Saturday, November 5, 2011

How does a turn works during the Mobilization phase?

This post describes how a turn is handled during the mobilization phase.

A post is prepared
This post describes what happen since the last update and what are the outcomes of the instructions provided by the player in the comments of the last post. It also provides a bullet point form summary of the outlook for mobilization for a number of relevant items.

The player controlling this actor is invited to submit instructions.

Processing instructions
Each instruction is considered in the provided order. The first instruction is converted into a TOEM initiative (summary here). An initiative is made of an action or event and an effect. A base probability is assigned, supporting arguments are added as well as counter arguments. These are tallied to come up with a target number between 3 and 18. 3D6 are rolled and the effect is achieved if the sum of the dice is equal or less than the target. There is a bit more to this, but this is mainly how it is done. If the initiative is successful, the GM moves to the next one until there are no initiative or one of them is unsuccessful. Command points are tallied for these initiative and added to the player's score.

Once the player's initiatives are processed, each mobilization outlook item is treated as an automatic initiative. These are modulated by player actions and the outcome of items in the previous turn. The actual setup for the campaign will be determine based on the final state of these outlook items when the fleet is sailing.

Strategies for players
Assume that, if you do nothing, your actor would follow the standard practice of its contemporary. If you don't order anything, actions will be taken that are as much as possible in line with historical decisions. However, this may not be enough to succeed... hopefully not. If your actions are in contradiction with the practices at the time, the GM will let you know and ask for a confirmation. The 14th century is a strange time of our history: some things are rather progressive (no compulsory military service) and some are just strange with respect to our way of thinking (little value to human life and dignity for civilians, no maps, etc.).

  1. Prioritize: all initiative following an unsuccessful initiative are not resolved. This is because the actor just got sucked in a losing activity for the rest of the turn and "lost the initiative". You may want to put trivial orders ahead of less likely events to ensure that they take place.
  2. Point out why something would (or not) work: any arguments put forward to justify what an effect should occur may be used by the GM in determining the target number of an initiative. Likewise, pointing out flaws or unfavourable arguments may be weighted less than if they are not identified by the player. 
  3. Ask for assessments: Before finalizing your orders, you can ask the GM to outline your instructions as TOEM initiative and assess their likelihood. This gives you a chance to reorder the instructions, argue in favour of one or more initiative. Make sure that you OK the instructions eventually so the GM can move forward.


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