These are the intentions and desires that I think are important goals for the design of the Chronica Feudalis Manor System.

  1. Provide a fun, engaging set of rules to enhance strategic-level play of the core Chronica Feudalis system.
  2. The system should feed into role-playing, providing story seeds and inform how various people are faring.
  3. The system should be fed by role-playing. The rewards of personal quests should affect manor play.
  4. Explore facets of feudal society in a tactile way: lord and vassal relationships, treatment of peasants.
  5. Continued use of design elements from core Chronica Feudalis: step-dice and aspects especially.
  6. Avoid using charts. The system should be procedural and performed with minimum references to the book.

What other high-level concepts do you feel are necessary in a strategic, resource-management system such as this?