Council of Fate
A casual town building and adventuring rpg using a modified EnA ruleset TL;DR Summary
- - Generic fantasy world backdrop.
- - Based on the Alamantus's Epics 'n Awesomes Ruleset here.
- - Varied rules in which I may decide the outcome of your roll rather than you (you still get to rp it).
- - Scope out a place to build a town, meet the villagers' needs, go on adventures.
- - Casual, occasionally goofy tone.
- - 3-6 players.
- - Players take turns as leader of the Council. Other players vote on whether or not to carry out the leader's plan.
- - 24 hours per turn.
In Character Info
When the Appalian Empire embarked on their colonization of the newly discovered Urdik Lands, they made the embarrassing mistake of building their city underneath an active volcano. Five burned cities later, they've decided to pick up roots and select a new location for their capitol. After the first few incidents, there weren't a great many leaders left to choose from, so they settled for you, the new council of what remains. But be warned! Rival nations see Urdik as a gold mine, and who knows what dangerous native creatures lurk in the wilds? Scouts have come back from all four cardinal directions, the dependability of their ability to navigate is questionable, but if what they say is true, you have a variety of options for the foundation of your new city. To the north are the mountains, cold and unforgiving; to the east is a forest, dark and foreboding; to the south is a tropical island, dangerous yet fruitful; to the west is the desert, barren and dry. Of course, you could always stay here - nobody likes a quitter, right?
Out of Character Info:
This game is about building and maintaining a city in a fantasy frontier. The game will be divided into a Council Phase and an Response Phase. During the Council Phase, you'll get feedback on how the town is doing and decide on your course of action for it. During the Response Phase, you'll be responding to some crisis, usually involving adventure, danger, and loot.
This game riffs from the EnA rules linked above. The main differences are (1) That your beginning character will be affected by how well you roll- even their name is subject to change. (2) That the general outcome of your turn will be decided by me if you roll lower than a four or higher than a ten (3) That you do not necessarily die on the roll of a 2, but likely will if you are in any amount of danger.
Each player takes a turn as leader of the Council. They may make one post in which they present their case on what to do for the town. The council votes on whether or not they agree with the leader. If someone disagrees, they must make a counterargument as to what to do for the town. If their argument is seconded, a vote is placed on that course of action until everybody agrees on what must be done. Players can change their vote from yes if they agree with a counterargument, otherwise they're locked in. If 24 hours pass while waiting on a vote from a player or players, their votes are forfeit. Rolls are not necessary during the Council Phase.
After the council has decided on what to do, the Response Phase begins. Each player takes a turn to pursue some sort of action appropriate to the agreed upon plan. New scenarios may arise during the Response Phase, so it's best to be prepared for anything, and deviation from the plan may sometimes be necessary. Response Phases will include multiple rounds, and are likely to be longer than the Council Phase.