While I’ve been gushing about Reign’s magic system before, I’m less partial to the it’s selling point: The organistion rules. The ideas is modeling various communities, cults, empires, whatever with a rules set and setting them loose on one another. The PCs control one such organisation. I won’t go into detail here, and just say what I would expect of such a system:
- I want to use it as an adventure generator. So some random events would be nice.
- I want locality. The Empire might be big, but I’m more interested in their local holdings and what they can do where the action is.
- I want to zoom in and out. Maybe there are infights within the organisation, so let’s look at its factions with the same system.
- I want characters to dump that big treasure hoard they found into their fief.
So first we need a timescale. Weeks, months, years. Whatever makes sense. During that time organisations can take actions. Second we need some unit of money. Organisations spend money. If your system has money, find and appropriate amount that constitutes 1 Money in terms of this system. Thirdly, figure out how many people 1 Population is. Finally, you need regions. Stuff happens in regions. Regions can be adjacent to another or not. Each region has a Population limit, usually between 1 and 6. Determine as you like or roll 3d6 keep middle.
Organisations should have a name. Inside a given region, an organisation can have Population, Money and Assets.
Assets have a type and a name. Like Callow’s 4th Army is a Military Asset. The Jacks are an Influence Asset and so on. Each Asset should have it’s own name. (And you should read The Practical Guide to Evil.) Your total number of Assets of a certain type in a region is your rating in that category. So all your Military Assets make up your Military rating for that region.
Turn Structure
- At the beginning of a turn, pay 1 Money for each Asset in a region. If you want to build a new Asset, pay 4 Money. It will be ready at the end of the turn, unless something bad happens to it. To repair a broken Asset, pay two Money. Assets will likeweise be repaired at the end of trun.
- Do that roleplay thing. Use organisation assets.
- At the end of turn, get 1 Money for every Population.
- You can send Money, Assets and Pops to other regions. They arrive at the beginning at the next turn. Assets on the move do not work and Pops on the move do not produce.
- Damaged Assets do not work. Assets damaged twice are destroyed.
- Rioting pops do not produce. If they remain rioting for several turns, they will likely declare themselves independent.
You need some d6.
Assets and Actions
Actions require spending assets. Spend Assets become available again next turn. Actions have a Range. Range 0 is the region the Asset is in. Range 1 is adjacent regions etc. When timing matters the organisation with less Pop goes first. On a tie, PC’s organisation goes first.
Orders (Authority Assets, Range 1)
Issue orders and spend one Authority to have it work as any other type of Asset. For example you can call people to arms and get Military. There are two limitations. You cannot apply more orders to regions per turn than you have Pops there. You can only push each type of Asset there once. So only +1 Military etc.
Trade (Economy Assets, Range 1)
Pick a Pop in range that has not been traded with this turn and trade with them. Gain 1.5 Money. You can trade with Pops belonging to another organisation, but they can issue Orders per region to prevent that.
Housing (Infrastructure Assets, Range 0)
Provide housing for up to three Pops that do not fit into this regions population limit. You can house Pops belonging to other organisations. Pops that do not fit afterwards, must move to another region.
Prototypes (Research Assets, Range 1)
You ask your weird scientists, mages, godspeakers, whatever for an edge. Tap Research and reroll any one die you make in terms of this organisation system. If the die shows the same result as it had before, something went very wrong. The researching Asset is damaged.
Influence (Intelligence Assets, Range 1)
Tap to tap an Asset of another Organisation. If you want to hide your involvement, you have a 50% chance.
Sabotage (Intelligence Assets, Range 0 / 1, if your opponent has riots there)
Tap for a 50% chance to make 1 Pop riot or destroy an Asset. Tap an extra Asset to hide your involvement.
Raid (Military Assets, Range 1)
For each tap, you have 50% chance to steal 1 Money or damage 1 Asset of another Organisation. They may tap Military in defense and have a 50% chance each to damage your attackers.
Calm Riots (Military, Intelligence and Authority Assets, Range 0)
Tap an Asset and have a rioting Pop return to work. Your approach is colored by the Asset type you use.
What PCs can do
Under this system PCs can personally do things to help their organisation along. They can add to the organisations treasury. Say 1 Money is 50,000 gp, the PCs can just convert it that way.
PCs can also do missions. For example moving stuff usually takes one full turn. PC escorted transport might be quicker. PC missions can also result in a single free Asset use called a Boost, for example when the PCs personally sabotage or raid another organisation, or they might recruit completely new Assets or Pops for their ranks.
Random events, all out war, as well as some further options and tips will be in next week’s post.