Each game for little boys is meant as pass-time. But each
game as well becomes a means to measure and to build up strength a-physic,
build endurance and dexterity, and teamwork and camaraderie among the brothers
twixit. For on the field of pretty play, for what it matters nary but these
brothers truly brother up in sport as men of war do brother up on fields of
valor more. For men of cloth and scepter and so neither crown nor sword, it is
the same to line a house and point their duty toward.
When men first tread the field, ears wet, their Sergeant
cries them gather: “This how we men do on the field of sainted valor!”
Summertime in Port is made for wars. Stupid wars and
pointless wars. Wars to practice war for war and sake of war alone. Every
summer there’s a war. So how can we tell which war we’re having now? Wait and see!
Procedures for Summertime
1. Throw against the Hazard table for the City in this season.
Click to Enlarge |
2. Throw against the Rumor tables.
3. Then we go to war! This has been cribbed almost in its
entirety from Skerples here:
https://coinsandscrolls.blogspot.com/2017/05/osr-medieval-stalemate-simulator-or-six.html
https://coinsandscrolls.blogspot.com/2017/05/osr-medieval-stalemate-simulator-or-six.html
Throw against the War Charts to see which powers are
involved:
In the case of Table 13, throw until you have
enough factions to satisfy the result on Table 12.
Then throw against Table 14 to determine what
the war is about.
The
typical campaign season was between 6 and 12 weeks, depending on the size of
the war, the cause of the conflict, the proximity of the two sides, and few
other factors. Throw 2d8 to see
how long the summer’s war season lasts. The result is how many weeks of war
maximum the factions spend fighting. After your campaign weeks are up,
the war stays in stalemate until the next campaign season or major event. If
the number thrown is greater than 10, it’s a Major War. Otherwise it’s a Minor
War. Consult the proper map.
Start
each war from the central "Stalemate" hex. You can say that the war
ends at any point, particularly if the causes are no longer relevant, the
initial leaders die, or there are a string of disasters.
Roll
1d6 per week of the war. Start in the middle (the war always starts with
stalemate). Move hex to hex, week by week. If you hit an edge, slide to the
next adjacent hex if the side you hit is sloped, or stay in the same hex if
it's horizontal or vertical.
Major War:
Minor War:
And again, totally Skerples' work.
But if you enlarge the pictures you can see that it's not strictly true that nothing happens. Things do get decided. But not usually what is intended by either belligerent.
But if you enlarge the pictures you can see that it's not strictly true that nothing happens. Things do get decided. But not usually what is intended by either belligerent.
How
the Players Get Involved:
Have
each player secretly choose which side he supports. The only exception is a
player who is in the guild or noble house of one of the belligerents. That
player must be on that team.
Then
after each die roll, the players have an opportunity to bump the result by one
in any direction. But they only get a certain number of choices – they can only
bump the direction one space per turn and only a total number of times
indicated on Table 15. Use the highest character level among the PCs on
that side.
In
the case of the result of “Death of a Major Figure,” throw against Table 16.
In
the case of the result of “Religious Strife,” throw against Table 17.
A final result of “Minor Victory” against the opponent
allows the victor to gain some non-numerical advantage within the city for the
next year. A final result of “Major Victory” allows the victor to choose a new
territory within the city adjacent to their current territory which is
unoccupied or is occupied by another combatant.
It was upon this night exact, St. Johnsfeast Night, when
Imogene would then receive the news she was a widow for a second time. The knight
she had been cleven to by William’s good decree was slain upon the valor fields
whilst chasing down Duke Conan, back a ways, on Kenelm’s Day. She asked the
monks in Hyacynthe’s command what day this was, and found she it was in July:
the seventeenth. Two months be gone he was and nary had she word! She wondered
then about his son, a boy she cared about a goodly mint. His name was given as Bealdo, and his age was
but eleven years. His name was like his father’s. A blond boy was Bealdo, with
broad shoulders and a caring heart. And fell she, found she, unto manly
Hyacynthe, to give her comfort in her pallor-time whilst grieving for the
fallen knight she had in mind.
And thenceupon that night, that Ides of red September, did
the season change for Autumntime, and harvest, feasts and pumpkin wine.
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