Difference between revisions of "Kingmakers"
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Revision as of 13:26, 30 September 2009
Premise
This is a game about dynastic power, politics, and bloodlines. The players would be retainers of a young noble of distantly royal blood, charged with protecting him and maneuvering him through the treacherous political waters of the land. It's about the real power behind the throne. Intrigue, assassination, scheming, broken promises, rulership. Think Richelieu or Colbert.
The noble character, while central to the game, would likely be an NPC open to most or all the advice of the group. In extending his influence the group would extend their own.
The scheming would mostly be group vs world; I'd prefer it be a cooperative game than a competitive one.
Goals
The main goal is to play a fantasy game where the acknowledged focus is manipulation, intrigue, and the use of political power.
I also want to run a game where session-to-session creative costs are not too high for the GM. With Supers, I pretty much had to set up every session. I see Kingmakers as taking a lot of upfront work, but being able to go without a ton of work between sessions.
System
Let's start with WFRP, not use hit locations except for gory ends. I'd rather not roll for career this time around. Also, let's stick with humans for the time being.