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Che
Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas
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| Posted: Sat Jun 11, 2005 1:06 pm Post subject: Coup d'etat... |
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This is an outline for a possible future game.
It continues in the on-going effort to meld role-play with a map-game.
It is a game that a large number of players would be a to participate in.
Players are members of the Republic's most powerful families.
It is inspired by the board-game... JUNTA.
FACTIONS:
Each player receives a FACTION from a list.
How a player is assigned a FACTION can be determined randomly or by player-choice.
Only one (1) FACTION per player is permitted.
A political factor that represents votes, in the Chamber of Deputies, is assigned to each FACTION.
This value is realized by the results of rolling one (1), six-sided die.
Upon further reflection, I would make a change in determining a player's political factor.
Die-roll's of 1, 2 or 3 will be treated as a 3.
This means all players will start with a political factor between 3 and 6.
Players do not know what his/her political factor is… until after selecting a FACTION.
Each player may raise MOBS during a coup… equal to its political factor.
POSSIBLE FACTIONS:
1. Clergy
2. Communists
3. Bankers
4. Monarchists
5. Peasants
6. Professors
7. Students
8. Socialists
9. Labor Unions
10. Conservatives
11. Nationalists
12. Anarchists
13. Big Business
14. Land-owners
15. Workers
16. Factory-owners
17. Retired Military Officers
18. Dock-workers
19. Middle Class
20. Chrisitian Democrats
21. Crime Lords
It will not be difficult… to come up with additional FACTIONS.
HOW TO WIN:
The player with the highest number of GAME POINTS (GP's), at the end of a pre-determined number of DAILY TURNS (DT’s)… is the winner.
If a tie occurs… all tied players will be winners.
A randomly determined number of GP’s will be generated by the GM… at the beginning of each DT.
This represents the BUDGET.
The PREZ never has to tell any player how much was actually received.
CONSTITUTION:
The Republic is ruled by a PRESIDENT (PREZ) and a CHAMBER OF DEPUTIES (COD).
The PREZ will appoint MINISTERS, receive the BUDGET and dispenses it to other players.
The COD votes on the BUDGET and elects the PREZ.
All active players will comprise the COD... including the PREZ.
DAILY TURNS:
DT’s could be either 1 or 2 real-time days.
This is when the role-play portion of the game will occur.
Action will take place in the COD.
The PREZ will announce his/her BUDGET and the COD will vote on it.
If the BUDGET is passed in the COD… players will receive any GP’S granted them.
The PREZ will keep any GP’s not dispensed to other players.
If a player does not like the BUDGET or how the PREZ is passing it out… he/she may start a coup.
To start a coup… a player must move a minimum of one unit… out of its starting point.
On the turn that the moved unit appears on the map, other players must declare pro-Rebel or pro-PREZ.
The PREZ is always pro-PREZ... he/she may not declare for the Rebels.
COUP TURNS:
COUP TURNS (CT’s) will be when the game-map comes into play.
Each CT will be one day in length.
CT’s are considered part of the DT that the coup… first started.
CT’S do not count towards the number of DT’s required… for the game to end.
MINISTERS:
Ministers would control forces… in additional to MOBS.
1. Army Minister
2. Police Minister
3. Security Minister
4. Navy Minister
5. Air Force Minister
Ground forces controlled by Ministers will never exceed a factor of six (6).
Players may never control more than one (1) Ministry.
The Navy Minister would also have Naval Gunfire Missions.
The Air Force Minister would have Air Strikes.
More on this… if there is any interest.
UNITS:
A single combat factor represents anything from a few dozen people to a mob of several hundred.
Units will be color-code per players.
Only the square a unit physically occupies will change to the player's color.
The number of units a player has available during a coup... always stays the same.
There are no reinforcements or replacements.
MAP:
The map would represent the capital of a banana republic.
Squares would be one of four types:
1. Road – brown in color, only exists as reference points and something to place buildings beside.
2. General – light gray in color, represent a mish-mash of huts, small shops, cantinas, etc. that are frequented by the lower classes.
3. Buildings – dark gray in color, represent the major infrastructure of our little hell-hole… factories, hotels, casinos, mansions, stores, theaters, etc.
Buildings would be one or more squares in size.
Some would be FACTION HEADQUARTERS (this is where MOBS will come into play).
Others would be the PREZ PALACE, CHAMBER OF DEPUTIES and MINISTRY OFFICES.
4. Objective – black in color, control of these squares will determine when a coup is over.
These objectives should always include the Prez Palace.
You want a odd number of objective squares:
Examples:
Cathedral
Power Plant
Airport
Docks
Telephone Exchange
TV Station
Radio Station
Train Station
Newspaper
When either the majority of objectives are controlled by the Rebels or Government… the coup is over.
If the Rebels win… they get to elect the new PREZ.
Pro-PREZ players do not participate in the election... following a successful coup.
GP’s could possibly be awarded for being on the winning side.
At the start of the next DT... all forces are re-set back to their original factors.
If the Naval Minister is in use... a river or coastline is required.
Squares that represent water will be blue in color.
This is for game affect only... there are actually no naval units. |
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s_stabeler
Joined: 20 Feb 2005
Posts: 2296
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| Posted: Fri Jun 24, 2005 11:39 am Post subject: |
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| it sounds good, but surely if the prez palace was captured by the rebels, the prez is overthrown? that is what happens n real life? or does ther prez form a government in exile? |
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Che
Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas
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| Posted: Fri Jun 24, 2005 12:10 pm Post subject: |
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Let's say that a game had seven objective squares.
1. Prez Palace
2. National Bank
3. Cathedral
4. Power Plant
5. Telephone Exchange
6. Airport
7. TV Station
To win, a majority of four objectives is required... one of which MUST be the Prez Palace.
Any objective squares that are not controlled (unoccupied) by either the REBS or GOVT... goes to the Prez.
If a Prez is "removed" from office... he/she continues playing as the leader of the FACTION that was received at the start of the game.
No player is ever eliminated from the game.
After a coup... any units that were eliminated are "resurrected" for use in the next coup.
A limit on the number of CT's would probably be a good idea.
I suggest somewhere between 6 to 8 CT's per coup.
At he end of the specified limit... the GM checks to see which group (Pro-Reb or Pro-Prez) controls the objectives.
The GM will declare if the Rebels won (resulting in a Prez Election that only Rebs vote in) or the Prez won (resulting in a re-start to the next DT). |
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Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
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| Posted: Tue Jun 28, 2005 1:09 pm Post subject: |
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OK.... eliminating all the fluff....
The players elect a president.
Each turn, the president gets a certain number of victory points, which he allots to each of the other players, keeping an unknown amount himself.
At the end of a certain number of turns, whoever has the most points wins (probably the president, since nobody knows how many points he has).
If somebody doesnt like the number of points he has been given, he can declare a coup. At this point, we bring out a city map, and place a certain number of forces on it [how many forces?] and they all race to take over the Pres's palace and at least half of the other targets.
During this race, no reinforcements are given... Can units be lost? What happens if there are not enough units left to take over all the objectives? You suggest a time limit. What happens if the objectives are not taken over by then?
What does this city map look like? Are there set starting positions for each coup? How are units moved and how do they take a position which is controlled by another player? |
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Che
Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas
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| Posted: Thu Jun 30, 2005 1:59 pm Post subject: |
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Quote: the president gets a certain number of victory points
Correct, the BUDGET is really victory points. For game and RP purposes... think of it as money.
Each victory point would represent 1 mil or even 1 bil... in the "local" dinero (pesos/pesatas/dolars... whatever).
Quote: probably the president, since nobody knows how many points he has
From my experience with JUNTA... this is seldom the case.
The cost of maintaining power... is not cheap.
A PREZ that is not generous... does not enjoy the perks of office for very long.
The randomly generated BUDGET should be such that there is never just quite enough to satisfy everyone.
In JUNTA, the budget is created by using a "money deck."
The bills are in denominations of 1, 2 & 3 million pesos.
Each turn... the Prez draws NINE bills from the money deck.
This is for seven to ten players... hopefully, this game would have many more playing.
Simple die-rolls would suffice to create a BUDGET.
I will cover the remainder of your comments... probably starting tomorrow.
Things have been hectic and busy... looking forward to my holiday week-end (3 days off). |
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