Welcome, foolish mortal, to You are King!The first few posts of this thread explain how the game works, how to join us and what's going on in the world.
You Are King is, and I quote, "A surprisingly deep game of politics, intrigue and feudal rule. Play a noble, advisor or simply a minion of the King and seek royal favour - or risk the role of a rebel or independent and seek fortune at the risk of the King's wrath."
That basically describes it. It's a roleplay heavy affair, with simple mechanics to keep things balanced. The most basic mechanics are basically RTD ones; complex things that rely on chance/skill will have a die thrown for their success by an impartial authority. There's loads of other rules, but you can ask about those in the OOC thread.
Things are all over the place. You can basically do whatever you want- be a merchant, a noble, a warrior, whatever. People interact and we get a semi-coherent story/world going on! Want to join? See below.
This is the OOC thread which exists for discussing the rules, things that are happening, and asking to join the game.
Also, there is a Discord, which will be used for the game, ask me for link if you are a prospective player.
Discord will be used to handle character interactions in real time, after which the discussions will be posted in the IC. You are free to post actions or discussions in IC as well however. This hybrid model will be an attempt to keep the game alive and flowing at a decent pace, as I intend to keep it updated at least once a week.
GMing in this game is a complex thing. Many actions can be resolved without GMs doing anything- a lot of stuff is 'just' people talking.
Actions that require rolling, NPC interactions, or just a description, are resolved by one of these people:
- Me
- The King (mostly minor matters and small rolls)
RulesetOverviewThe rules for YAK have always been simple, at least in regards to personal actions, and, to some extent, in regards to the combat of armies and navies. This allows for ease of movement, and adaptability to whatever the circumstances.
All rolls are based on 2d6s, with 2-5 being considered failures, 5 being a soft failure, with 6 and up being considered successes, however, on a hard twelve, a critical overshoot may happen at gm discretion and if it makes sense for the situation.
However, many situational modifiers exist, including traits, skillsets, and equipment, for which players will receive 4 Starting Points to spend as they please.
Logistics - Supplying an army is an artform, one that you have mastered. The upkeep for all regiments is 3/4ths of the original upkeep. 2SP
Tactician - A lifelong training in battlefield tactics grants a +2 to tactical maneuvers
one might make. 2SP
Knifework - +2 is granted TO any attack that is not directly made. I.e backstabbing, as well as moving quietly and stealthily or to avoid detection. 2SP
Intrigue - Spies and double dealing are your forte, and you have a much easier time due to all your training managing spy networks, criminal rings and other shadowy organizations and acts. 2SP
Speechcraft - +2 is granted to all speech related rolls and other things based on speech, to show a lifelong training. 2SP
Armsman - +2 is granted to personal combat, to show a lifelong training in combat. 2SP
Administrator - A +2 is granted to acts involving administration and stewardship..
2SP
Mystical Inclinations -Through great labor, you have managed to find yourself in possession of arcane tomes, and some basic reagents. 2SP
Scholarship - You spent a long life learning, reading, and writing, giving you a +2 to any rolls involving the recall of knowledge, writing, or reading, as well as giving access to languages of old. 2SP
Lordsman - A life of being trained to fulfill a number of roles for your liege grants you a +1 to speechcraft and +1 to personal combat rolls. 2SP
Traits:
Attractive - +1 to diplomacy, speeches, and other things based on personal appearance. 1SP
Athletic - +1 to personal combat rolls, and shows of athleticism. 1SP
Observant - More details become apparent to you, and you can infer more information. Access to more details. 1SP
Southern Blood - By some odd coincidence or fate, the blood of the Laurelians is strong in you despite being so far north, making it easy for those who care to mark you as such. This gives you easier relations with Laurelians and other Imperials, as well as potential claims to the old Imperial land. 1sp
Kings’s Blood - The Blood of the Nordric monarchs is strong within you, giving you potential claims to the throne, but also marking you out as a potential rival and a target to others. 1SP
Northern Blood - The Blood of Northmen flows through your veins, giving you a paler complexion and blunt nose, but also making it easy for those who care to mark you as such. Your relations with them are easier as such, but you might be seen as an outsider barbarian by the Lowlanders. 1SP
Vast Recall - Once per turn, you may recall something you’ve read from the vast library of your childhood, giving you a +2 to any one roll. 2SP
Misc.
Family Heirloom Weapon - You have a weapon that was passed down through your family for many years, and many hands. It's in good repair. It gives a +1 to personal combat rolls, as well as gm fait to what else it might do. 2SP
Runeblade - One of the mighty blades forged by Imperial forgemasters or Nordan smiths for a warrior or a noble. The blade is edged in impossibly sharp, blue metal and many runes are carved on its surface in flaking red paint. Grants a +2 to offensive personal combat rolls. 4SP
Landed noble - you are part of the kingdom’s aristocracy. Be it a minor landholder or a great baron, you play part in the politics of the realm and have holdings that provide you with suitable income. Limited number of players can be nobility, most of them at the game start so choose well. 1SP
Character template:
Player: [Your username]
Position: [What your character does in life]
Full name: [Your character's name]
Bio: [Your background]
Traits or resources: [What you'll have at the beginning of the game. This is important, it is based on the points above.]
Applicants for the King position - unlike previous YaK games that were more freeform, this iteration will have king applications chosen by myself on the basis of quality. Alternatively, the game will start with a Kingsmoot for nobles to choose a king IC if no players put themselves forward before the start.
Combat: Combat can occur on two levels - personal and battle.
Personal combat: You and your opponent square off against each other in a duel, with each starting with 12hp points, armor which reduces damage and weapon. Combat happens on basis of opposed dice rolls, with degrees of difference being the damage dealt to the loser of an exchange, minus armor.
Battles:
https://docs.google.com/document/d/1IsJJKQLlkwIFuL6CoWlHFohuGUuIM4VV_0YCRC6ZT-Y/edit?usp=sharingTroops can be either recruited on permanent retainer, or called upon as levies from held land.
Economy: The might of the kingdom, apart from relying on its knights, rests with its people and the lands it holds. The holdings and demesne of each noble lord is composed of upgradeable farms, mines, townships and other, which are held in their name by stewards, castellans but also handed out as fiefs to lords and barons, who serve as the bannermen in times of war and can be called to arms. Nobles can be landed of course or property seized, but both will have political impact.
Usually, each holding will allow a lord to summon one unit of troops as levies from that place, with associated upgrades of the locality adding to the quality of the summonable troops. Not all types of troops can be summoned as levies, they have to be directly recruited by the lord and subsequently maintained on retainer, or landed with a noble bannerman, who will keep the troop for you, but with a political cost of dealing with them!
Details will be handled with turns for the landed players.
The KingThe monarch, of course is the central character of the game and the most important player - they will decide on all aspects of the life in the kingdom, but do not worry, the king can (and sometimes has to) delegate, as not all tasks can be completed by him single-handedly.
However, the king is still pretty much the lord and master of life and death of his subjects… as far as they allow him! At the start of the game the royal power is unchecked, with nobility of the land being the only thing that makes or breaks king’s power and keeps it in check. Subsequently, it is up to the politics of the realm to define what the monarch can and cannot get away with.
To help understand the role more, the king can do the following, among other things:
- Pass new laws (which can range from no effect at all if unenforced to changing nation’s life and economy if laws are followed through and are good)
- Fight wars
- Send other players on quests or missions, that cannot be normally rolled for or undertaken by an NPC
- Nominate ministers and grant titles
Delegation:As seen above, some tasks cannot be completed by an NPC or by a royal action - these need to be put into life by another player, be it a courtier, knight or a noble. Most diplomatic actions, special quests, military actions and other. It is important for a monarch therefore to cultivate a court with nobles and people who are willing to follow their orders and to delegate matters of state to them, in exchange for recognition, rewards, land and other.
MajestyLast but not least, the king must present himself in the best possible manner in order to sway the people to his decisions and make them obey. As such, the king must watch his Majesty rating, which broadly reflects the prestige and popularity of the monarch and serves as both the barometer for popularity as well as the score for the likelihood of the obedience of the NPCs - players are not beholden to it, but are reminded to keep note of it in their dealings with NPCs and among each other.
Majesty is affected by things like wealth of the court, ability to delegate (which represents king’s ability to get people to do his bidding), victorious wars, successful diplomacy (like marriages, alliances or inheritances) and prosperity of the land. Lot of it is roleplay, successful rolls but also GM discretion.
TurnsTurns will occur on a weekly basis, with smaller character actions or interactions being handled immediately or within the turn’s duration during the week.
Each turn will represent a season of the year (4 seasons), with incomes, troop movements and other long-duration actions being processed then. Things like winter might affect income and troop movements, while spring or autumn might affect trade ships. Take those into account while role playing and note the potential effects for their impact on your rolls.