INTERACTIVE HISTORIES

The system detailed below is very freeform, rather a skeleton and a set of guidelines than a fully detailed gaming system.


Game flow

  1. Events phase
  2. Internal development
    1. Resolve critical junctures
    2. Declare actions
  3. External interaction
    1. Resolce critical junctures:
    2. Declare actions
  4. Resolution phase

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Society attributes

The political attributes are:

The cultural attributes are:

The societal attributes are:

Base for military force and size:
Military type Force Size
Standing Fair Scope-1
Provisional Mediocre Scope+1

Modifiers:
Philosophical orientation Force Size
Survival 0 +2
War +1 +1
Conquest +1 +1
Equilibrium 0 0
Peace -1 -1
Knowledge -1 -1
Military infrastructure Force Size
Professional +2 0
Mercenary +2 0
Feodal +2 0
Conscript +1 0
Volunteer, militia +-1 (Phl.or.) 0
All-inclusive +-2 (Phl.or.) +2
Note: standing professional army requires money, money and money. Ie. great wealth.

Military browess is calculated from force and size by using the force as a base and increasing it by the amount that the size is bigger than the opponents military size. The smaller side's browess is not decreased from the base. Mathematically speaking:

   browess = force + max(0,own_size - opponent_size)

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Actions

The number of actions that a ruling agency can make depends on the scope of the society, and on whether its philosophical orientation is active or passive. Basic number of actions is 4. This is increased/decreased by Scope/2, round down, and decreased by 1 if the phil. orientation is passive. The actions are divided among internal and external.

   actions = 4 + scope/2 -1 (if passive society)

The actions are totally freeform. The player tells the GM what he tries and how he goes about it. The GM decides approriate difficulity for the task and the attributes that are used to resolve it. An example list of actions is given below:

Internal:
   develop/invest, intrigue, observation, elections, fundamental, taxation, 
   exile, civil war, negotiations

External:
   raid, observation, intimidation, diplomacy, espionage, overtures, 
   sanctions, block, alliance

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Results of actions

The results of actions will effect the attributes of the society, although usually not on those attributes that were used to solve them. The effect may be positive (improvement) or negative (regression). Improvements and regressions effect one or more attributes in/decreasing them by one for 1-3 rounds, or even permanently.

The improvements and regressions may be accompanied by incidentals (single but important events) and reactions (behavioral changes in the populance). The GM can, but (s)he does not have to, detail them, too, or let the player decide them himself.

Result Improvements or regressions Incidentals and reactions
Extraordinary success (+) 2 attr. for 2-3 rounds 2-3
Superb success (+) 1-2 attr. for 2 rounds 2-3
Great success (+) 1 attr. for 1-2 rounds 1-2
Success (+) 1 attr. for 1 round 1-2
Partial success (+) 1 attr. for 0-1 rounds 1
Partial failure (-) 1 attr. for 0-1 rounds 1
Failure (-) 1 attr. for 1 round 1-2
Serious failure (-) 1-2 attr. for 2 rounds 2-3
Catastrophe (-) 2 attr. for 2-3 rounds 2-3

If min-maxing seems to be a problem, use the dice roll as the maximum (positive or negative) social effect. Never change a success to failure or a failure to a success, however.

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Disasters

There are several different kind of natural environmental disasters: an epidemic is the most common, with famine coming close second. Other disasters include a flood, hurricane, earthquake, tornado and drought. The GM randomly determines one of these.

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Critical junctures

An internal critical juncture appears if the ruling agency suppresses its people too much (Supression >= +2), its consent or power is very low (Consent / Power <=Poor), tolerance of any humanity is very low (Tolerance <= Terrible and Prevalence >= Mediocre), severe economic depression (Wealth <= Terrible), or a severe political scandal has occured, like a negotations pledge is broken, an intrigue attempt failed, ...

External critical juncture occures if some society has severily meddled in some other societies actions, or their relations have dropped below Poor (Relations <= Terrible).

Critical junctures are things to be avoided: only in case of extraordinary success may improvements occur.

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Dice and attribute levels

Most of the attributes will be defined on a scale from Miserable (-4) to Legendary (+4) detailed below. The scope has a scale from Insignificant (-4) to Imperium (+4).

Value (prob.) Skill (benchmark) Task Result Size / amount
+4 (1%) Legendary (guru) Epic Extraord. success Vast
+3 (5%) Superb (master) Huge Superb success Huge
+2 (13%) Great (expert) Very hard Great success Very big
+1 (19%) Good (professional) Hard Success Big
0 (24%) Fair (journeyman) Normal Partial success Medium
-1 (19%) Mediocre (amateur) Easy Partial failure Small
-2 (13%) Poor (beginner) Routine Failure Very small
-3 (5%) Terrible (ungifted) Trivial Serious failure Tiny
-4 (1%) Miserable (cursed) Insignificant Catastrophe Insignificant

Resolution

Task resolution equals the system used in FUDGE in general. To fresh your memory it's given below.

Result = Skill - Task + Dice + Modifier

dice
the number of dices rolled depends on the randomness of the situation
modifier
the modifier is used if some factors have not been taken in the degree of Skill or the difficulity of the Task, or if some random factors are determined separately

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