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Rebel Crown

A roleplaying game of courtly intrigue, feudal ambition, and perilous conflict · By Narrative Dynamics

Rules Questions and Clarifications Sticky

A topic by Narrative Dynamics created Sep 01, 2020 Views: 1,057 Replies: 20
Viewing posts 1 to 6
Developer

Unsure about a play procedure?  Need examples of how something might work in play?  This is a thread for us to help each other out.

(+2)

I just bought the game and downloaded the pdf to read while I wait.  I have played blades and band of blades for reference. I don’t really understand how the battle clocks work. Do I make the clocks, tick them down when we take actions and then once it’s completed the battle is over? Is it competing clocks? And what is the difference in the field, foe and fallout clocks? In short I just don’t understand narratively how’s they work and what they result in. 

Developer(+2)

Hey, good question.

You begin the battle by making two clocks that the players will fill with successful actions: the field clock (representing routing the enemy forces) and the foe clock (representing eliminating the enemey commanders).  When (and if) these clocks are full, the players win the battle.  You could totally make a racing clock to track when the player retinue's forces are routed and tick that when the players' forces are routed.  We aren't too prescriptive on how you frame the consequences for these rolls.

The fallout clock comes out after the battle is resolved, representing the aftermath of battle: "wraiths emerging, fires spreading, and structures collapsing".  The players can resolve these, and potentially face consequences, or they can ride home.  Choosing to not manage the fallout is likely to mean that the players will face more severe unrest and entanglements after this fight.

All that said, battles tend to be a rare thing.  Most playtest groups only ran a few battles over the whole campaign.  Most smaller skirmishes can be resolved in a single roll or pair of racing clocks.  These rules are designed to give more detail and time to epic conflicts.

(+1)

Hi, came here to ask a similar question. (Great game btw,  I rarely sit down and read an RPG book from beginning to end before my intent to run it).
I would really love a better example of the battle sequence, in part because the language in the book implies all clocks need filling but don't showcase how a battle would be waged or which actions would affect said clocks. Also while the raising of levies and their quality would be an important part of the narrative, I am uncertain how to deploy these resources in play mechanically.  I feel battles, however rare, would be quite pivotal and essential to the story, and a play-by-play example would really bolster my confidence in running these scenarios. 

Keep doing what you're doing!

Developer

I don't have a recording of any full battles that I can share, but I wrote up an example.

Hopefully this helps folks interested in battles who want a sense of how they might flow.  Keep in mind that this is just one way it could go.  players might resolve the foe clock before the field clock, or they could even lose the fight and resolve either.

(1 edit) (+1)

This has been both incredibly informative and fun to read!
Last followups.
1. So the clocks move in sequence, not at the same time - correct?

2. With the field clock full, Ailios describes him riding up to Luthais Gearr and demanding his surrender.  Luthais refuses but offers to end the battle in single combat.  The retinue is conflicted about how to proceed
I wondered about this one when reading the book. If the NPC surrenders does the clock fill automatically and in the inverse - if their army is shattered but refuse surrender, what is the clock supposed to represent? 

3. Is dealing with the fallout always about wraiths and perhaps collateral damage like fire etc? (I hadn't imagined the wraiths would appear so instantly until reading this, really does put more weight on the dangers of killing/murder). The book suggests the clock MUST be filled for the battle to be over, but earlier in this thread you said they can choose to ignore it (with consequence). Would that just be a mitigating of more fallout (in terms of Ire and Faction relationships)? 
Thank you for taking the time, you should post that link on the KS section as well!

Developer
  1. The clocks don't move in sequence.  You might infiltrate the enemy command tent and resolve the foe clock first, or cut back between field and foe.  Resolving one of the clocks first can effect your positioning on the other.  The enemy commander might be more inclined to surrender after their forces have been routed.  The enemy line might be less organized if their commander has been killed or captured.  The exception to this non-linearity is the fallout clock.  You might add sections based on the course of the battle, so I generally resolve this last (though I bet an artful GM could start at the fallout and flash back to the battle that led to that moment).
  2. I use the clock as a pacing cue.  Does Luthais surrender when his line breaks? Well the foe clock is not full so probably not, though the broken line will put the retinue in a good position to make demands (and roll to see if they are met).  From the Blades SRD: "Remember that a clock tracks progress. It reflects the fictional situation, so the group can gauge how they’re doing. A clock is like a speedometer in a car. It shows the speed of the vehicle—it doesn’t determine the speed."
  3. Wraiths and collateral damage are the most likely fallout.  You could also focus on treating the wounded and rallying the broken spirit of your levies.  "Do you have to fill all the clocks?" is an interesting questions.  For "victory", yes.  Filling all clocks means you broke the enemy line, destroyed their command, and dealt with the fallout of the battle.  You can march home victorious.  However, you could just kill the enemy commander and run.  That's not winning the battle, but it might accomplish your strategic goals.  Similarly, if you are there to pillage a holding, you might not care about the fallout clock; let the city burn and wraiths roam.  In these instances, the clocks can help everyone get on the same page as to how the battle ended and the likely consequences.
(+1)

Thank you for the clarifications and your time. 

Developer(+1)

You're welcome.  Thanks for the questions!  I'm sure other folks wondered the same things.

Developer

Added an example of the post-battle recokoning at the end of the document.

(+1)

Any advice for running this game with 1 GM and 2 players? Is this feasible or simply not enough?

Developer

A campaign with 1 GM and 2 players is totally feasible.  I ran a 3 player campaign last year knowing that not all players could make each session, so most of the time we were playing with just 2.  An advantage of small player counts is that you can really explore the relationship between those characters.  I'd suggest talking about that upfront during character creation.  Figure out who wants to play the claimant and ask questions about why the other character is committed to the claimant's cause.  I also would nudge the players to remember that they can muster levies between sorties.  Two people against the world can feel impossible but they have the resources to gather mercenaries and supporters.  They can even do a flashback to muster before the first sortie.

I didn't record any of my two-player sessions but you can listen to a one-player actual play here:  https://www.partyofonepodcast.com/2020/05/21/234-rebel-crown-with-michael-dunn-o...

Hello, i played the game (have both physical and pdf) and they are differences between rules in the rulebook and the playsheet. And i dont know which one is correct. I dont remember all of them but one : the downtime action "train". In the playsheets and rules summary, it's about a clock depending on the number of PC training together. In the rulebook, the train action gives +1 xp on any xp track. I wanted to know if i follow the rules in the book or the playsheets?

Developer

Hey Teraskadi!   Great catch!  The rules summary has an old version of train (groups filling clocks) that made for fun scenes of training together but wasn't generous enough in benefit per downtime action.  The simple +1xp for training is the updated rule.  We'll revise that in the rules summary sheet.

Hey hey ! did you had time to revise the summary sheet? Just to know if there is an updated pdf. :) 

There are many mistakes in pdf file on itch (eg Cyphal Monastery starting situation), are you sure the file is up-to-date?

Developer

This has been updated in the most recent version


Hey, what is XP used for and how do you determine how many dice to use for an action?

Developer

Developer

Each XP marks a track for an attribute or playbook.  Completing an attribute track lets you increase an action rating under that attribute by one.  Completing the playbook xp track lets you pick another special ability.

Does the increased attribute dot get placed before or after the line --or more relevantly, does completing the attribute xp bar and increasing an action currently with 0 rating increase the attribute rating by 1 level as well? If so, can you max out your attribute rating with just 3 level ups on the same attribute bar while having 1 action rating in each of the attribute's action plus one initial point in the fourth action of that attribute?