Now that the figures & scenery are well on track I'm still undecided on exactly how I want to approach my solo Judean War project..... I could:
A) Simply fight out a range of Narrative-driven scenarios (fun, and quick to develop/set up).
B) Create a zone map and simply "fight a campaign" as I did with my "This Ain't Siluria" campaign last year - with socio-political aspects in the background, but with the revolt already in progress and the main emphasis being on the military operations. Simple enough to prepare...
C) Create a simple "Box" type zonal map and run as above.
All well and good....
However, I have become more intrigued with the concept of not initially fighting the actual Revolt (which, let's face it, is primarily sieges) so much as gaming the period BEFORE things really kick off...
Hence the idea of a "Run The Province" challenge - basically trying to PREVENT a
revolt ("You mean I painted all those guys and now they're NOT going to
fight....???!!!") - or a "Raise the Revolt" challenge ("Happy now..?"). This concept has caught my imagination.
In this I would using a "Revolt Table" (draft pic below), with tokens used by the "player" and the AI to diffuse/exacerbate the situation; with me fighting scenarios triggered by the Revolt Table and token use - the results of the scenarios themselves then feeding into progress on the Revolt table........
In this I would using a "Revolt Table" (draft pic below), with tokens used by the "player" and the AI to diffuse/exacerbate the situation; with me fighting scenarios triggered by the Revolt Table and token use - the results of the scenarios themselves then feeding into progress on the Revolt table........
This will be a lot of work - but could be a LOT of challenging fun....First thoughts have been running along the lines of:
The Procurator, Sanhedrin and Agitators
will each have a number of tokens (initially placed in their respective boxes). These may be applied in different
ways, as decided by the Player/AI (dice) so as to move the "Revolt Level" up or down.....
Actual token numbers undecided, but lets' say starting levels of:
Actual token numbers undecided, but lets' say starting levels of:
30 for the Procurator; these may be
used for concession/conciliation or repression.
10 for the Sanhedrin (I'll use this term for all the religio-politico groupings with a desire for stability. Basically the wealthy classes with influence). These may be used to help keep the pot from boiling over, undermining the Procurator's position with Rome, intriguing with the less extreme Agitators -and Parthia.
12 for the Agitators (a cover-all term for Zealots, Sicarii, religious extremists, nationalists and banditti; basically those with a desire to upset the status quo, either for ideals or for their own ends).
There are also two non-player boxes. A Parthian Intervention box and a Rome/Syria Intervention box. Tokens from these boxes may be taken by an appropriate player in lieu of playing a token that move.
10 for the Sanhedrin (I'll use this term for all the religio-politico groupings with a desire for stability. Basically the wealthy classes with influence). These may be used to help keep the pot from boiling over, undermining the Procurator's position with Rome, intriguing with the less extreme Agitators -and Parthia.
12 for the Agitators (a cover-all term for Zealots, Sicarii, religious extremists, nationalists and banditti; basically those with a desire to upset the status quo, either for ideals or for their own ends).
There are also two non-player boxes. A Parthian Intervention box and a Rome/Syria Intervention box. Tokens from these boxes may be taken by an appropriate player in lieu of playing a token that move.
There are 5 tokens for the Parthians ("Intervention Box Right"). They would just LOVE the kettle to boil over.
There are 3 tokens for Rome/Governor of Syria; Non-player. Their only interest is stability - and that rebellion does not thrive. The Procurator's fate is incidental.
Starting with the Agitation Player each player may play a token (Sequence: Agitation, Procurator, Sanhedrin) or "pass". A token held by the player may be applied to any of the choices open to that player.
Once each player has played a token or passed that is a "move". Each Player token is used to carry out any one of the Players optional actions listed below. Used tokens are either discarded or placed in other player boxes if so described. AI decisions are dice-driven.
Victory Conditions:
If playing the Procurator I lose if the land revolts (playing time to be decided, sy 50 moves, each move representing, say, two weeks) or if "Recalled".
If playing the Agitators I lose if there is no General Revolt. I win if there is a Revolt AND I have more tokens in hand than the Sanhedrin - i.e. everything descends into anarchy with "MY Mob" having the upper hand.
If playing the Sanhedrin I win if the Procurator is recalled before any revolt. I lose if there is a revolt without me still having more tokens in hand than the Agitators. Basically the rich and powerful will try to maintain the status quo (i.e them at the top of the tree). Keeping a Procurator off-balance helps. However once things start going too far towards a revolt they need to remain in control - hence they can change attitude.
Table/Track Box Effects:As movement along the track progresses some boxes trigger scenarios (to be described in details as we progress). Victory or defeat (and fulfilling Victory conditions) will further affect progress forwards or backwards on the track.
The second "Occasional Open Protests", the "Civil Disobedience", "Mass Protests", "Mass Civil Disobedience" boxes, if landed upon, will create the "Peaceful Demonstration?" scenario.
The "Vandalism" boxes prompt the "People Called Romanes?" scenario.
Any of the "Attacks on...." boxes a suitable "Attack" Scenario, with Romans being attacked.Any of the "Harassment" boxes a suitable "Harassment" Scenario.
The "Assassination" boxes will create an "Assassination" scenario, where Sicarii attempt an assassination.
Inter-community fighting/massacres will create "Civil Strife" scenarios, as local ethnic groups fight among themselves.
The "Taking Fortresses & Magazines" box will prompt a "Fortress Sneak Attack" scenario, with Zealots trying to take a fort.
The "Seize the Temple" box will create a "Seize the Temple" scenario, with a Zealot attack on the Temple itself.
PROCURATOR'S TOKENS can be used for:
1) Concessions - Reduces/Increases Revolt index on dice throw (+ or - ).
2) Rejection of Petitions: Reduces/Increases Revolt index on dice throw (+ or - effect). Add 1 token to Rome Intervention pile.
3) Escorts for Officials - Reduces Revolt Index by dice throw. If Harassment of Officials has begun this creates "Tax Escort Scenario".
4) Arrests of High Profile Suspects - Creates "Arrest Scenario".
5) Appeal to Syria for Intervention: Reduce the Revolt level by 6. Take up to two tokens from the Syria Intervention Box. Add the next two expended tokens to to the Repression box
6) High Profile Execution - Reduces/Increases Revolt index on dice throw (+ or - effect). If attacks have already begun creates "Rescue" scenario.
7) Collective Punishment (fines) - Reduces/Increases Revolt index on dice throw (+ or - ).
8) Collective Punishment (confiscations and destruction) - Reduces/Increases Revolt index on dice throw (+ or - ) +/-2. Creates "Collective Punishment" scenario. If attacks have already begun creates "Resistance" scenario. Add 1 token to Rome Intervention pile and 1 token to Parthian Intervention Pile.
9) Collective Punishment (executions) - Reduces/Increases Revolt index on dice throw (+ or - effect) +/- 4. If attacks have already begun creates "Resistance" scenario.
10) Martial Law; Reduces/Increases Revolt index on dice throw (+ or - ) +/- 5. Add 1 token to Parthian Intervention Pile.
11) Area Sweeps: Reduces/Increases Revolt index on dice throw (+ or - ) +/- 6. Create "Dragnet" scenario. Add 1 token to Parthian Intervention Pile.
12) Overt Military Action: Reduces/Increases Revolt index on dice throw (+ or - effect) +/- 10. If inter-community fighting has begun then "Taking Sides" scenario may be created. If attacks have already begun creates creates "Battle Scenario". If already the militia has been raised, Temple taken, forts/magazines taken or towns fortified or the Antonia attacked then the scenario may relate to any one - or more - of these. Also, a major force may be attacked. Dice for choice.
13) Seizure of the Vestments: Reduces/Increases Revolt index on dice throw (+ or - effect) +/- 12. Remove three tokens from the Sanhedrin and place them in the Repression box. Creates the "Seize with Care" Scenario.
Once used, tokens used for Repression are placed in the Repression box, those fo conciliation in the conciliation box.
Rome's Attitude CheckToo repressive an approach (if ineffective) may cause Rome to question your ability... Or loyalty......
Tokens used for Repression are placed in the Repression box. Throw a 12d each move one or more tokens are added to this box. Add 1 for each token in the repression box then 1 for each square already moved Revolt-wards on the track, then minus one for each token in the Concession Box. If the score equals 48 then you are "Recalled"....
If more than 50 you are recalled with an invitation to slit your wrists.... Either way it is Game Over...
Tokens used for Repression are placed in the Repression box. Throw a 12d each move one or more tokens are added to this box. Add 1 for each token in the repression box then 1 for each square already moved Revolt-wards on the track, then minus one for each token in the Concession Box. If the score equals 48 then you are "Recalled"....
If more than 50 you are recalled with an invitation to slit your wrists.... Either way it is Game Over...
Sanhedrin Tokens can be used for:
1) Calming the Masses: Reduces Revolt index by one dice throw.
2) "Render Unto Caesar!: Reduces/Increases Revolt index on dice throw (+ or - effect). Takes one token from the Agitation box.
3) Official Protestation: Reduces Revolt index by 2 plus one dice throw. Place this played token in the Repression box. Also, take one token from the Agitation box. Creates the "Aiding the Civil Power" scenario.
4) Appeal to Rome: Reduces Revolt index by 2 plus one dice throw. Place this token in the Repression box. Place one extra token to the Agitation box. Creates the "Kill the Messenger" scenario.
5) Covert encouragement: Add 5 to the Revolt table. Take one token from the Agitation box. Creates the "Whose Friend are You Anyway?" scenario.
6) Suborn the Civil Power: Take or Add 3 to the Revolt Table as chosen. Creates the "Jericho Road" or "Hop's Escape" scenario if not already played.
7) "Better that One Man..": Reduces/Increases Revolt index by 3 plus dice throw (+ or - effect). Takes one token from the Agitation box. Creates the "Stop That Preacher" scenario.
8) Bad Omens: Take or Add 5 to the Revolt Table as chosen. If reducing the Revolt level add that token to the Procurator's Box. If adding take one token from the Agitation box.
9) "My Enemy's Enemy": Take two tokens from the Parthian Intervention box. Remove two tokens from the Repression box and one from the Syria Intervention box and discard.
10) Overt Support: At anytime after the Taking Fortresses & Magazines stage has been passed Revolt-wards the Sanhedrin may throw itself behind the Revolt. Each token used for Overt Support moves the Revolt table forwards y one square. For every two tokens so used an token is taken from the Agitation box.
Agitation:
1) "Romani Ite Domum": Add 2 to the Revolt Table. Creates the "People Called Romanes?" scenario.
2) Taking isolated fortresses: Add 3 to the Revolt Table. Creates the "Fortress Sneak Attack" scenario.
3) Suborn the Civil Power: Add 3 to the Revolt Table. Creates the "Jericho Road" or "Hop's Escape" scenario.
4) Incite a Preacher: Reduces/Increases Revolt index by 3 plus dice throw (+ or - effect). If a plus result creates the "Arrest a Preacher" scenario. If a minus result and followed by a Procurator's Arrest or Collective Punishment token creates a "Massacre of the Innocents" scenario.
5) Assassination; Add +/-3 to the Revolt Table based on dice throw. "Creates an "Assassination" scenario.
6) Attack on Roman Officials. Add 3 to the Revolt Table. "Creates a "Raid" scenario.
7) Attack on Roman Unit: Add 6 to the Revolt Table. "Creates a "Unit Attack" scenario.
8) Stirring up pogroms/inter-communal violence. Add 8 to the Revolt Table. Creates the "Civil Strife" scenario.
9) Disrupt the Temple: Reduces/Increases Revolt index by 3 plus dice throw (+ or - effect). If a plus result creates the "Kick Out The Money Changers" scenario.
10) "Eat the Rich": Direct and public verbal attacks on the Temple Hierarchy. t Adds 2 to to the Revolt Table. Take 1 token from the Sanhedrin box.
Syrian/Rome Intervention:
Every turn after the "Taking Fortresses & Magazines" space is passed going towards revolt throw a 6 dice. On a throw of 6 take a token from the Syrian/Rome box and give it to the Procurator. However, the next three tokens expended by the Procurator automatically go into the repression box.
Parthian Intervention:
Every turn after the "Fortifying Towns" space is passed going towards revolt throw a 6 dice. On a throw of 6 take a token from the Parthian Box and place it in the Agitation Box.
The Scenarios:
As can be seen from the above, this is basically a "Scenario Generator". The Table/Track will provide a "narrative" or context for the scenarios, which will be fought out with figures and written up as I progress...
Some will be small, just a dozen or two figures. Some larger. But all will have a part to play in the "Story".....
All of the above are first draft/arbitrary and will need playtesting, but this will be a fun challenge..........
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