Re: Folk Moot at Rhosgobel mini-game
Posted: Sun Jan 11, 2015 9:53 pm
They can't use the same skill twice in a row to represent the law of diminishing returns when trying to convince somebody of something It's a little trick to show that if first you intimidate someone, the next time you try might not work as well. I lifted it from Diaspora. It's not crucial or anything.
"Alternating" just means that an NPC speaks, then a PC, then another NPC, then a PC, and so on; once at the end of each round, various other unnamed Woodmen speak as well, represented by the possibility of randomly shifting pieces. Again, it's just a way to impose some order on the proceedings. Think of it like initiative in a fight.
As an example of how it works:
So, after any Introductions by the party, Ingomer speaks in round one in favor of Amalodea, and rolls his Courtesy 3 (or whatever). If he succeeds, Amalodea moves closer to the Accepted box, the number of spaces being based on Ingomer's roll. Then a PC can speak, either in favor or against any one of the petitioners. Then, Hartfast pipes up, speaking in favor of Ceawin, saying that if the Woodmen will accept the remote men of Mountain Hall, then they should also accept East Bight into their ranks. He rolls his Awe 3, and possibly moves Ceawin's piece towards "Accepted". The another PC. Then Fridwald speaks against Mogdred, and rolls his Inspire 2 (I'm just spitballing these stats), and if he rolls well moves Mogdred closer to Rejected.. Then another PC, or if there are no more left, then the Woodmen have their say. a d6 is rolled for each of the three pieces, and if a 4-6 is rolled, the piece moves d2 spaces either to the left or right (also randomly determined). the Round is over, and two more happen until finally Ingomer calls for the vote.
What's important I think is to make sure that somebody speaks in favor of Mogdred, otherwise he would too quickly be moved to Rejected, and it's better later on if he is an ally of the Woodmen IMO; I have Hartfast doing so, because he'd rather have Mogdred's warriors as allies instead of enemies. I also have a PC speaking against Ceawin, because of his particular background.
"Alternating" just means that an NPC speaks, then a PC, then another NPC, then a PC, and so on; once at the end of each round, various other unnamed Woodmen speak as well, represented by the possibility of randomly shifting pieces. Again, it's just a way to impose some order on the proceedings. Think of it like initiative in a fight.
As an example of how it works:
So, after any Introductions by the party, Ingomer speaks in round one in favor of Amalodea, and rolls his Courtesy 3 (or whatever). If he succeeds, Amalodea moves closer to the Accepted box, the number of spaces being based on Ingomer's roll. Then a PC can speak, either in favor or against any one of the petitioners. Then, Hartfast pipes up, speaking in favor of Ceawin, saying that if the Woodmen will accept the remote men of Mountain Hall, then they should also accept East Bight into their ranks. He rolls his Awe 3, and possibly moves Ceawin's piece towards "Accepted". The another PC. Then Fridwald speaks against Mogdred, and rolls his Inspire 2 (I'm just spitballing these stats), and if he rolls well moves Mogdred closer to Rejected.. Then another PC, or if there are no more left, then the Woodmen have their say. a d6 is rolled for each of the three pieces, and if a 4-6 is rolled, the piece moves d2 spaces either to the left or right (also randomly determined). the Round is over, and two more happen until finally Ingomer calls for the vote.
What's important I think is to make sure that somebody speaks in favor of Mogdred, otherwise he would too quickly be moved to Rejected, and it's better later on if he is an ally of the Woodmen IMO; I have Hartfast doing so, because he'd rather have Mogdred's warriors as allies instead of enemies. I also have a PC speaking against Ceawin, because of his particular background.