Hello, and welcome.
Legions: Rise of Rome is a light historical fiction NRP based on the Middle Roman Republic, set just before the Second Punic War.
Players take on the roles of ‘Legates’, who were independent Roman Generals appointed by either the Senate of Rome or the two Consuls (elected short term kings, effectively).
Each Legate starts with their very own legion, with an optional troop strength of between 2,000 and 5,000 men.
The Senate and the Consuls, initially commanded by the GM, will give orders to the Legates. The players must then carry out their missions, in any way they see fit. Most of these missions will be military based, requiring the various legions at play to take land, put down rebellions or defend Rome herself from a foreign invasion.
As the players complete, or fail as the case may be, their objectives, then they’ll earn the Senate’s watchful eye. Depending on the GM’s (or other controller of the Senate) interpretation of events, the players will be rewarded with Senatorial titles, wealth, additional legions and everything else a powerful Roman general desires.
Though the players will initially be working together for the greatness of Rome, as the NRP progresses, they may feel that they could run things better. Or, the Senate might start to perceive their rising power and popularity with the mob (Roman people) as a threat to the establishment, and outlaw them.
Should the above happen, then all players will have to decide whether to join the outlawed Legate in launching a civil war, or, they can side with the Senate and defend the Republic. Though, when this does take place, the RP should ideally be reaching its “middle life”.
When issued with an order from the Senate, the player is to perceive their given task as a six-month campaign. (1 game turn)
When two thirds of the active players have completed (or failed) their tasks, the RP will conclude six months of game time, and new tasks will be issued.
Players who have not yet finished their tasks face two possible outcomes:
1) In the event that the players have left the NRP, then their Legate will be stripped of his titles and legions, and cast out as a failure. This is undoable, and returning players who have been absent will be unable to reclaim their progress.
Unless, the players decline the order given. In which case, they’ll be missed in the issuing of orders, but will be issued with a new one upon the start of the next game turn.
2) The players are being creative with their given mission, and therefore it is expanding into a long-term conflict. In this case, the Senate will review their actions and decide whether or not their given mission is worth pursuing. If they feel it is, then additional legions (headed by other players) will be sent to assist them.
The mission will then be reviewed once every game turn, or in the case when all players are taking part in the given mission, then it’ll be reviewed as and when the GM (or Senate owner) decides.
This is a narrative NRP, with no reliance on dice related mechanics.
Battles go the way the players wish, but a reasonable approach should be taken.
Whilst the legions of Rome were formidable military components, they were not invincible.
The Senate will not judge a general purely on their success rate on the battlefield, but also their conduct. High losses will not be tolerated, even if victory is secured; a general who decides to retreat from a superior enemy, therefore saving the bulk of his men, will be looked on favourably. This is, unless the Senate feel the enemy should have been beatable.
War is chaos, and nothing ever goes to plan. Be willing to accept that sneaky Gallic cavalry charge from your right flank.
The bottom line however, is that the battle happens as you wish it to. Just be warned that the GM, and most likely other players, may become irritated by a flawless general who fells entire nations every six months. It’s okay to do it here and there, because the Romans did just that in some cases, but do not make a habit of it, please.
… and, what if there isn’t a battle? What if your enemy, cunning as he or she is, keeps running from you? Skirmishes in tight forest clearings; ambushes in narrow valleys. Sometimes, then as now, wars are not concluded by pitching two large bodies of men against each other on an open field.
Troops lost in battle, because this RP needs to remain simple, will be considered replaced upon the next game turn.
Should a player feel the need to defeat an enemy of Rome at sea, then their legion will automatically become seaborne.
The mainstay of the Roman navy at the time, along with the Carthaginians, was the Quinquereme, a heavy ship that could carry 300 oarsmen, and 120 “marines”.
Therefore, when working out how many ships you have with you, work it out thusly:
Total number of troops under your command, divided by 420.
I.e Legion I has 4,000 men. Therefore it can float 10 ships.
Always round to the nearest point, for simplicity’s sake.
You may take command of the Senate by impressing the senators with your steadfast commitment to Rome, heroism and success.
If you garner enough support, then the current presiders of the Senate can elect your general as a Consul at any time. However, one of them would need to step down to do so.
As a Consul, it is your duty to issue orders to the other players. You will also become a temporary Co-GM by default, giving you the optional power to decline new entries, or to punish players you feel are being unreasonable with the NRP. Additionally, you may create new wars, rebellions or other crises for Rome to deal with.
There were historically two Consuls in charge of Rome at any one time, to balance political power. They took it in turns to run things, usually on a month-by-month basis. In this RP, for simplicity’s sake, the two Consuls will simply alternate game turns (6 month periods).
Therefore, one turn a Consul may set forwards new objectives, but the next turn, the other Consul could cancel them or reinforce them, depending on what they wish to do.
This will naturally make it possible for the two Consuls to fall out over objectives and the Republic’s goals. As they did In real life.
Consulships last 2 game turns, after which the Consuls can either step down, or seek re-election. It will then be down to the current Legates to cast votes either favouring them, or declining them. If the Consul loses his re-election, he reverts back to a normal general, and is replaced by either another prominent player general – or NPC GM controlled ownership.
Consuls automatically acquire two legions for the duration of their term in office.
Invasions, rebellions, wars and peace will be dictated by the GM, or the current Consuls.
However, the non-Consul players also have limited input on what exactly Rome faces.
For example, if their legion is beaten, then this would create an emergency as the enemy begins to rampage across the area. Or, should their troops upset the locals, then they could spark a rebellion.
The first line was formed from new recruits (hastati), and typically consisted of 10 Maniples (120 men).
The second line held the more experienced soldiers, called principes. They again made up 10 Maniples of 120 men.
The third line held the Legion’s elite, who were known as the triarii. Their Maniples were half the strength (60 men), therefore the last line of the Legion was the numerically inferior one, but also the most gifted.
The Legions also carried with them the ‘velites’, who were the poor people of Rome armed with a small shield and javellins. These were the light infantry, used for skirmishing.
Finally, the richer soldiers who could afford horses, were known as equestrians. These formed the Legion’s flanking forces.
With a limit of 5000 soldiers, put how many troops you have, and of what kind.
You are not limited to the above troop types. What I put was just a reference, this is a light history RP so I’m not going to get draconian here. For example, if you wanted archers or slingers, you can have them. If you want to field Greek mercenary hoplites, again, you can do so. If your legion is formed from one of Rome’s allies, then feel free to tailor it to their soldier types.
Example:
Hastati: 1200
Principes: 1200
Triarii: 600
Velites: 1000
Equestrians: 500
Total Soldiers: 4,500
How did he become the commander of a legion? Are they from an established and wealthy family? Are they renowned Senators? Do they have friends in high places? Did they work their way up the legion ranks? Perhaps their commanding officer was killed in battle, and they were forced to take reigns thus impressing the Senate?
You do not have to go crazy here, as who your general is will be portrayed in the RP. However, it’s good to get their origin written down as a point of reference.