What happens when a player Knight in Mythic Bastionland actually gets to rule their own Holding?
First you have a bunch of entitled jerks to deal with.
PLAY
Ref: Okay, Tal, now that you’re the rightful ruler of
Raider’s Gate you’ll want to assemble a Council.
Ref outlines the positions of Steward, Marshall, Sheriff,
and Envoy.
Tal: Okay, Moss, are you up for being the Marshall? Getting
the soldiers into shape?
Moss: Yeah, of course.
Ref: Yeah that works. Now even though you proved the
previous ruler, the Chain Knight, as an enemy of the Realm, the Steward that
served under him is still here. She’s Medryn, very formal and professional. You
can kick her out of her seat or keep her on.
Tal: Let’s keep her on for now, but we’ll keep a close eye
on her. I’ll go and talk to her properly a little later.
Ref: Well security is also part of the Sheriff’s job,
watching for threats inside and outside your walls. Who are you appointing
there?
Tal: Needs to be somebody we trust.
Moss: I don’t think I trust anybody around here anymore.
Tal: Okay… can we leave the seat vacant just for now while
we decide?
Ref: Well we can talk about it some more, but I definitely
wouldn't leave you Realm without a Sheriff unless you want to invite trouble!
Tal: Argh, okay. Hey, what about that guy who was guarding
the tower we found?
Moss: Yeah, he helped us out.
Tal: Okay, he was over here, right?
Tal points at a landmark a few Hexes away.
Tal: Can I like… send a rider out to summon him or
something?
Ref: Of course, you’re the ruler now!
THOUGHTS
Like so many other parts of the game, ruling a Holding is at
its best when the players have enough information to prompt difficult decisions
with impactful consequences.
Assembling the Council is a good opportunity for this. As we
see here it’s a chance to introduce new characters or elevate previously
encountered people into a more prominent role.
Focusing Holding management on the Council has a few
beneficial effects. Firstly it keeps the spotlight on interactions with
characters rather than the fine details of economics and infrastructure. You
can decide that you want to collect more taxes, or change the armament of your
warbands, but doing so requires going through your Steward or Marshall
respectively, keeping those relationships at the forefront.
This is most effective when a ruler’s Council and Court are
both populated by a dynamic cast of characters. Here a Referee can create a
messy web of ambitions and quarrels for the ruler to attempt to keep in order.
A combination of Spark Tables and Luck Rolls can give some useful prompts for
this.
If one of the Knights ends up ruling a Seat of Power, then
the rulers of each Holding become an additional layer of relationships to
manage on top of this.
Still, I like to ensure that the ruler still gets a chance
to go out and be a Knight, letting their Council manage things in their
absence. This can be encouraged by reassuring the player that Knights are
expected to delegate rule to their Steward in order to continue fulfilling
their Oath. If a Knight gets too bogged down in politicking from their castle
then word begins to spread that they’ve grown soft or renounced their Oath to
“seek the Myths”. That should give them a nudge toward adventure.
This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.
If you want to support my blog, podcasts, and video content then head over to my Patreon.
If there is something that is very little talked and writting, its "domain game" rules and guidance. This structure looks very helpful, thanks a lot for this apportation
ReplyDelete