An entry for the January 2009 TRO
Challenge
By Pallando
0.
Contents
P2 0 Contents
1 Basics
2 Equipment
P3 3 Structure
4 Aim
of the Game
P4 5 Setup
6 Creation
P5 7 Struggle
for Survival
P6 8 When
Gods Fall
P7 9 The
Last Battle
P8 10 All
good things come to an end
1.
Basics
Players: 3
– 6
Ages: 16+
Duration: About
1 hour, but players can choose to make it shorter or longer.
Genre: Roleplaying (Strategic
Storytelling)
Titanomachy
is like a cross between Credo and Baron Münchhausen. Do you have what it takes to survive and grow
as a God, or will you be written out of the story of creation?
2. Equipment
o
18
land cards
o
150
resource counters (can make do with far fewer)
o
36
divine attributes
o
6
initial deities
o
1
impressive object to act as The Throne which marks the chief deity.
o
6
sided dice – the more the merrier, but 6 should be enough
o
paper
and pencils
o
rule
booklet & handouts
3. Structure
In
Titanomachy you are a God or Goddess in an unspecified part of the ancient
world. Some of your believers have
recently entered a land controlled by an established but tired pantheon of
existing Gods. Their story of creation
does not mention you, and so must obviously be wrong or incomplete. This should be changed!
Your will in
the heavens is mirrored by the actions and success of your believers in the
world below. If you are destined to defeat another deity, then your version of
the tale of the battle will win out in the minds and hearts of the people of
the land, and that deity will in truth be so defeated. As the Gods contest, the story of creation
will be altered and added to. Some will
rise and others fall, as the new and old pantheons struggle for dominance,
leading to an inevitable final battle - the clash of the titans.
The land
consists of 6 areas: Cities, Plains, Forest, Mountains, Coast and Boarders.
Each area
contains 3 population sub-groups; the upper, middle and lower classes, giving
18 distinct communities. Each community
starts off with pre-determined levels of faith, force and finances available to
them, but these resources can be increased, and they can be used to spread your
worship and influence. The upper class
has the best finances. The lower class
is most numerous and so can field the largest forces. Faith varies on a scale:
0.
militant
atheist
1.
agnostic
2.
does
believe, but doesn’t do much more than enjoy feast days
3.
committed
laity
4.
average
monk or kibbutz member
5.
warrior
of god, would lay down their life
6.
saint
or hero
Resources cannot
go above 6.
4. Aim
of the Game
At the start
of the Struggle for Survival stage, the players set a count down timer or alarm,
to signal when The Last Battle is to be triggered. The shorter the time, the greater the
challenge. The players decide this collectively,
as a cooperative play group challenge.
(90 minutes = easy, 60 minutes = medium, 30 minutes = hard)
Each player
then each picks three personal objectives, which they write down and keep
secret until they choose to reveal them.
One should be competitive (finish with the most of a particular resource
type), one should be attribute related (eg gain two from a list of 3 specific
attributes) and one should be narrative related (eg “broker peace”, “Ensure the
survival of Manep, who you love”, “Punish
Rapol fittingly for the despoiling of the Nymph, Etrea”). The harder or more opposed an objective, the
more kudos you get for achieving it.
Double if you reveal it before hand or you accepted it as a challenge
from another player. For more
suggestions, see the separate handout.
5. Setup
a) Set aside 7
starting communities for the players.
These will be dealt out later.
b) Lay out
the 6 initial gods, each with their 6 initial attributes, and deal out the
remaining communities between them, starting with the chief god, Zeos (marked
by the throne).
c) Put the
initial resource markers on each community card. Alternatively, to save on time and markers,
lay the community cards out at an angle, and only straighten it and fill a
card’s resource slots when it varies from the initial allocation. Different coloured markers can be used for
different resource types, but this is not essential, just pretty.
d) If you
have not already done so, read the rules and initial creation myth, then
allocate objectives.
6. Creation
Each player in
turn has chosen for them, by the other players, an initial divine attribute. A
player may not talk or contribute to this discussion and should, ideally, leave
the room.
You are now
ready to create your deity. From now on,
everything you do should be done in the manner of your chosen deity, and other
players should be addressed by their deity’s name, with titles as appropriate. If your deity is a secretive witty sort, they
might use kennings. So “warrior” becomes
“feeder of ravens” becomes “feeder of Odin’s bird” becomes “feeder of the bird
of the rider of Sleipnir” becomes “feeder of the bird of the rider of the 8
legged horse”, etc. Is your deity eloquent? Boastful?
Plain spoken but constructive?
A deity needs
a name and a symbol. A symbol is usually
an animal that shares their nature or an item they wear or possess, and usually
one that features in their story. Above
all, a deity needs a story. Who created
them, how and why? What justifies their
prime attribute?
Split 14
faith, 14 force and 14 finance roughly evenly and have each player hold their
share in their hand. Go around and
introduce your deities. The order is not
important, so you can start with whoever is ready (if you disagree, roll two
dice). You may interrupt the story of
another deity, in the manner of Baron Münchhausen, if you want to clarify or
improve anything, or just particularly feel like it. Once a deity has made their modifications to
the initial creation myth to introduce themselves as someone’s sister, spilt
semen or severed organ, later players may not entirely write them out. This stage must end with all the players
introduced into the mythos as minor deities of the old pantheon.
Once the introductions have been made
(or as they go along), the players use the resources in their hands to reward
the other players for their story, giving faith, force or finances as seems
appropriate. (You must give all of them –
you can’t keep any for yourself).
The player
awarded the most is the chief of the new pantheon. Deal out the 7 starting communities in order from
the most rewarded to the least. Chief
decides ties.
Write down
your deity’s initial name (it may change) on a piece of paper in front of you,
angled so the other players can see it, and place the attribute on it.
7. Struggle
for Survival
Play proceeds
clockwise. The player whose turn it is
gets one normal action for each community loyal to them, before passing control
onto the next player. Free actions may
be taken at any time, once per round, including during another player’s turn in
response to that player declaring an action and before dice are rolled.
Free Action: Banking
Transfer any
amount of finance between two communities you control.
Free Action: Mercenaries
A community
may hire mercenaries to fight for it, at a price of 2 finance per
mercenary. They only stay for one round
(but don’t need to be returned if they died in battle during the round).
Action: Travel
A community
may send preachers and builders of temples to another community you control, in
the same or an adjoining area, in order to attempt to improve their faith. This costs the initiating community 1
finance. Both sides then roll one die
per faith point. If the initiator gets a
higher total than the target, the target community gains 1 faith point.
Action: Trade
A community
may trade with a community of the same class in an adjoining area, loyal to a
different deity, unless they refuse. If
the trade happens, each community gets 1 finance. An NPC will refuse only if you are a declared
enemy (ie you have attacked them using force).
Action: Teach
A community
may attempt to teach about your worship to a community of the same class in an
adjoining area, loyal to a different deity.
Both sides roll one die per faith point.
If tie : no effect
If lose : you lose 1 faith point
If win : target looses 1 faith point
If win by 5 or more: you
may also gain an attribute
If
win by 10 or more: you also
gain control of the target !
To gain an
attribute from the target’s controlling deity, you must tell the story of the
teaching – a new deed or event, an interaction between the gods, that explains
the transfer. This does not need to be
long (30 seconds to a minute is fine), but should be entertaining (or good
story material) and fit the existing myth.
You need at least one “Hear hear”, “Amen”, “Preach it, bro” or similar
from another player to confirm successful transfer.
Action: Train
A community
may spend 1 finance in order to gain 1 force.
Action: Tariff
Roll your
forces against the finances of a community in the same area. If you win, decrease the target’s finances by
1. Otherwise reduce your forces by 1.
Action: Trouble
Roll your faith
against the force of a community in the same area. If you win, decrease the target’s force by 1.
Otherwise reduce your faith by 1.
Action: Tempt
Roll your
finances against the faith of a community in the same area. If you win, decrease the target’s faith by 1.
Otherwise reduce your finances by 1.
Action: Civil War
It might be a
revolt by the lower classes. It might be
a military coup. It might be a purge and
overthrow of democracy. Either way,
temples are going to get burnt. Declare
the civil war from one community targeting a second. The other communities then declares whether
to aid, oppose or stay neutral. An NPC
community will never aid you, but will oppose only if you attack another NPC,
unless that NPC is a declared traditional enemy of theirs. (Zeos and Kylos won’t aid each other. Manep and Gaia don’t see eye to eye. And Selune and Rapol have waged entire wars
against each other.)
Once the
battle lines are drawn up, work out which side has the higher total
resources. If the declarer has, they
win. Otherwise they lose and the target
wins. But there are losses. The loser’s community is transferred to the
winner, and the winner gains 1 faith point.
But all the loser’s resources are discarded, and the winner must discard
the same number of resources as the loser had.
If there is an ally on the losing side, they lose all resources but not
their community. If there is an ally on
the winning side, they share in the losses equally (until declarer or ally runs
out, at which point all further losses come from the other one); but the ally
also gains 1 faith point.
If you gain a
community, you may also gain an attribute from the loser’s controller. (See
Action: Teach for how this is done.)
8. When
Gods Fall
If a deity loses their last community
or attribute, they are Defeated, and the one responsible is the Victor, who
must then narrate what happens to the Defeated. Are they demonised? (Their story recast so it appears they were
never really a god, just a minor figure such as a hero, nature spirit or
demon). Are they imprisoned and being
punished for an eternity somewhere (and if so, how and for what?). Or were they slain? And if so, by what great trick or feat of
arms, and what happened to their remains?
The Victor gains the prime attribute and identity of The Defeated (eg
Sun or Sea), a title of their choice (eg “the Archer”), and the option of
changing their name, taking the name of The Defeated or fusing the two. Any remaining attributes they can also take
or they can be magnanimous and spare The Defeated leaving them with a minor
attribute and permission to flee to other lands.
9. The
Last Battle
The chief god
(the god from the old pantheon with the most resources will become the new
chief if the old chief has just been defeated), will arouse the gods to fight
off this incursion of new gods. He will
demand that all ally with him and submit to his authority. At this point players take a faith token from
their largest community, hold it behind their back then reveal their hand on the
count of three. If their hand contains
the token, they give it to the chief god in tribute, and will be on his or her
side during the upcoming battle. If
their hand is empty, they are declaring their open defiance. If at least one player declares their
defiance, then the battle is on.
The old pantheon and allies will offer the new
pantheon a choice of terms:
A)
Honourable
Duelling
B)
Hearts
& Minds
C)
Total
War
The new
pantheon must choose one, and the choice is writ upon the world stone and shalt
be binding lest the world crack asunder and all return to the void.
Honourable Duelling (recommended ending)
The old
pantheon and new pantheon take it in turns to pick a champion who challenges a
member from the other pantheon to a duel. The challenged picks a resource type, and both
roll one die per resource they have of that type. The one with the lowest total looses one
attribute for every 5 they lost by. This
clash can be narrated either in divine terms (eg Tyr slays Garm, but then has
his hand bitten off by Fenris) or mundane terms (assassinations, pogroms, etc)
Deities who
lose all their attributes die as normal.
Every deity in a pantheon must have participated in a challenge (as challenger
or challengee) before they can participate again. This keeps going until one pantheon has no
active deities left. The victorious
pantheon can then write history how they like, including unlikely rescues from
the stomachs and such like, to retrieve the fallen.
Hearts & Minds (slow ending)
As per the
Struggle for Survival, but the only permissible actions are Trade, Travel and
Teaching. Old deities now also get goes,
and will Teach where the odds are on their side. Defeated deities will remain on the sidelines
until either victory or stalemate is reached, or the deity with the attribute
“Peace” or “Story” brokers a merging of the two pantheons.
Total War (fast ending)
Each area
votes which side to be on, communities voting by rolling their military and
adding their total for or against. The
areas then line up on two sides, and the total military of each side fights it
out in one bloody battle. The priests of the losing side are all slaughtered.
10. All good things come to an end
Ideally for
this part mead should be passed around in a horn. (*NOT* provided with game).
Each player
in turn does A Toast, A Boast and An Oath.
A Toast – praise for the fallen, or for the
actions of another player
A Boast – reveal objectives and, in
character, praise your deity
An Oath – make a promise. This can be anything you intend to keep,
including that you will help to pack the game away or that one day you will
play it again and do greater things still !
Addenda
I hope you have
enjoyed reading this and, even more, that you will enjoy playing it.
Please add
feedback about it to:
http://www.toothycat.net/wiki/wiki.pl?Pallando/Titanomachy
I have made liberal use of other people’s research and
artwork, so please do not charge people money for this, or claim it as your own
work. Thank you.
Judging
Criteria:
The people are heavily divided into 3 tiers
A superhero game set in the past
A mechanism where the other players have some input on
the design of your character
Has a Fate/Karma/Bennie reward pool that can only be spent
on others
Become something greater