I've blogged in the past about strategy from the perspective of the players running the Stronghold. This post concerns the Autarch strategy in Wrath of the Autarch (what the Autarch player does to win). Previously, I had developed a system where the Autarch would gain access to various threats based on the year of the campaign. Basically, for every year of the campaign, the Autarch gained access to more powerful threats of various sorts (Warfare, Diplomacy, Infiltration, and Skirmish).
However, because the Autarch gained access to every sort of threat, there really wasn't any strategy on the part of the Autarch player - just choose the threat type that couldn't be defended. It also wasn't that fun to be the Stronghold players, because investing in defense in one area just left another area exposed.
The further I get in design, I also have a better vision for what this game is all about. Wrath of the Autarch is a competitive strategy role-playing game. While there is a GM of sorts, there is no GM fiat, and the GM/Autarch player is trying to win. In such a game, it's far more interesting if there are strategies for both the Stronghold players as well as the Autarch player (I may shy away from using the term GM in the book - not sure). So, I came up with the following.
Threat Pools
The Autarch player allocates points into a set of four threat pools in order to harm the Stronghold in various ways. There is one pool for each mini-game in WotA (Warfare, Diplomacy, Infiltration, and Skirmish). Threats have various requirements in terms of threat pool levels, and not surprisingly the mini-game used in that threat is the same as the pool name.
Rather than have the Autarch player secretly track all of these pools, however, I use a method of revealing hidden information that I first saw in War of the Ring: the Autarch player only allocates points into pools when executing a particular threat or when forced to by the Stronghold players (via an Infiltration mission or something similar).
Note that the pools are not expended when a threat is chosen, rather they represent requirements for more powerful threat. Maybe pools is the wrong word here? Instead, the number of threats are restricted by current year (each year may only have a number of threats equal to 1/2 the current year) as well as by type (the same threat may not be used more than once a year).
Example
For example, here are some Autarch threats, along with requirements of different types:
Propaganda Campaign (Infiltration)
Requirement 7: -1 stability
Requirement 12: -2 stability
Requirement 17: -3 stability
Military Strike (Warfare)
Requirement 9: Standard infantry, archers, and cavalry.
Requirement 14: Advanced infantry, archers, and cavalry.
Requirement 17: Elite infantry, archers, cavalry, and catapults.
Requirement 21: Elite infantry, archers, cavalry, and cannons.
Turn Faction Against Stronghold (Diplomacy)
Requirement 6: -1 Disposition
Requirement 11: -2 Disposition
Requirement 16: -3 Disposition
Let's say it's the end of the Winter of the second year (8th season), and the Autarch player has not been forced to declare where points are allocated to threat pools. In that case, during the declare threats phase (end of season) - the Autarch player may either choose to launch a Propaganda Campaign or to Turn Faction Against Stronghold, since both of those have options which require eight or fewer points.
If the Autarch player decides to Turn Faction Against Stronghold, they would be forced to allocate pools as follows:
Infiltration: 0
Warfare: 0
Skirmish: 0
Diplomacy: 6
This is because the Turn Faction Against Stronghold threat requires a Diplomacy Threat pool of at least six. The Autarch player would also have two points left over. Now the Stronghold players would know that the Autarch is going to use Diplomacy to bother them, so they better strengthen their relationships with allies!
Continuing with this example, let's fast forward to the Spring of the fourth year (13th season). Assume the Autarch has the same pools as above, as well as seven points that haven't been allocated. Five of them could be put into Diplomacy, gaining access to a better Turn Faction Against Stronghold threat, or the Propaganda Campaign could be used, putting seven into Infiltration. Finally, in two seasons, a military option could be chosen, if the Autarch is comfortable waiting. The Autarch decides to wait - preferring the flexibility of a future threat to acting now.
However, in the Summer of the fourth year (14 seasons), the Stronghold players decide to Infiltrate the Autarch in order to figure out future plans. They succeed, and choose as the success condition to force the Autarch player to allocate the eight points which aren't allocated!
The Autarch player decides on:
Infiltration: 0
Warfare: 8
Skirmish: 0
Diplomacy: 6
So, the players know that the Autarch is changing gears, supplementing Diplomacy with naked aggression in the form of military attack! And they only have one season to prepare!
Strategy
While this method of choosing threats will require tracking four more attributes on the Faction sheet, it makes for a far more interesting game in terms of acting and reacting to different threats. The Autarch player has a tension between acting earlier, giving away strategies, and acting later, while keeping options open. Although, waiting too long will force the Stronghold players' hands, making an Infiltration mission more and more worthwhile, in order to determine what dark intentions the Autarch has in mind.
Sadly, it's going to take some more strategy game testing in order to get these values roughly balanced, but initial sentiment was pretty lukewarm regarding the way Autarch threats were previously handled, and this way will hopefully fix the biggest concerns (essentially, that there was no way to defend against what the Autarch was up to since they could do everything well).
The Wrath of the Autarch - Endgame
Another part of the game that I'm adding in is a "final Autarch threat" - the victor of which wins the game. The motivation for this is largely to function as a timer. I'm calling this threat, appropriately enough, The Wrath of the Autarch.
It will be triggered in two ways: when the Autarch's stability is low enough (down to one or less), or when a certain amount of time has elapsed (the Spring of year nine). The key point is that the Autarch's power will grow significantly over the eight years, such that it greatly behooves the players to force this threat earlier rather than later. This threat would probably be handled using Skirmish, with the Autarch unleashing a full arsenal of horrible onto the important people of the Stronghold.
I think adding in a narrative reason for this would be fitting (some long term ritual she's a part of, in order to gain power).
I'm reading through and possibly going to play with some parts of Wrath of the Autarch in the near future.
ReplyDeleteI was curious - are there are other important things going on in seasons aside from Spring? I couldn't find any other important scenes.
Each season has a similar set of upkeep steps (get resources, build developments, check for threats, etc). If you have more questions, you can ask them here, and I'll get to them faster: http://rpggeek.com/rpgitem/146594/wrath-of-the-autarch
ReplyDeleteTotally missed this! :)