My solo game recently reached the point where domain level play came to the forefront. I needed a system to help manage domain actions of various factions. I looked around at a few systems but didn't find something that wasn't either too crunchy for my taste or lacked a satisfying framework for play, so I made my own.
I had the following principles for the system: I wanted to keep the rules simple and light enough that they didn't feel like they were getting in the way. I also wanted emphasize strategy over random resolution as much as possible.
To do this I created a mixture of
Engle Matrix game structures and
Freeform Faction Roleplaying. I have successfully used this structure over 3 faction turns in the latest session of my solo game.
Here is the system:
- Turns - The game is split into turns, each turn abstracted to a period of time of weeks to months in the campaign.
- Tokens - Every turn, each faction receives 1-3 tokens to spend on actions. The larger or more complicated the action, the more tokens it costs.
- Roleplay scenes: These scenes do not cost tokens and are discussions between various factions. They occur prior to any tokens being spent. Play these out as normal using an oracle or conversation generator of choice.
- Conflict - Each domain turn has at least one conflict. There can be multiple conflicts going on simultaneously. Conflict order is determined by 3 roles. The order remains the same throughout the duration of the game. Go through each role for each conflict:
- Attackers - if any faction attacks or directly confronts another in a conflict, they go first. It is like the white side of a chess match, they have the advantage of surprise and can position themselves in advantageous situations.
- Defenders - any factions reacting to factions that attack them. This is like the black side of a chess match. They have the disadvantage if the attacker is in an advantageous position, however the attacker cannot react to any actions they take until the next turn.
- Neutral - any factions that are not directly involved in the conflict. They can take actions at this point, from the position of a bystander who has seen how the key players in the conflict have already acted. Keep in mind, they must still have tokens to be able to take appropriate actions.
- Resolution - Once tokens have been spent by the only the attackers in a given conflict, initial resolution of actions begins:
- For each token(s) spent, determine arguments for and against success of the objective of the token(s) action. Limit arguments for and against to 3 arguments for and 3 arguments against.
- Roll a d6, for each for argument add +1, for each against argument add -1. 4, 5, or 6 is a successful action; 1, 2, or 3 is a failed action. 1 is always a failure, 6 is always a success.
- For each action, determine the narrative outcome of a success or failure. Then zoom back out.
- Once all attackers actions have been resolved, it is now the defenders turn to react to the attackers' actions. They may analyze the situation and determine how to react to the outcomes of the attackers. Once tokens have been spent by only the defenders, determine arguments for and against success, and roll for each action as outlined above.
- Finally, once both attacker and defender actions have been resolved, then neutral token actions are resolved, if any.
- Multiple conflicts - if there are multiple conflicts going on, all attacker phase actions of every conflict are resolved together first; only then are all defender actions resolved; and finally all neutral actions are resolved.
- New turn - A new turn begins at this point, retaining attacker, defender, and neutral turn orders for each conflict until the conflict is definitively resolved, which is determined narratively.
What this structure results in is a macro feeling of a strategy game, with chance to be relegated to a more micro scale of individual actions. You are a general strategizing with troops, and determine how to spend your tokens each turn. Then your troops are sent out and are out of your control, and succeed or fail based on arguments you make, with there always being a chance of failure. If your troops fail at their tasks, then it is up to you at a strategic level next turn to create alliances and change the situation to your advantage. For best results, play each side of a conflict to the best of your ability. If you need to, define clear goals of each faction and stick to those goals as much as possible.