The Great Council of 233 AC : A Song of Ice and Fire Forum Game
It is 233 years after Aegon the Conquerer landed in Westeros and united the continent under one crown. One day ago his kinsman King Maekar I has died. It is now unclear who should rule the Seven Kingdoms. Thus , the Lords of the Realm have decided to hold a Great Council. There are many candidates for the crown, and there is even the rumor one of the Blackfyres wants to peacefully partake in the process and attempt to mount the throne with words, as swords have long since failed his family.
The whole of the Seven Kingdoms will hold its breath as the council convenes. Who will hold the throne?
How to Play :
In this game you will be pretty much able to play anything and anyone. However, there are a few rules and regulations on those :
1 : To apply for House Targaryen, you need to send me a personal message and write a decent message why you should be the one to play them (Since they are naturally quite important. I do not want an inactive King.)
It is 233 years after Aegon the Conquerer landed in Westeros and united the continent under one crown. One day ago his kinsman King Maekar I has died. It is now unclear who should rule the Seven Kingdoms. Thus , the Lords of the Realm have decided to hold a Great Council. There are many candidates for the crown, and there is even the rumor one of the Blackfyres wants to peacefully partake in the process and attempt to mount the throne with words, as swords have long since failed his family.
The whole of the Seven Kingdoms will hold its breath as the council convenes. Who will hold the throne?
How to Play :
In this game you will be pretty much able to play anything and anyone. However, there are a few rules and regulations on those :
2 : The heirs of player houses are by default reserved by the player and thus head of the house. ( To avoid situations similar to previous games)
3 : To sign up, you need to pick 3 , no more and no less , houses that in order of wanting the play the most. I will then pick the players of those houses. If a spot becomes vacant, you can PM me or contact me on IRC if you want said spot.
Orders :
Each player will get two normal orders and one war order.
Normal orders must be compact and understandable,and while I will not set a word minimum or maximum I will however note that essays will not be read and accepted as orders.
The war order encompasses your entire war plan for the turn. All actions undertaken by your army will be written in it, and I will allow a great amount of freedom in size and difficulty.
A special, limitless order is in place for those that wish to sire offspring. This is due to past experiences of childspam in these kinds of games.
A turn wil encompass six months.
Mechanics :
I will be using the statistic system employed by BlackBishop for his previous ASOIAF games, and it is thus I will quote :Each player will get two normal orders and one war order.
Normal orders must be compact and understandable,and while I will not set a word minimum or maximum I will however note that essays will not be read and accepted as orders.
The war order encompasses your entire war plan for the turn. All actions undertaken by your army will be written in it, and I will allow a great amount of freedom in size and difficulty.
A special, limitless order is in place for those that wish to sire offspring. This is due to past experiences of childspam in these kinds of games.
A turn wil encompass six months.
Mechanics :
This game does not rely on rigid mechanics, but rather common sense and role play. While there are hard stats for the game, your choices through your IC and orders will bear the brunt of success or failure. Mounting an assault on the Eyrie? Good luck! Throwing your vassals into your battles while you eat lemon cakes safe in your castle? Coward I name you! Rape pillage and burn a bloody swath across Westeros? Well, don't expect an invite to my heir's wedding, you monster! The way you play the game will reflect how both players, NPCs, and orders will turn out for you.
This isn't to say that I expect OP tales of awesomness at every corner. Play the bad guy, carry your faults with pride. It makes for a great story, and a bribe here and there goes along way to rally swords to your side.
However you want to play, realism is what we are aiming for in orders, and how they turn out for you will be based on reason. Bear in mind that I am human, and make mistakes. Be that as it may, my word is final as are all updates. If you feel I overlooked a crucial detail come to me in private, (not spamming the IRC please), and I will decide if you deserve compensation in a future update.
Now then, as we aren't all strategists, some things to keep in mind; The wiki is your friend. It will be my main resource in deciding outcomes, it stands to reason it should be yours as well when forming orders. Bookmark it, keep it close. Let it be your maester to guide you through this time of peace and war.
Wiki of Ice and Fire
Military units have been broken down into specific roles to help plan and decide outcomes. Levies are lightly armoured and can move quiet, as are archers. Your spearmen are your best defense against mounted knights and cavalry. Your heavy foot can take on other infantry but your cavalry are best overall and perfect for quick strikes.
The best advice I can give you is be patient and use your head. Rome wasn't built in a day nor was it's downfall.
Orders are pm'd to me. Please try and be brief as possible, I don't have the time to sift through an entire novella of war strategy. Be concise, be specific. Give an outline of your strategy, a possible back up plan, and anything you want added for flavour; such as who your commanders are.
As far as diplomacy goes, don't expect NPC's to be mindless drones waiting on your beck and call. If you can't give them a good enough reason to lift their banner by your side, then they won't. Simple as that. In fact they might come back to bite you. Be reasonable. Money, influence, marriage, all this can make the difference between an enemy and a friend. Just look at the Targaryens and Martells. Be reasonable!
Administrative orders are an area I will still largely rely on rolls. Too many factors may impede your internal realm's progress, and it is a matter I'd rather leave to chance, both on the success, and the outcomes. You can expect everything you do to have a cost. Whether it will be worth the reward, I'll leave it to the dice. Don't expect a boom of gold over night. Your income is reflective of the most influx of gold you will see in your treasury. A cap of 30% of your income per turn is the best you can hope for. As for your income yourself, best case scenario will leave you with an increase of 10%.
Income growth is curbed at a more, hopefully, realistic level then last time around, and events such as war and winter can see both your income and population fall.
Speaking of population, peace brings growth. 0.5% per year. Banners are also replenished once a year. Be warned, lost levies in combat are struck from your population, so keep that in mind.
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