Court Games - Sequences and Events
Time in Court is broken down into a set number of downtime Sequences, each terminated by a court-specific Event. During the Sequence, the character is believed to be scheming, socializing, resting, or meeting with people, and certain narrative or even combat scenes can arise during this downtime if the player desires. The Event is an event put on or staged by the court itself: a contest, a feast, a special court session, or similar event that requires the members of court to interact.
Events
Events are set times in court when PCs and antagonist NPCs can vie for influence to advance their causes in the court game.
Typical Events might be:
Occasionally, a GM may wish to stage a surprise event, such as a Raid or Battle. If a surprise event occurs, the players may save the results of their courtly actions and apply them during the next sequence, in addition to that sequence's actions.
Even atypical courts have contests regularly, though these might not be very similar at all to those of a the High Court of a Daimyo.
In the attached PDF on the main Influence Game page, there are suggestions for ways to stage various types of competition and suggested influenced values to be earned if you win. The exact values will have to be determined by the GM depending on how difficult she wishes it to be for her PCs to advance their cause, but it will generally be between 1 and 5. Participating in the event should give you at least 1 influence. This influence is then used to buy favors in the court, either from one of the advisors, or to arrange to meet people to advance your cause.
Sequences
Before each Event is the Sequence, a downtime period where the characters can act between court events.
Depending on the type of court, a sequence may last days, weeks, months, or even years for particularly slow-boiling political conflicts. Events should all be able to occur within a single day or two. Typical courts will consist of 3-6 sequences.
The Structure of a Sequence:
The GM should structure the sequence as follows:
1) Describe the current state of affairs in the Court,
2) Inform the players of the rules for the competition at the end of the sequence,
3) Allow the heroes to meet “in a tea house” or similar venue to discuss whatever they like; once the meeting breaks up,
4) Each actor decides if he wants to take one High action, or a High Action and a Low Action.
5) Heroes and NPCs begin to take actions until each character has taken at least one action during the sequence, then
6) The competition begins.
Each PC normally gets one Public Action during a the Court Game Sequence. These are actions done in public, during the day, and would not be considered dishonorable. If the player chooses, they can take a second action during the sequence that is restricted to Secret, such as spying, infiltrating other's quarters, or otherwise acting in a dishonorable fashion. Acting in this way is risky: not only does it come with an honor loss as deemed appropriate by the GM, but the PC has the chance to get caught and losing all of their influence in the court or worse.
If the GM wishes, they may allow Raises or higher TNs to allow the PC to increase the mechanical effect of their court action. So for TN25 (TN3), a PC can decrease the influence cost of a rendezvou by -2 instead of -1 if they are using the Lobby court action.
Time in Court is broken down into a set number of downtime Sequences, each terminated by a court-specific Event. During the Sequence, the character is believed to be scheming, socializing, resting, or meeting with people, and certain narrative or even combat scenes can arise during this downtime if the player desires. The Event is an event put on or staged by the court itself: a contest, a feast, a special court session, or similar event that requires the members of court to interact.
Events
Events are set times in court when PCs and antagonist NPCs can vie for influence to advance their causes in the court game.
Typical Events might be:
- A Welcoming Feast - Guests are expected to show their etiquette and generosity as they vie to present their best gifts to their host.
- A Moon Viewing - Guests have the opportunity to share their insight and eloquence as they meet by moonlight to compose poetry in honor of the night.
- An Intrigue in Four Acts - Perhaps all others might simply be watching the new Kabuki, when you know it's being staged by your hated rivals, it becomes an event definitely worth trying to advance yourself ahead of them.
- A Martial Contest - To be a samurai is, for many, a test of warrior skill. An event has been arranged to allow the bushi to demonstrate their skill, and your bushi would not want to miss it.
Occasionally, a GM may wish to stage a surprise event, such as a Raid or Battle. If a surprise event occurs, the players may save the results of their courtly actions and apply them during the next sequence, in addition to that sequence's actions.
Even atypical courts have contests regularly, though these might not be very similar at all to those of a the High Court of a Daimyo.
- In a Monastery - A gathering to discuss the significance of a new Koan the Abbott has pronounced, A ritual to rededicate a local shrine.
- In a Military Encampment - A battle, A contest to retrieve an arrow off a greased pole, a scouting mission
- In a Village - A mochi-pounding contest at a local festival, a community gathering to rebuild a broken dam
- In a Yakuza Gang - A high-stakes game of Winds and Fortunes, a Shakedown.
In the attached PDF on the main Influence Game page, there are suggestions for ways to stage various types of competition and suggested influenced values to be earned if you win. The exact values will have to be determined by the GM depending on how difficult she wishes it to be for her PCs to advance their cause, but it will generally be between 1 and 5. Participating in the event should give you at least 1 influence. This influence is then used to buy favors in the court, either from one of the advisors, or to arrange to meet people to advance your cause.
Sequences
Before each Event is the Sequence, a downtime period where the characters can act between court events.
Depending on the type of court, a sequence may last days, weeks, months, or even years for particularly slow-boiling political conflicts. Events should all be able to occur within a single day or two. Typical courts will consist of 3-6 sequences.
The Structure of a Sequence:
The GM should structure the sequence as follows:
1) Describe the current state of affairs in the Court,
2) Inform the players of the rules for the competition at the end of the sequence,
3) Allow the heroes to meet “in a tea house” or similar venue to discuss whatever they like; once the meeting breaks up,
4) Each actor decides if he wants to take one High action, or a High Action and a Low Action.
5) Heroes and NPCs begin to take actions until each character has taken at least one action during the sequence, then
6) The competition begins.
Each PC normally gets one Public Action during a the Court Game Sequence. These are actions done in public, during the day, and would not be considered dishonorable. If the player chooses, they can take a second action during the sequence that is restricted to Secret, such as spying, infiltrating other's quarters, or otherwise acting in a dishonorable fashion. Acting in this way is risky: not only does it come with an honor loss as deemed appropriate by the GM, but the PC has the chance to get caught and losing all of their influence in the court or worse.
If the GM wishes, they may allow Raises or higher TNs to allow the PC to increase the mechanical effect of their court action. So for TN25 (TN3), a PC can decrease the influence cost of a rendezvou by -2 instead of -1 if they are using the Lobby court action.
Value |
Definition |
Mechanics |
Example skills to check |
Arrange |
Arrange a rendezvous with a certain character |
Roll Skill/Trait (suggested TN=20/2) to apply the following to a planned rendezvous:
|
|
Assess |
Glean information about the actions and motivations of others |
Roll Skill/Trait (suggested TN=20/2) to gain one of the following
|
|
Deceive |
The character acts to in such a way to cause another to reach an erroneous conclusion |
Roll Skill/Trait (suggested TN=20/2) to gain one of the following
|
|
Lobby |
The character raises interest in an upcoming event to increase or decrease the influence of its victory |
Roll Skill/Trait (suggested TN=20/2) to select one of the following:
|
|
Ready |
The character prepares for a big event to come by refining their skills |
Roll Skill/Trait (suggested TN=20/2) with the skill which they plan to use for the contest to come. Alternatively, they can use their skill in Meditation or Tea Ceremony to prepare themselves for any circumstance (TN 30/4) If they are successful, they gain a bonus to one skill roll in the event to come. 4th Edition bonus: + Void. 5th Edition Bonus: One Opportunity. Raises allow bonuses to additional skill rolls in the event. Prepare may only be used once per contest, and only by the participant |
|
Prepare |
The character engages in work to prepare a piece for an event that takes an extended period of time to complete. |
Roll the Skill / Trait combination listed for the contest, noting his results. Once in the competition, he may need to make a second, different skill check for the presentation of his work. Prepare may only be used once per contest, and only by the participant. |
Skills are determined by the contest requirements. |
Stymie |
The character tries to thwart the actions of another. |
Roll Skill/Trait (suggested TN=20/2) to initiate a social combat or courtier's duel with a target who is attempting to take a Court Action. A Stymie must be declared before the target's court action has occurred. If the target chooses not to take the court action the PC was trying to Stymie, the PC may take an additional High Court Action next this sequence with an increased TN of +10 (or +1). This additional High Court action cannot be Decieve or Stymie. |
|
Wager |
The character stakes a proportion of their influence on the outcome of an upcoming event |
Roll Skill/Trait (suggested TN=20/2) with one of skills shown listed. If successful, the PC may stake 1 point of influence on the event (typically a competition) a the end of this sequence. This wager takes the following form: <Named Participant> will win <Named competition> If the participant the hero names wins the competition the PC gains influence equal to the staked amount. If the participant loses, the heroes loses their stake. PCs can wager on NPC participants or other PCs. |
|
Recovery |
The character spends time recovering from injury and strife |
Per healing or recovery rules for the game system, the PC can heal fatigue, injuries, or strife proportional to the number of days spent resting or pursuing passions in order to remove Strife. If time is spent during the sequence in this way, but there are days remaining in the sequence, the PC may take a second High Court Action OR Low Court Action (Not Both), but that court action has a TN of +10 (+1) per day spent in recovery due to the shortened remaining time available. |
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