Political System Changes

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Political System Changes

Post by WayneO42 »

Ok, here is the new "political" system. The changes made really now make it more of an Economics system. There are alot of changes so please read it carefully and post questions

The socioeconomic system

Support Points

The socioeconomic system is designed to be both easy and dynamic. As a character goes up in levels they will gain “Support Points” (See Support Points Chart below and note that each 20 level segment follows the same pattern). Support Points are a representation of the character’s socioeconomic power based on experience (the power of face and name recognition), race (the power of discrimination), wealth (the power of money), and to a certain extent, Lifestyle (the power of manners and etiquette, or in the case of the Savage, the lack thereof). These points can then be used to create organizations that gather, refine, and protect resources. The way that this is accomplished is through lending your support to another individual who becomes the leader of an organization. Any individual may support a leader of any organization. Leaders on the other hand can ONLY support the leader of an organization if that organization is at least 1 tier above their own.

A character’s total support is the amount that they have combined with the amount they are given. When support is given, the character must pledge all of their support points to the same person unless they have a skill that allows them to split their support. For example: When the leader of the Order of the Crimson Hand (a resource gathering organization) pledges their support to the leader of Clan Draconi (a resource protection organization), they are giving all of the Order’s support to Clan Draconi. All support points are spent via a private voting system. A character may remove or reallocate their support at the end of each event if they so choose.

{Support Points Chart}

*Note that support may also be affected by wealth and certain Disciplines; each 20-level segment follows the same pattern as above.


Tier A: Resource Gathering Organizations (RGO)

A Resource Gathering Organizations is an organization whose purpose is to gather resources. AN RGO can be a guild, a union, an association, a society, a league, a federation, a company, etc. Even an individual can be considered a Resource Gathering Organization if that individual has enough others supporting them. For example:
Lydia, Tyris, and Borus trust that Snilch can get them the steel they need on a consistent basis. They have no loyalty to Snilch nor do they know where he gets the steel. They just know that he gets it and gives them a share in exchange for playing lookout a few nights a week.

Supporting an RGO does not denote any sort of loyalty to that organization, it merely denotes that you help the organization in some way in their activities. This may be as menial as swinging a pick-axe in a mine or as detached as designing the support structures of the mine.

The first step in creating an RGO is to choose a person who will receive the support points. This person is considered the leader of the RGO. The leader will be solely responsible for which higher tier organization, if any, gets the RGO’s support. In addition, the RGO’s leader will manage the organization’s “Resource Point” pool. Resource points will be discussed later in this section.

The next step in creating an RGO is to create a charter. The charter provides the GM staff with the name of the RGO, the date it was created, the leader, and the other “founding members”. There must be a minimum of two characters (see bureaucrat for an exception) plus the leader to create a level 1 RGO. Higher-level RGOs necessitate more people in addition to more support points (See Chart Below). The RGO’s charter is strictly an “out of game” document solely for record keeping purposes. For in-game reasons an RGO may not be formed prior to the characters entering the game.

After a leader has been chosen and a charter created, the RGO’s leader then needs to obtain enough support points to qualify for and maintain a level one RGO (see the chart on page 82). It takes more support points to create an RGO than it does to maintain one.

When enough support has been gathered to expand the RGO, the leader may choose to increase the organization’s level. This is done at the end of an event. Higher-level RGOs can bring in more resources and maintain more sources; however, expanding too quickly can be dangerous. Any time an RGO goes 2 consecutive events without the minimum amount of support points to support their current level, the organization collapses and the RGO will then need to be reformed at level one.

Resource Points and Production Sources
The primary mechanical function of an RGO is to bring resources into the game. This is done through Production Sources. Some examples of production sources are mines, trade routes, a fertile field, a fishery, etc. Production Sources must be found in game through exploration or plot. Once a Production Source has been found, the RGO’s leader must commit “Resource Points” to it. The minimum number of resource points that are required to maintain a Production Source varies from source to source and the yield of a Production Source may fluctuate based on in game and plot related circumstances.

The number of “Resource Points” available to an RGO is equal to the organization’s leader’s total support. Also, the RGO’s level determines the number of Production Sources they are allowed (See the chart below).

{chart}

A Production Source will come with a minimum resource point expenditure per unit and a total number of units available. One unit corresponds to one resource tag or token. AN RGO’s leader must commit resource points for the source’s entire supply or not at all. If a Production Source is available to more than one RGO, it is “purchased” by bidding on the source at the end of the event. The Production Source will be awarded to the RGO whose bid is the highest. If that bid is higher than the minimum required, that higher price will become the new minimum for all future transactions.

Modifiers to Production Sources
RGO’s receive their level% bonus to their resource points. For example, a third level RGO will receive a 3% bonus and a fourth level RGO a 4% bonus. For an additional bonus, an RGO may declare themselves an all path, all discipline, or all race organization. When an organization does this, support points given to the organization by a character will not be counted if the character does not meet the requirement. Also, once an RGO reaches 8th level the RGO will receive a bonus based on the number of members they have beyond the minimum requirement.

There are also some modifiers that may be assessed based on an individual Production Source. These can be based on the race, specialized buildings, armies, commodities, or other role-playing conditions surrounding the origin location of the Production Source. In addition, random events may occasionally affect the output of a Production Source. These events may include but are not limited to raids, weather, or infestations. These modifiers are summarized in the chart below.

{chart}

Production Source Stability
A production source’s stability rating represents how consistent the output from a source is. This could be modified by the distance to and from the source, the contentment of the workers, the reliability of equipment, etc. The stability rating on average starts at 50%. Some routes will have inherent modifiers to this statistic. For example, a mine production source may have +25% stability rating if owned by an all dwarf RGO. This statistic modifies the chance of a negative event happening to the source as well as how easy it is for a rival RGO to take it over.

{chart}

Stealing Production Sources
Production Sources may also be stolen or taken over by other RGO. To take over an active Production Source, an RGO must bid more Resource Points (modified by stability) than the current owner for two events. The first event the RGO spends resource points to try and take over the production source but does not receive any resources in return. The current owner is notified on the second event and has that event to try and stop the take over. If successful, the new RGO will begin receiving resources on the third event. The cost to maintain the Production Source for the new RGO remains at the new price, which becomes the minimum bid for that Production Source in all future dealings.

Raiding a Production Source
AN RGO can also raid a production source and gain resources without actually taking over the source. An organization can only steal a small % of a current production source; the amount of which is determined by how stable the production source is. AN RGO can steal up to (100%-stability level of the source) at a resource point cost of 2 times the normal cost per unit.

Buildings
There are two different types of buildings an RGO can create. The first type decreases the chance of a negative event happening. This type of building is referred to as a fortification. A fortification could be an outpost, a fast wagon, a fort, a trade school, etc. The other type of building increases the output of the production source and is referred to as a Workshop. A workshop could be a forge that produces quality tools, a loom, a tannery, a mill, etc. AN RGO can only have 1 of each type of building per source.

A fortification can have three "levels" each modifying the likelihood of a positive random event happening by 5% and thus decreasing the chance of a negative event by 5%. The organization must first build a level 1 building, and then upgrade it to a level 2 building (+10%), and then finally it can be upgraded to a level 3 building (+15%).

Building a Workshop works the same way as building a Fortification. There are three levels of workshops each requiring the level below it to be built and then upgraded. A Level 1 Workshop gives a 10% bonus in resource production. A level 2 Workshop gives a 25% bonus to production. Finally, a level 3 Workshop gives a 50% increase to resource production. The bonuses provided by a workshop come at a cost. When a Workshop is built, the per unit cost for the production source is increased by the same percentage that the output is increased by. For example: House Trilant has a production source for 100 steel at 1 Resource point per unit (For a total of 100 resource points). House Trilant over time builds a level 3 Workshop on their Production Source. They now have 150 units available but at a cost of 1.5 per unit for a total of 225 Resource points.

The cost to build a Fortification or Workshop depends on the Production Source. See the chart below for details.

{chart}


Tier B: Resource Refinement Organization (RRO)

A Resource Refinement Organization is an organization whose purpose is to refine and trade resources. Some examples of Resource Refinement Organizations are house, Confederation, alliance, Coalition, union, association, Society, league, Federation, company, etc. Supporting an RRO does not denote any sort of loyalty to that organization, it merely denotes that you help the organization in some way in their activities. This may be as menial as pulling a cart full of food to distilling beets into alcohol.


The first step in creating an RRO is to choose a leader. The leader of the RRO will be the recipient of the support points from the RGOs or individuals who make up the RRO and will be solely responsible for who, if anyone, gets the RRO’s support. In addition, the RRO leader will manage the RRO’s “Organization Point” pool. Organization points will be discussed later in this section.

The next step in creating an RRO is to create an RRO charter. The charter provides the GM staff with the name of the RRO, the date it was created, the leader, and the “Founding Members”. In addition to the leader, there must be five other members to form an RRO all of which can also be members of an RGO. The RRO’s charter is a strictly “out of game” document.

After a leader has been chosen and a charter created, the RRO leader then needs to obtain enough support points to qualify for and maintain a level one RRO (see the chart on page 86). It takes more support points to create an RRO than it does to maintain one.

When enough support has been gathered to expand the RRO, the leader may choose to increase the organization’s level. This is done at the end of an event. Higher-level RROs can make more commodities and trade more resources; however, expanding too quickly can be dangerous. Any time an RRO goes 3 consecutive events without the minimum amount of support points to support their current level, the organization collapses and will then need to be reformed as a level one RRO.

Organizational Points
The number of “Organization Points” available to an RRO is equal to the leader’s total support. Also, the RRO’s level determines the maximum number of organization points an RRO can spend and the number of commodities they are allowed. The higher the level of the RRO, the more organization points the organization can spend (See the chart on page 86). Organizational points can be spent to create Market Places and to create Commodities. Market Places and Commodities are described in greater detail below.

Market Places
Market Places represent the RRO’s ability to trade one resource for another. This may only be done between events. A market place can be seen as a caravan, a trade route, etc. As the RRO progresses in level, the amount of one resource needed to trade for another lowers and the access to higher levels of resources increases.

There are three types of market places, primary, secondary, and mystic. A primary market place allows the RRO to trade seven (7) cloth, food, or supplies resources to obtain one (1) cloth, food, or supplies. When a primary market place is formed the RRO must declare what primary resource they will be trading for. Primary market places may be upgraded to provide a better trade ratio but the ratio may never drop below 3 to 1. It costs 100 Organization Points to start a primary Market Place and costs an additional 100 Organization Points per one resource the ratio is dropped. For example:

The Iron Rose Federation starts a Food Market Place. This cost 100 organization points and they can now trade seven of any resource for one food. After the next event, The Iron Rose Federation has advanced to level 2 and has more Organization points to spend (300). They decide they want to upgrade their food market place and open a cloth market place. Now they can trade 6 of any resource to get 1 food resource and can trade 7 of any resource for 1 cloth.

A primary market place can be upgraded to a secondary market place by spending 150 organization points. A primary market place that has been upgraded to a secondary market place still allows for trade for the primary resource at its current ratio but will also allow the RRO to trade for either steel or hide at a cost of their primary market place times 1.5 (rounded up). When an RRO upgrades a primary market place to a secondary market place, they must declare which secondary resource they will be trading for. AN RRO must be at least level 4 before they can upgrade to a secondary market place. For Example:

The Iron Rose Federation decides to upgrade their food market place to a secondary market place that trades hide. Their food market place currently trades at a ratio of 5 to 1 and costs them 300 organization points. They spend the additional 150 organization points (for a total of 450) and they now have a food/hide market place. They can now trade in 5 of any resource for 1 food or 8 of any resource for 1 hide.

A secondary market place may be upgraded to a master market place. A secondary market place that has been upgraded to a master market place allows an RRO to trade for the mystic resource. The market place can also be used to trade for the primary resource and secondary resource it was originally formed to trade. The trade ratio for the mystic resource is 2.5 times that of the primary market place ratio. AN RRO must be at least seventh level before a master market place can be created. It costs 150 Organization Points to upgrade a secondary market place to a master market place. Example:

The Iron Rose Federation decides to upgrade their food/hide market place to a master market place. Their food/hide market place currently trades at a ratio of 5 to 1 for food and 8 to 1 for hide and costs them 450 organization points. They spend the additional 150 organization points (for a total of 600) for the master Market place and they now have a food/hide/mystic market place. They can now trade in 5 of any resource for 1 food, 8 of any resource for 1 hide, or 13 of any resource for 1 mystic.


Commodities
A Commodity is a refined resource that can be used to create advanced items (see item creation page 9) and to bolster Production Sources through the creation of buildings (see buildings on page 101). There are 5 commodities in the game. The commodities and the resources required to create a commodity are:

{chart}

AN RRO may ONLY create commodities between events and are limited in the number of different types of commodities that they can create (see the chart below). In the beginning, RROs are only able to create one commodity. As they advance, RROs will be able to change their commodity and produce more commodities. In addition, RROs will have the option of specializing by lowering the number of resources needed to produce the commodity. It costs 200 Organizational points for an RRO to gain the ability to produce one commodity. It costs an additional 200 Organization points to reduce the resource cost to make the commodity by one. The resource dropped is always the one farthest to the right on the list above. Commodities must always cost at least two resources to produce.

{chart}

Tier C: Resource Protection Organizations (RPO)

A Resource protection Organization is an organization whose job is to protect and advance resource production sources. Some examples of Resource Protection Organizations are Royalty, trade federation, Confederation, alliance, Coalition, union, association, Society, league, Mafia, company, etc. Supporting a Resource Protection Organization does not denote any sort of loyalty to that organization; it merely denotes that you help the organization in some way in their activities. This may be as small as pulling guard duty at a fort or as large as designing a grain mill.

RPOs can be supported by lower organizations and individuals. RPOs can support leaders of other RPOs of equal or higher level, even if they are in a different Final Haven Chapter. To calculate the number of support points the RPO can give, the number of Military Points the RPO has is subtracted from their Total Support pool. Military Points are discussed further below. For Example:
The Black Hand Mafia has 800 support points but maintains a squad of thugs represented by 100 military points. The Black Hand is convinced to support the King of Breal. The Black Hand is worth (800 – 100) 700 support points to the King.

When enough support has been gathered to expand the RPO, the leader may choose to increase the organization’s level. This is done at the end of an event. Higher-level RPOs can have more Military Points and gain more Hero Points; however, expanding too quickly can be dangerous. Any time an RPO goes 4 consecutive events without the minimum amount of support points to support their current level, the organization collapses and the RPO will then need to be reformed at level one.


{chart}

The Benefits of Being an RPO

Hero Points
For each level an RPO advances they gain a special floating Hero Point that they can either use for themselves or hand out to others. For example, a fourth level RPO would have four floating hero points to utilize. These points work exactly like regular hero points (see page 105) with one exception: they do not accumulate from event to event. In other words, if not used during the course of the event, they are lost forever. At the beginning of the next event, the fourth level RPO would receive four more Hero Points to spend once again.

Military Points
One of the prime benefits of being an RPO is the availability of "Military Points.” In general, military points symbolize not only the size but the effectiveness of a standing army. A force with 75% more military points may be the same size but be better trained or equipped. The maximum number of military points an RPO can have is either equal to their support point total or the maximum allowed per level as described below, whichever is smaller. When an organization becomes a first level RPO, they are given 100 military points and will receive an additional 50 points each level gained. To gain more military points (up to their maximum), they must spend 1 primary and 1 secondary resource of their choice per 5 military points they wish to gain. This can only be done between events. The maximum number of military points that may be gained between events is also dependent upon the RPO’s level and is listed in the chart below. If an RPO’s total support falls below their military point total, the excess military points are lost. In addition, maintaining the army costs 1 primary and 1 secondary resource per 50 military points.

{chart}

AN RPO may use military points to perform actions such as repelling attacks from outside forces, attacking other armies, guarding Production Sources and borders, reducing the time required to create or destroy structures, performing special plot related missions, or be readied to serve at the RPO's side. In most cases, the RPO may decide how many military points to commit to each action; however, if an action has a set military point cost it will be listed in the actions description below. Once an action is complete, the military points return to the RPO's pool for future use. Some actions, such as attacking or defending a location, may result in the permanent loss of military points. These Military Points must be regained between events through the expenditure of resources.

Military Actions

Giving an army to another Tier C leader
A leader can always give their Military Points over to another Tier C leader. When this is done the original owner looses the Points but may build them backup between events. The receiver of the Military Points may not go over their maximum allowed Military Points.

Defending an Area
To defend an area an RPO can commit any or all of their military points. These points are then committed to defending the given area from attack. Some areas that are defended may give an amount of bonus or penalty to military points. For example, defending an open plain may result in a penalty whereas defending a fortress may result in a substantial bonus. Redeploying military points committed to defense takes a minimum of 1 hour plus travel time to redeploy. During this time, the RPO may cancel the redeployment but suffers a loss of 10% of the military points committed.

Attacking another Force
To attack another force or army an RPO can commit any or all of their military points. These points are then committed to the attack until the outcome of the battle is determined. It takes 1 hour after the points are committed to deploy troops. During this time, the RPO may cancel his action but suffers a loss of 10% of the military points committed.

Aiding a Production Source
An RPO may commit military points to patrol and defend a Production Source. This increased safety decreases the chance of a negative random event happening to the Production Source. For every 50 Military Points spent there is a 5% increased chance of a positive event happening. The maximum bonus that can be achieved is +20%.

Stealing a Production Source
A production source can be stolen with military points. This process takes two events. The first event, Military Points equal to units available times 3 (adjusted by stability) are spent but the RPO does not receive any resources. The current owners will be told of whose army is moving against them. The current owner has the second event to try and stop the military invasion, and if they are not successful then the production source is turned over to the invading army. The RPO must continue to keep a military presence at the production source to keep control of it. These units cannot be used to defend. After the invasion the base number of available resources is reduced by 10% (collateral damage from a hostile take-over) and the stability of the source is reduced to 20% below its base stability.

Raid a Production Source
An army can be sent to raid any production source. To raid a source the RPO will need to spend military points equal to 2 times the units they want to steal adjusted by stability. The owner of the production source will NOT be told they were attacked until their remaining resources are given to them. The GM staff will determine how successful the mission was based on the number of Military Points spent and the Stability and modifiers attached to a Production Source.

Ransacking a Production Source
An army can be sent against a production source with the sole purpose of causing damage. The RPO has to spend military points equal to the amount of units they want to damage. The owner of the production source will NOT be told that they were ransacked until their remaining resources are given to them. The GM staff will determine how successful the mission was based on the number of Military Points spent and the Stability and modifiers attached to a Production Source. A maximum of 10% damage can be done to a production source each time it is raided.

Readying Troops to Serve
Troops may be readied to serve an RPO during an event. Military points used to ready troops must be spent by the RPO at check-in. The RPO is then given tags for each troop readied. These troops can be used during the event as the RPO sees fit; however, every troop must be physically represented by a player before it can step on the field. Readied troops that are not currently represented are considered to be out of play.

In order to represent a troop, a player must change from their normal character into a "Troop Character". The RPO should provide a costume to the player that distinguishes them as one of their troops. This change is completed as per the disguise skill on page 60. While a player is physically representing a troop, their character is considered out of play. The player representing a troop is then given the appropriate troop tag by the RPO. If the troop is killed, the tag must be destroyed. The player playing the troop may then remove themselves from the combat area, wait 5 minutes, and then return as another troop providing that the player has another troop tag. In special circumstances, determined by the GM staff, a "respawn" point may be defined for troops. Instead of waiting 5 minutes, the player simply returns to the respawn point and then can return to the battle as long as they have another troop tag available. All readied troops also have an upkeep cost that is paid in resources. Any troops that are readied and not upkept at check out are destroyed. The types of troops available, the skills they possess, and their military point cost are listed in the chart below.

{chart}

Basic Warriors swing 1, have 5 life, 6 armor (including combat reflexes) and all the basic warrior skills. Advanced Warriors swing 1, have 5 life, 8 armor (including combat reflexes) and all the basic and advanced warrior skills. Master Warriors swing 1, have 8 life (including fortitude and the 20th level bonus), 10 armor (including combat reflexes) and all warrior skills.

Muster Troops
An RPO may muster troops to their cause. This action will bring NPC troops against the populous of PCs. This is done by submitting a muster request in-between events. The NPC staff will then inform the players at large that troops are being mustered against them and approximately when they will be ready to strike. The plot team will incorporate the RPO‘s troops into the plot for the next event. The RPO receives troops at 2 MP per 1 troop. The troops mustered will have 5 life points and will deal 1 damage per swing.
[/u]
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Post by WayneO42 »

All of the charts have remained the same except a priveledged colum was added to the Support Points Gained chart. Priveledged will now get 5 additional Support Points per 20 levels. The cost to create buildings chart is basically as follows:

Level 1 building (either type) depends on the source. Food is 2 times the current production in cloth. Cloth is 2 times current production in supplies, and Supplies is 2 times current production in Food. Steel and hide is 2 times current production split between food, cloth and supplies. Mystic is 2 times current production half from steel and half from hide. Level two and Level 3 are identical to level 1 except you need to add 1 of each commodity for level 2 and 2 of each commodity for level 3.
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Post by Eli »

Is there going to be a new colum for priveledged Non-Human? Or will either human / non get 5 more points.
-Eli (Full Elvish: Elaith Vonaduran Craulnober)

There once was a man named Eli,
A man who claimed he could not die.
But one thing makes him wail:
That's when there is no ALE!
Thus his tale: with no beer, he will cry.

(The dark haired, green eyed mage child has faded into the past leaving behind one not quite an adult, but clearly no longer a child. The warrior-mage mixture that he has become can only be described as a survivor. )
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Post by WayneO42 »

The colum for priviledged is a modifier so you just add it on to your total if you are priveledged. So the Mambie Pambie Priveledged Elf would look at the non-human catagory and then add in the priveledged catagory as well.
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Post by Eli »

Just to see if I get the whole Military point thing.

You can only actually bring forces IN GAME in two ways: Readying and Mobilizing.
All the other uses are mechanical in nature.

For this example I’ll say I’m a lv 1 RPO and have purchased my max MP of 300.

If I Ready:

Say I want only basic troops, I could spend all 300 MP, and get 30 basic warriors.

That would be 30 guys that: Swing 1, have 5 life, 6 armor (including combat reflexes) and all the basic warrior skills. PLUS you have to spend resources for each of the 30 guys. So: 30 food, 30 supplies, 30 steel or hide.

These guys, would have to be represented by people I bring to play them, if I wanted to have them in game/town for whatever role playing reason. Either myself or someone I bring would then play them.

Also this is all done in a single event, starting at Check-in

-Verse

Mustering:

If I wanted to "muster" them then:
1. It takes a in between events,
2. The PC's are told MY army is coming against them, and
3. They are all at: 5 life points and will deal 1 damage per swing. BUT
4. They cost a lot less 2 MP per 1 Troop.
5. And no resource cost.

So, at 300 MP I would then get 150 guys that have: 5 life points and will deal 1 damage per swing and NPCs play the troops for me right?


Second Question:

Getting MPs:
The max number allowed is based upon your RPO LV via chart in book.
To get them you must spend 1 primary and 1 secondary resource per 5 MP (during down time)

Primary resources are: Food, Cloth, Supplies
Secondary Resources are: Steel, Hide

I think I get this, please let me know if I am wrong about this somewhere, as I am desperately trying to master this in the next two weeks…
-Eli (Full Elvish: Elaith Vonaduran Craulnober)

There once was a man named Eli,
A man who claimed he could not die.
But one thing makes him wail:
That's when there is no ALE!
Thus his tale: with no beer, he will cry.

(The dark haired, green eyed mage child has faded into the past leaving behind one not quite an adult, but clearly no longer a child. The warrior-mage mixture that he has become can only be described as a survivor. )
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Post by Eli »

More soco questions:

Will the current trade routes be grandfathered into the new system?

Also, in the rules you say: “If a Production Source is available to more than one RGO, it is “purchased” by bidding on the source at the end of the event.

Question: When is this bidding war? Is this only the first time the source comes into game? I see the rules for stealing a source, this question is only about “available to more than one RGO. What does that mean?

And finally I think...
Says can only spend Support to someone a tier higher, you mean RGO can support RRO or RPO and RRO can support RPO.

But one RGO cannot support another.
-Eli (Full Elvish: Elaith Vonaduran Craulnober)

There once was a man named Eli,
A man who claimed he could not die.
But one thing makes him wail:
That's when there is no ALE!
Thus his tale: with no beer, he will cry.

(The dark haired, green eyed mage child has faded into the past leaving behind one not quite an adult, but clearly no longer a child. The warrior-mage mixture that he has become can only be described as a survivor. )
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Post by GM_Chris »

Yes :)
to both posts


Now for the question:
Also, in the rules you say: “If a Production Source is available to more than one RGO, it is “purchased” by bidding on the source at the end of the event.

Question: When is this bidding war? Is this only the first time the source comes into game? I see the rules for stealing a source, this question is only about “available to more than one RGO. What does that mean?
This is a mechanical explanation of what happens AFTER RP. Basically, production sources come into game by NPC's. Players will RP with the NPC's to try and convince them to join their side. Now, if multiple PC's are courting the same NPC's then in the back end there is a "bidding" war. Also, please be aware that production sources only come into game via the plot team and we will be pretty strict on them so just because you form an RGO does not guarentee a production source will be created.
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Post by Eli »

sweet I think after what 4 years, I've read and understand the political rules... don't tell Aaron...
-Eli (Full Elvish: Elaith Vonaduran Craulnober)

There once was a man named Eli,
A man who claimed he could not die.
But one thing makes him wail:
That's when there is no ALE!
Thus his tale: with no beer, he will cry.

(The dark haired, green eyed mage child has faded into the past leaving behind one not quite an adult, but clearly no longer a child. The warrior-mage mixture that he has become can only be described as a survivor. )
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WayneO42
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Post by WayneO42 »

Eli wrote:sweet I think after what 4 years, I've read and understand the political rules.....
Thats a good sign.
Wayne O
The Game Master Lite
Frag the weak, Hurdle the dead!
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Peace420
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Post by Peace420 »

Oh Geebus, I was finally getting it. Oh wel back to the drawing board...
Death=Adder

One of these days...I'm going to cut you into little pieces...

~Pink Floyd~
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