Rules for Game
1) I will be running the game as turn based. Each turn will represent one season. A season in Aethis is roughly equivalent to real seasons, each lasting 90 days.
2) Currently I am planning to have turns played once a month. The break down is as follows:
a) Each player has two weeks to plan their turn (including player interactions) and submit a list of actions.
b) I will be allotted two weeks to process the information and give return information to each player as well as update the adventure log on any world-wide updates.
- I am open to concerns about the structure of this play time. Please message me on Obsidian Portal if you would like to make suggestions or comments.
1) In order to keep the game from becoming static and to add an element of realism to the game, I will be rolling random occurrences each turn. These should both help and hinder players and make the overall experience more interesting. The rules are as follows:
a) Each turn I will role 1d4 for each player, this will dictate the amount of events to happen.
b) I will then roll a d20 for each event.
c) The d20 roll will dictate the positive/negative outcome as well as the severity.
– 1-10 will be negative occurrences with 1 being the most severe.
– 11-20 will be positive occurrences with 20 being the most beneficial.
d) In order to be fair I will only allow a maximum of TWO 1’s or 20’s per turn.
– The turn immediately after TWO 1’s or 20’s have been rolled, the maximum will drop to ONE occurrence of either.
– In the case that an equal amount of 1’s and 20’s has been rolled, the above rule will not be enforced.
e) The events will be based on the effect that they have on the nation/player. I will do my best to make sure that my event table is as standardized as possible.
f) I will not be releasing roll information to players.
1) All military units will include the following scores:
2) All generals will include the following scores:
c) Tactical Knowledge:
3) If your country has any NPC’s or former PC’s that are able to aid in combat, their capabilities will be discussed on a case by case basis.
- A more comprehensive explanation of how scores affect warfare will be posted before game start.
1) Each player will receive a diplomatic relations score for each major nation involved in the game. These scores are as follows:
a. Allied: An official alliance has been formed.
b. Peaceful: A peace treaty has been signed and maintained for at least 5 years.
c. Friendly: No peace treaty exists but no hostility exists.
d. Neutral: No specific animosity or favour exists
e. Unfriendly: No open hostility exists but the two nations share a clear animosity.
f. Hostile: No open warfare exists, but a clear threat is present.
g. At War: Official or unofficial war has been declared. Armies are engaged.
2) The above scores will be updated each turn if necessary and will be determined partly by the DM and partly by the two players involved.
3) Player interactions will be monitored by the DM but will be done so on varying levels depending on the diplomatic rating between those countries.
a. Players which are Allied and are either neighbouring countries or have secure means of communication may speak freely and need only update the DM on official plans, movements of resources, and tactical plans.
b. Players which are Peaceful and are neighbouring countries may speak freely and need only update the DM on official plans and movements of resources. The DM must immediately be made aware of all other interactions.
c. Players who are not Allied or Peaceful must have all other interactions go through the DM.
A Word copy of this can be emailed to you if you wish, just ask.