duel or mass combat, you immediately lose all benefits of that ally. Troops of the ally will immediately scatter and go home, spies will abandon your character's cause, and any secret knowledge of the ally dies with them.
This message was last edited by the GM at 17:07, Wed 24 Feb 2016.
Caladin
GM, 6 posts
The Empire is All
Honor & Glory
Wed 17 Feb 2016
at 04:35
  • msg #4

COMBAT

For Combat and all contested rolls a simple system will determine all results. We will be using a Rock/Paper/Scissors System by rolling 1D6:

The "Rock/Paper/Scissors" table:
 1-2 beats 5-6.
 3-4 beats 1-2.
 5-6 beats 3-4.

Combat between individual characters is done by both players rolling 1d6 (playing the Rock/Paper/Scissors outlined above). Whichever character wins that round of rock/paper/scissors, they do an amount of damage equal to their Damage Points. Deduct that amount from the opposing character's Body Points. The character who won the round doesn't take damage.

If both combatants roll the same number in a round, they both take damage, equal to their opponents Damage Points score.

Choosing a combatant: Sometimes a group of players will be involved in a battle against each other (this is not the same as Troop Points doing battle). However, each character can be attacked or make an attack only once in a round. Therefore, if there is equal number of opponents on either side (Lord Kenshin and 2 others on one side, Prince Yotaro and two others on the other side) - you must decide who will attack whom (first to post and declare who they are attacking takes priority).

In addition, whoever has more characters present will be able to protect their additional characters. If, for example, Prince Yotaro has 2 allies with him, and he is attacked by two ninjas, the two allies can take on the attackers and spare the Prince from that round of combat. Number of characters present on your side at a battle takes priority over the "equal sides" scenario listed above ("equal sides" leads to "whoever posts first" determining who strikes at who).

Withdrawal: At the end of any round, either side can try to withdraw. Players engaged in battle against each other - when one person declares they want to withdraw, both players roll 1d6. If the person trying to withdraw wins the roll, he/she can withdraw. If there is a tie, he or she can withdraw but your opponent earns an automatic successful attack (doing Damage Points). If you lose, you cannot withdraw and you are successfully attacked!

Alternatively, you can leave a rearguard. This can be one or more characters. Those withdrawing automatically get away and the rearguard must stay and fight. All attacks are made against the rearguard until he is slain. Hopefully, the rearguard technique is used by NPC bodyguards, and not needed to be performed by a player's character!

Healing: Besides magical potions and spells that will heal your character, the most steadfast way is to stay in a town and declare you are resting. Traveling from one town to another is needed to advance your cause in the war, but does not aid in healing from battle damage. Each day you stay in a town following a battle resting you will heal 1d4 +1 points of damage.
This message was last edited by the GM at 02:12, Fri 19 Feb 2016.
Caladin
GM, 7 posts
The Empire is All
Honor & Glory
Wed 17 Feb 2016
at 04:45
  • msg #5

COMBAT

Troop Points and Battles Between Armies:

 A Troop Point is a measure of a group fighting on your behalf. Let me explain: your typical samurai garrison is composed of 40 to 60 samurai, usually with one captain leading that portion of men. That's equal to 1 Troop Point. But let's say you get a group of elite warrior monks to fight on your behalf - just 15 to 20 monks may equal 1 Troop Point. Certain creatures/wizards/legendary warriors may equal Troop Points in and of themselves!

 Combat between armies (Troop Points) is handled the exact same way as regular combat: rolling 1d6 in the "Rock/Paper/Scissors" method outlined above. If Troop Points of various player's characters are merged (traveling together), then the person in charge of that merged army (usually the Prince or the Daimyo) rolls the dice for Troop Points. If they are separated or on their own, the player owning those particular Troop Points rolls for those Troops. This usually can all be figured out right before battle starts.

 There is a Battle Loss table for Troop Points below. After each round of "Rock/Paper/Scissors" (1d6), you must find the number of Troop Points you have deployed in the battle. If you have only 1 to 10 Troop Points present, use that number on the table. If you have more than 10 points, use the "10" column as many times as is necessary. Thus, if you have 24 points in a battle, you would  use the "10" column twice and the "4" column once to equal 24. It is quite possible to win the "rock/paper/scissors" skirmish, yet to lose the battle!

 To get the losses for each side, match the configuration on the bottom row with the number of troops you have as indicated on the top row. The player who won the round has done damage to the enemy's troops equal to the number(s) after the slash. The person who lost the round has done damage to his enemy's troops equal to the number before the slash. If the two sides tie (roll the same number) in that round, both sides do equal damage (use the after column).

 Winner/Loser

   1      2      3      4      5      6      7      8       9      10
 0/1  1/1   1/2   1/3   1/3   2/4   2/5   3/5   3/6    4/6

 Example: Prince Yotaro wins a round of battle against Lord Kenshin. The Prince has 38 Troop Points. Lord Kenshin has 29. The prince causes Lord Kenshin to lose 23 Troop Points (6+6+6+5). Lord Kenshin causes the Prince to lose 11 Troop Points (4+4+3). At the end of the round, the Prince has 27 Troop Points and Lord Kenshin has 6.

Consequences of Defeat:

 If either the Prince or Lord Kenshin is present at a battle where all of his troops are destroyed, there is a chance he will be captured. The Prince and Daimyo will play one round of paper/rock/scissors (1d6). If the victor of the battle wins, he has a chance to capture his opponent. Each player rolls 1d6. Consult the Consequences of Defeat Table shown below, then apply the result:

 Consequences of Defeat Table:

 E = Escape   C = Captured

      1   2   3   4   5   6
 1   C   E   E   C   E   E
 2   E   C   C   E   E   E
 3   C   E   E   E   C   E
 4   E   E   E   C   E   C
 5   E   C   E   E   E   C
 6   E   E   C   E   C   E

 The battle winner's 1 thru 6 is the vertical line. The battle loser's 1 thru 6 is the horizontal line.
This message was last edited by the GM at 04:49, Wed 17 Feb 2016.
Caladin
GM, 28 posts
The Empire is All
Honor & Glory
Thu 18 Feb 2016
at 19:28
  • msg #6

RTJ

This game is rated Mature to signal that the material may not be suitable for all site users.

 This is a Mature game which will have portions that are of a mature theme, strong & offensive language, drug use, extensive violence, with political and religious material. As a Mature game it is marked as so with the Mature Content flag to warn potential readers that some of the game material may be considered offensive.  Despite this flag, this Mature games will remain suitable to all ages and all player have agreed to follow the rule set by RPoL.

 For the players of this game you should read /help/?page=welcome.

 Please note the difference between a Mature game and an Adult game is the descriptive level and the amount of mature content in the game. Games which focus exclusively on mature content for their plot or which describe such content in graphic details are required to display the Adult rating.

With your RTJ please give a short writing sample of the PC your interested in playing. Once a character has been chosen and confirmed you will be added to the game. Not all will be accepted as there is limited space and your ideas may not fit this game. There will be a minimum of 4 players, 2 on each side and a maximum of 12 players 6 on each side. This game is player group vs. player group and will have encounters.

This message was last edited by the GM at 19:29, Thu 18 Feb 2016.
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