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This is an update to Food and Pillage.

1. Food and Pillage

1.1 Food Stores

Food is measured in flotilla days.” We are not interested in tracking it any more granularly than that. If you have rations on your character sheet, you may erase them and get a refund of silver.

1.2 Upkeep

If the flotilla must pay for food, it has a daily upkeep of 100 sp/day.

1.3 Tolerance

Each settlement has a tolerance equal to its population / 100, with a minimum of 1. You know a settlement’s population by sight, and therefore its tolerance.

1.4 Encroachment

The flotilla can encroach on a settlement and freeload for a number of days equal to the settlement’s tolerance. After this, the flotilla has worn out its welcome, and must eat its own food or pay upkeep.

1.4.1 Range

The flotilla can encroach on a settlement that is half a day’s movement away.

1.5 Windfall

If the flotilla performs a Great Deed for a settlement, it can freeload for a number of days equal to twice the settlement’s tolerance, starting from the day it cashes in” the deed. This may be immediately if success is obvious, or at a later date if a trophy is required to prove the deed.

What constitutes a Great Deed is left up to referee discretion, and we will telegraph whether or not something is big enough.

1.6 You Again???

If the flotilla leaves a settlement after encroaching but before wearing out its welcome, and later returns, it is considered to have worn out its welcome. It may still perform a Great Deed.

You can’t use up a portion of tolerance and save some for later–you either wear your welcome or you leave.

1.7 Pillage

If you attack a settlement and overcome its defenses you are granted 7x its tolerance in food. This comes at a price: in addition to consequences arising in the fiction, you can never encroach upon or perform a Great Deed for the targeted settlement, whether or not you succeeded at the raid.

1.8 What is tracked?

The Timeline lists the following: encroachments, settlement tolerance, Great Deeds, silver collected, and food collected.

1.9 The Event Calendar

NOTE: The Event Calendar has been superseded by the Timeline (2.1).

EXAMPLE:

  • Day 1 — Four days of provisions remain.
  • Day 5 — Flotilla runs out of food, and goes hungry.
  • Day 5-8 — Grace period!
  • Day 8 — End of Third Expedition. Collected greens (1 food). Encroachment on Culemwardern (6 tolerance).
  • Day 13 — End of Fifth Expedition. Collected eggs (2 food).
  • Day 14 — Flotilla wears out its welcome in Culemwardern.
  • Day 15 — Great Deed: Celebrated in Culemwardern for the defeat of the griffon (12 tolerance, 700 sp).
  • Day 21 — Current day
  • Day 27 — Flotilla wears out its welcome in Culemwardern.
  • Day 30 — Flotilla runs out of food.
  • Day 37 — Flotilla runs out of silver, and goes hungry.

2. Bookkeeping

2.1 Timeline

The timeline is a table of events used for tracking sessions and the updates that occur along with them. Each row contains the following:

  • Session number
  • Short session description
  • Session duration in days
  • Link to session log
  • Updates to encroachment, food, and silver
  • Tolerance and freeloading at end of session
  • Food supply at end of session
  • Silver in coffers at end of session

2.1.1 Non-session Events

You may add notes to the timeline in italics to track events in-between sessions and future occurrences, such as free movement and the learning of spells from Grimoires.

2.1.2 The Timeline is Atomic

The passage of time, tolerance gained or lost, food procured and eaten, silver spent or looted - the whole equation happens simultaneously when the timeline is updated.

Decisions about these updates should be finalized between the session as it occurs and when the session summary is published and the timeline is updated.

2.2 Goods to Silver Conversion

In line with our desire to abstract some of the more mundane bookkeeping and trading, when exchanging valuable goods:

  • If a good is traded for food, you receive the market value in food.
  • If a good is liquidated to coin, you receive 85% of its market value in silver.

Example: a crown worth 500sp may be converted into 5 flotilla-days of food or 425sp.

2.3 Off-menu Item Costs

This is a list of rulings on item prices. They are also subject to availability, for example, saintly pocket figures and vellum are easily found in Cernyff, a center of culture. They would not be found in a place like Contin.

Item Cost and Notes
Bribe, small 10sp
Blacksmith’s tongs 5sp
Caltrops 3sp per spike
Pocket figure, saintly 10sp donation
Skull, ox 15sp
Vellum, sheet 50sp
Wax tablet and stylus 25sp
Weapon, custom Depends on the request. In addition to the materials, creation typically costs 50sp for labor and takes 1 week.
Weapon, golden Weapon, 50sp for labor, and 1 gold ingot
Weapon, silvered Twice the cost of the normal weapon.
Wine, cheap 40sp per firkin
Wine, good 20sp per bottle
Wine, Pyorran 40sp per bottle

3. Self-rule

3.1 Requirements

These are the Referee requirements for self-rule. The Players must designate one or more Leaders who fulfill the following responsibilities:

  1. Tracks shared resources: remaining tolerance, food stores, silver in coffers, community property.
  2. Works with Referees to determine when Encroachment happens.
  3. Keeps the flotilla and Referees apprised of this information via the Timeline.
  4. Facilitates Player decision making.
  5. Speaks for the flotilla in the fiction when that is required.

3.1.1 Thargol Fragility Principle

No player can stop Thargol from being killed if any player wishes it.

3.2 Flotilla Movement

The flotilla may move between locations, which affects the starting position for all adventures.

3.2.1 Free Movement

Once between game sessions, the flotilla may move a number of hexes equal to one day’s worth of movement. This does not trigger the passage of time or consume resources. Encroachment begins as of the first day of the next session.

3.2.2 Further Movement

Further movement triggers the passage of time and the spending of resources, according to the distance. Encroachment begins as soon as the flotilla arrives at its destination.

3.2.3 Updates after Movement

When the flotilla moves, notify the server in #campaign-discussion and note the movement in the Timeline.

4. Rules for Players

4.1 Player vs. Player Conflict

We have observed a chilling effect on organizing games: the prospect of a session being brigaded by noncompliant-to-goal players. We take the position that players should not sign up for a session with the intent of sabotaging its stated goal.

Player-vs-player conflict must happen with the consent of both sides. Getting in the way of another player trying to make their mark on the world by gaming the signup sheet” would be antithetical to that. You shouldn’t try to stop other players from acting on the world. Instead, if you want to foil someone else, you should proactively act on the world to achieve your own ends in a permanent way.

As an example: previously we’ve saw that Vivian was unable to organize a session around killing the warden of Flodaigh because Wren threatened to join and have Artair get in the way. Under the new norm, we would expect that this session would fire based solely on Vivian’s ability to generate interest to do that with other players.

Up next Inverting Morale Now that I talked about State Management — specifically, how to think about events — I can talk about morale. I think that morale systems are Barbarian Prince I have finally assembled my print-and-play copy of Barbarian Prince, designed by Arnold Hendrick and published by Dwarfstar Games in 1981. The game
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