Thursday, June 30, 2011

Updates of the swords and sorcery old-school ancient cities of myth, adventure and eldritch peril !

Or somesuch.

Thanks for the comments on the previews, especially Greg. Part of the problems is just the difficulty of getting tables to format correctly when moving from word to blogger to the readers browser, (and I'm working on that), and some from bloggers odd decision to truncate at least one post (thus the duplicates); but the other part are some omissions by me.

 So, here's some corrected text:

Ruler
None
Might makes right; the strong do as they will, and the weak do as they must.
Family
Rule  and law applied on a family by family basis
Tribal
Clan based, families have common rule and decision
making
Council
A small group of rulers make laws and policy. 
Membership is generally quite open, 
and terms limited.
Oligarchy
As Council but membership is limited to a small subgroup
 of the demos.  Entry into the subgroup is possible, but
limited or difficult. May be obvious or covert, defined by
law or custom.
Autocracy
As Oligarchy, but the subgroup is generally small, socially
 defined, and closed to new members; Terms are often
defined by the members. Invariably obvious, generally
legally defined
Factional
No one authority controls the polis.
Conquered
The Polis is a conquered possession of another; rule is
imposed by the conqueror with little input locally.
Dictator
Rule by a single person, generally chosen to deal with a
crisis, with limited term but unquestioned power and
support. Ruler type should be rerolled at +2 once term
ends.
Dynastic
As dictator, but it has become inherited, either thru
families (as with a king)  or institutionally (as with a
theocracy), and potentially of unlimited term.
Tyrant
As dictator, but with unlimited term, and support is
irrelevant; often replacing a Dynasty, and/or the start of a
new one.
Polis is the city (or town) Demos is the population of the Polis. Term is the time any one member can expect to remain in power.
Secondary characteristics are always rolled with an unmodified D6, and represent ways the primary characteristic can be expressed.  These should only be used when one does not have a clear idea of the characteristic in question, AND have a need for its expression in the game.  If needed, each primary characteristic has several additional descriptors, with each having a range of values; for example, Population can have the additional descriptor of Morale: defeated vs jingoistic.  If this is needed, simply roll a d6 to determine where on the range the city is for that secondary characteristic. A roll of 2might indicate a sullen, pessimistic general mood, whereas a 5 might indicate extreme patriotism and belief in their citries superiority.   Optionally, if this is not granular enough, roll 2d6-2; this gives a more detailed range, but also usually produces middle values, which, while likely more realistic, for me isn't very helpful, nor in keeping with the goal, which is generating cities for adventure, not sociological description.

Primary
Secondary(roll 1d6 for range)
Population
Openness vs. Insularity

Religion: Few vs. Many

Morale: defeated vs jingoistic
Wealth
Source: Trade vs. Treasury (wealth is mobile/situational vs. hoarded)

Military quality: Poor vs. elite
Size
changes in size: Declining vs. Expanding

Age: Ancient vs. new
Ruler
Complacency vs. Aggression

Allegiance: local vs. distant
Law
Ruler: stability vs. instability

Consistency: arbitrary vs absolutely codified and inflexible
Influence
Diplomacy vs. Military means of control of neighbors

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