I need a simple one page summary of An Echo Resounding for the players in my game.
Every *location* on the map can have *values*. These are measured in three categories: *military*, *wealth* and *social*. These values are provided by different kinds of *assets*.
1. *customs* cannot be changed: the people living in a particular location might have a *spartan culture* resulting in a military value of 4
2. *buildings* can be built and torn down: *barracks* provide a military value of 2
3. *processes* can be implemented and aborted: *military spending* converts the wealth of a location to military value at a rate of 2:1
Some buildings a domain might start building:
||||Values| ||||:--:| |Asset|M|W|S| |Barracks|2|–|–| |Palisade|2|–|–| |School|–|2|–| |Market|–|2|–| |Shrine|–|–|2| |Militia|1|–|–|
Yes, since the militia can’t move, it essentially acts like a building: an immobile asset.
Total up all the value provided by the assets in your domain.
Compare your domain’s values to the upkeep cost of all the *units* in your domain. Units are usually mobile and consist of roughly a hundred individuals.
Some military units:
+----------------+----+----+------+---------+----+----+----------+---------------+ | Unit | HD | AC | MV | Attacks | SV | ML | Upkeep | Traits | +----------------+----+----+------+---------+----+----+----------+---------------+ | Light Infantry | 1 | 7 | 120’ | 1d6 | F1 | 7 | 1M 1W 0S | Spear Tactics | | Heavy Infantry | 2 | 4 | 90’ | 1d8 | F2 | 8 | 2M 2W 0S | | Ape Soldiers | 4 | 6 | 120’ | 1d8 | F2 | 7 | 3M 3W 0S | +----------------+----+----+------+---------+----+----+----------+---------------+
Every month, the player domain gets *two domain moves*. The ones with emphasis are the important ones.
1. *attack a location* (with units)
2. disband an asset
3. *establish an asset* (requires three successful checks: difficulty is 12 + sum of the values provided, roll d20 + bonus based on your domain’s existing values, all difficulties go down by one with each failed roll)
4. establish or erase a location (on the map)
5. *move a unit*
6. punish atrocity (needs scapegoat)
7. rectify disruption (removes 1d4+2 points of disruption)
8. repair an asset (heal units for many hit-points as the domain has military value, distribute at will, scarce units require 2:1 and rare units require 4:1)
9. *solve an obstacle* (requires a unit of a particular type at hand to reduce the local obstacle by 1d4 on a successful saving throw + bonus based on your domain’s appropriate value, see table below; failed saves result in a point of disruption)
10. withdraw treasure
Your domain’s values may also provide a bonus for the domain moves described above:
+-------+-------+ | Value | Bonus | +-------+-------+ | 0–5 | +0 | | 6–10 | +1 | | 11–15 | +2 | | 16–20 | +3 | | +5 | +1 | +-------+-------+
The various kinds of obstacles and which units are best used to solve them:
+------------+------------+-------------------+ | Obstacle | Value Type | Unit | +------------+------------+-------------------+ | Disorder | Military | Guardsmen | | Uprising | Military | any military unit | | Poverty | Wealth | Merchant | | Ignorance | Wealth | Sage | | Despair | Social | Prophet | | Corruption | Social | Magistrate | +------------+------------+-------------------+
Military units were listed above. The other unit types also have upkeep costs:
+------------+------+----+----------+ | Unit | MV | SV | Upkeep | +------------+------+----+----------+ | Merchant | 120’ | T1 | 0M 2W 0S | | Sage | 120’ | M1 | 0M 2W 0S | | Prophet | 120’ | C1 | 0M 0W 2S | | Magistrate | 120’ | T1 | 0M 0W 2S | +------------+------+----+----------+
#RPG #Old School #Sandbox #Domain