Creation-Ruling Mandate

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This system was designed as an extension of Social Conflict designed to represent large scale social actions involving organisations -- from a shop to the guild, and from a village to the Realm. As such is replaces both Mandate of Heaven and Mass Social Combat from the core rules.

Explicit Goals

  1. Provide a mechanical description for the capabilities and properties of Organisations.
  2. Allow characters to make use of their abilities and charms to influence the behaviour and management of organisations.
  3. Allow characters with positions of authority in organisations to make decisions which mechanically affect the organisation's behaviour and properties.
  4. Simulate the way that the backing of a large organisation can provide additional benefits to a character when engaged in attempts to alter the policies of another.

Domains

The Creation-Ruling Mandate rules are centred around Domains. A Domain is a group of individuals which share a common name, culture, and purpose. This may be a very loose grouping -- but it must be a real grouping. "The Guild" is a valid Domain, "All Mercenary Companies in Nexus" is not. A single town, city, or country is always a valid domain, as is an alliance of multiple such entities. As a general rule a GM should only need to write up stats for Domains which characters will actually interact with in play. Each Domain has a number of traits:

Magnitude is the size of the domain. This is roughly based upon it's number of members. It doesn't use the same scale as Military and Mass Social Conflict units, instead following the same scale as Mandate of Heaven. As a general rule if all the members of a magnitude 0 Dominion were located in one place they would form a social unit of magnitude 2 social unit. A Magnitude 1 domain would form a magnitude 3-5 social unit. A Magnitude 2 Domain would form a magnitude 6-8 social unit. The very smallest of Magnitude 3 Domains could form a magnitude 9 unit, but most are too large to form social or military units.

Valour is one of the four virtues. Valorous Domains tend to be more direct and active in their politics -- their members often have a strong sense of duty and loyalty to the Domain. Lookshy is a high Valour Domain.

Conviction is one of the four Virtues. Convinced Domains have principles which they stick to even in the face of practicality -- their members are often idealistic and dedicated to a cause. The Cult of the Illuminated is a high Conviction Domain.

Compassion is one of the four Virtues. Compassionate Domains are emotive and passionate in their dealings with other domains -- their members are often more inclined to go with their hearts than their heads. Great Forks is a high Compassion Domain.

Temperance is one of the four Virtues. Temperate Domains are staid and slow to anger -- their members often value traditional values over new ideas. Sijan is a high Temperance Domain.

Law All Domains have a number of Intimacies which form their laws. These intimacies are assigned to Virtues and given strengths in the same way as in Social Conflict. These intimacies represent actual rules imposed by the organisations leadership -- although they don't have to be individual rules! A Belief intimacy in "Freedom From Slavery" can (for example) be used to represent a society which has a variety of laws opposed to the holding of slaves by its citizens and in its territory.

Tradition All Domains have a number of Intimacies which form their traditions. These intimacies are assigned to Virtues and given strengths in the same way as in Social Conflict. These intimacies represent the non-spoken rules by which the society lives. Many societies have traditional attitudes and approaches which have never been officially codified in law.

Rulership Some Domains have No Rulership. Others have a Single Executive or a group of Executives. Some are ruled by a Deliberative consisting of many voices. See the rules in the Optional section for Portfolios for a way to specify rulership in more detail.

Specialties many Domains have particular skills which those in the Domain are good at -- these are represented as Specialties for particular abilities of a similar nature to those which many Characters have.

Loyalty Most Domains have a loyalty rating, which represents the general level of confidence that they have in their leadership. Loyalty forms a pool similar to Willpower which may be spent for certain purposes as described in these rules.

Savants A Domain may have any number of Savants within its population. These have a similar role to that of Special Characters in a Military or Social Unit. Savants are particular personalities who's choices and decisions can affect or influence the Laws or Traditions of the Domain, as well as its current activity. Some Savants may be Executives depending upon the Rulership style of the Domain.

Administration The number of Administrators a Domain requires is determined by the Magnitude of the Domain, and by its Virtues. Domains which lack sufficient Administrators for their size must immediately adopt the No Rulership state. This will be explained in more detail below.

Savants

Domains are more than simply a collection of people, they are organisations. In even the least Hierarchical of organisations there are leaders. People who are in a personal position to wield the power of the organisation and alter the course of its actions. These people are called Savants, and it is through them that these rules work. One of the assumptions of this system is that Domains themselves do not take actions. Domains exist and function (or fail to) based upon actions taken by specific characters -- either the PCs in your game or NPCs with whom they will interact.

To qualify as a Savant of a particular Domain a character must have a rating in the Backing background for that Domain (or be using some charm which functionally mirrors that background). The higher the rating, the more influential the character is. A Savant may take Savant actions as detailed bellow. Some of these actions are simple activities which any Savant may engage in at any time, others form the structure of a new system referred to as Administrative Conflict. In both cases many Savant actions can only be taken by Savants who meet certain Ability or Backing minimums.

Standard Savant Actions

These are actions which a Savant may take at any time in order to influence her own Domain.

I'll add some when I think about this a bit more.

Administrative Conflict

Administrative Conflict is a system similar to Combat and Social Conflict which models the direct interaction between two or more Domains. More precisely it models the way that a Savant may use her influence in her own Domain to affect the situation of other Domains, and the standing of Savants within those Domains. As such it runs on a larger time-scale than physical or social combat -- but uses a tick-system similar to that of physical combat. In Administrative Conflict the unit of time used is the Day.

A Savant who wishes to engage in Administrative Conflict with the Savants of a Domain begins by declaring Join Politics (Bad name, find a better one). When she does so she declares which other Domains she wishes to involve in the Politics of the situation -- these Domains must be ones which she is aware that her own Domain has interactions with. In general a GM should adjudicate this in non-obvious cases, but a Domain is always considered to have interactions with any domain it regularly trades with, does business with, shares a border with, competes with, shares a common Liege with, is engaged in war with, or has recently engaged in politics with. It is valid for a Savant to target her own Domain with a Join Politics roll, though doing so is a little strange.

As soon as a Savant has declared Join Politics all Savants in every targeted Domain are permitted to roll to see if they are aware of the Savant's scheming. This is an opposed roll of the declaring Savant's Manipulation + Bureaucracy vs. each defending Savant's Wits + Investigation. Any Defending Savant gains a number of automatic successes equal to their Contacts background for the declaring Savant's domain, and an external penalty equal to the declaring Savant's Contacts background with respect to their own domain. All Savants who are aware of the conflict may immediately roll Join Politics. The Join Politics roll is Wits + Bureaucracy. Those Savants who joined the conflict are placed on a battlewheel exactly as in combat, however rather than one second each segment represents one day.

Actions in Administrative Conflict

Add more here

Executives

Different types of Rulership and their rules

Executive Actions

Administration, Military, and Culture

How much infrastructure is required to operate a Domain

Laws and Traditions

How individual members are affected by laws and traditions


Optional Rules

Portfolios

Support