Category Archives: Chronica Feudalis - Page 3

[CFMS] Step-Dice and Manors

Let’s start delving into some of the proposed mechanics for the manor system. The first step is step-dice. We’ll use the various die types – d4, d6, d8, d10, and 12 – to rank a few key facets of manors.

Holding size:

  • d4 is a virgate of land, typical to a single peasant family
  • d6 is a hide of land, the very minimum to support a lord and his immediate family.
  • d8 is a vill. It’s the typical amount of land given to a knight as a fee for his services.
  • d10 is a parish. Basically a larger version of a vill and a respectable size for a single manor.
  • d12 is a hundred. A division of a county/shire. Generally only bishops and earls would hold this much continuous land.

If you have four of one particular rank of land, they can be combined together to form the next rank up. So four d4 vigrates makes a hide, four hides make a vill and so forth.

Population:

  • d4 is a family – husband and wife, maybe a sibling or parent or two who lives with them and a few children.
  • d6 is a large extended family or a group of neighbors.
  • d8 is a small village worth of people.
  • d10 is a largish village of people.
  • d12 is the resident population of a town.

Like holding size, each rank is made up of four of the rank below it.

Tools:

Step-dice will also be used to rank the tools available to the manor. This works basically as a technology level. Each manor starts with d4 tools, but various implements will increase the rank by one step. These implements are: oxen (or work horses), a forge, and a mill.

Holding size is effectively a cap on how much population can work on the land. Various manor endeavors are resolved by rolling the die appropriate for the population working on the endeavor and including the tool die in the pool. So just like core CF resolution, but with population replacing skill. Various aspects can then be invoked to enhance your chances or endured to make things tough.

[CFMS] Elements of Feudal Life

These are various elements of feudal and manor life that I’m interested in having some level of representation of in the system.

  • The difference between free peasants and villeins. The first pays rent to the lord in goods, the second pays in work on the lord’s demesne.
  • The manor calendar: plowing, sowing of spring crops, harvesting, more plowing, sowing fall crops, winter.
  • Survival and condition of the villagers. Are harvests good enough to feed everyone?
  • Who gets the surplus in the case of a good harvest?
  • Lords being able to demand higher rents at the cost of peasants’ condition, or forgive rents to improve peasants’ condition.
  • Employing laborers and experts. Quarrying, lumbering, and mining. Masons, carpenters, and smiths.
  • The time and resources it takes to build important structures like castles and cathedrals.
  • Being able to build structures out of different materials. Wood vs. stone, cost vs. strength.
  • The size of your retinue is based on the number of people you can feed by the income of your holdings.
  • Providing equipment for men-at-arms and knights.
  • Granting holdings to vassals in exchange for their loyalty.
  • Inheritance, marriage, and loyalty as means to gain land.
  • Conquering and adventuring as a means to gain land.
  • Battle on the open field as well as siege warfare.
  • Generational play: former characters become mentors for future characters. Holdings and status are passed down.

Now the issue is how to incorporate all of those elements (and I am sure there are more) into a clean, elegant system.

[CFMS] Design Goals

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?

The Chronica Feudalis Manor System

I’m hard at work ironing out the mechanics and translating more scraps of Middle English scribbles for the as-of-yet untitled first supplement for Chronica Feudalis. This book will detail rules for ruling lands and people – a knight’s fiefdom, a monastery’s holdings, an earl’s county – and add themes of power and responsibility in a very tactile way to a CF campaign.

What our intrepid cellarer and brothers Adam, James, and William left us with is a very incomplete and contradictory set of notes for mechanics that resolve peasant husbandry, the building of cathedrals and castles, warfare, and leaving your holdings to your inheritors. This is not to say that they were not prolific: there are plenty of words. They paint a fairly clear picture of their intentions and the results, but the methods by which they implement this leave me with many questions. And the answers appear to have been lost to time.

So, as with Chronica Feudalis itself, I am being quite liberal with my translation and making up answers as I go along. This process – that is, what I am contributing to the design of the manor system – I will journal here. Feel free to read along and even comment and participate if you so desire. I will tag these posts with the acronym CFMS (which stands for Chronica Feudalis Manor System) until I devise a title for the new book.

Chronica Feudalis on All Games Considered

At Gen Con I sat down to tell Carol at All Games Considered all about Chronica Feudalis. The interview is now up as part of episode 113 of the ENnie winning podcast. Listen on as I give an overview of the game and a quick demo of the mechanics and be taken back in time to a historical world of medieval monks, brash knights, and crafty minstrels.

New Downloads

There are two new pdf files available at the Chronica Feudalis downloads page.

The first is cf_pregens.pdf. It consists of a collection of pre-generated characters. These are the protagonists that I created for the “Warwick Castle” scenario I ran at Gen Con (it’s also featured at the end of the “Explore” chapter in the core rules of the game). These eight characters are proper starting protagonists, each supplied with personalized aspects and their own particular agenda.

Second is cf_reference.pdf, a fan-submitted reference document supplied by BiggerBoat. It does have the side-effect of taking what I describe as a relatively rules-light system and makes it look like a heavy-weight, but this flow chart is actually a very helpful look at how Chronica Feudalis works. It takes a step-by-step look at the system mechanics and conflict systems that you can use as a primer before the first time you play or keep on hand as a reference throughout your adventures. Take a look.

Get Chronica Feudalis at IPR

Once lost in scattered, fragmented documents that hid in dark corners of musty archives, the game of imagined adventure written by the diligent monks of a forgotten priory has crossed the sea of vast centuries to be delivered directly to your doorstep.

That’s right, Chronica Feudalis is now available at Indie Press Revolution.

There you will find the print and pdf copies of the game bundled together for the cover price of the print book. You’re essentially getting the pdf for free!

Visit IPR today and begin your adventure.

Chronica Feudalis now available in print

Visit our CreateSpace store to purchase Chronica Feudalis in print. Now you can bring the game of imagined adventure to your gaming table in this attractive, half-letter, softcover tome.

https://www.createspace.com/3394084

Already picked up a PDF copy of Chronica Feudalis? Just email me at jeremy [at] cellar-games [dot] com with your order number from RPGNow or DriveThru and I’ll email you a coupon for $5 off the print version through the CreateSpace store.

Hear the Chronica Feudalis demo from Gen Con

Over at Virtual Play, as part of their latest episode, you can hear the Chronica Feudalis demo I ran at the IPR booth at Gen Con Indy 2009. I sat down with Phil Walton and Bill White to run them through the ins and outs of the game. While you’re there, you can hear about some of the other new games found at the IPR Booth, Paul Tevis’ A Penny For My Thoughts, Tony Lower-Basch’s Misery Bubblegum, and Bill White’s own Ganakagok.

Get Chronica Feudalis at Gen Con Indy

Gen Con is almost here, and Chronica Feudalis will be there. You’ll be able to find the game of imagined adventure, in print, at the Indie Press Revolution booth (that’s booth number 2139).

Want to try before you buy? I’ll be running two games of Chronica Feudalis as part of the Indie Games Explosion. The adventure begins on Friday and Saturday starting at 1pm. Follow game codes RPG0902797 and RPG0902798 for more information. There are still slots open, so sign up now or come by with your generic event tickets and grab a seat at the table.

Can’t make it out to Gen Con this summer? Well, make sure to check back over the next few days for news on where you can get your mail-clad mits on Chronica Feudalis in print.