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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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RulingNations
RulingNations

Thu

Nov 6
2003

17:49Z

[Cel] [Rules] Defining Fundamentals

RulingNations@aol.com wrote:

>Working through the process for my society has brought back the nature
>of Aria in full force; wonderful ideas that are very difficult to
>implement and use. Particularly when merged with Fudge, I feel
>societies could be designed much more easily and distinctively, but I
>don't want to clutter up the list with my comments if it's not
>something people want to discuss.

At least I would be very interested in hearing your thoughts.
You could, though, mark such discussions with e.g. [Rules] tag
on the subject line.

OK, here goes.

The basic problem with the Aria Interactive History system is that too
many of the things that are defined are simply descriptive and no (or
few) actual game effects. The descriptions are good, but understanding
how they are used is extremely difficult. Using Fudge's Attributes /
Skills / Gifts / Faults system, here's what I would do.

DESCRIPTION:

Much of what Aria uses statistics for are simply descriptive. A
society's description should include its basic nature (government,
family, religion, business), its location, and how its organized.

12 TRAITS:

SCOPE is the size and population of the society and its components
RESOURCES is the wealth and knowledge available to a society
DEVELOPMENT is what a society is capable of, its economy
CONTROL is the measure of how much a society dominates its members

AGGRESSION is the amount of violence in a society
COMMUNALISM is the amount a society de-emphasizes individuality
INNOVATION is the amount a society accepts changes and new ideas
PRAGMATISM is the amount the practical is emphasized over the mystical
PROVIDENCE is the amount of long-term thinking in a society
TOLERATION is the amount a society accepts those outside itself
TRACTABILITY measures how willing the population is to be ruled
UNIFORMITY measures how much a society isn't divided internally

If a player (or GM) wishes these traits can be subdefined. For example,
Control might be divided into Bureaucracy, Law Enforcement, and Social
Stratification. Military forces would be based on scope, and Resources
could be divided into Food, Gold, Iron and the like.

6 SKILLS:

A Society's skills are it's ability to _do_ things (as opposed to traits
which are it's ability to _be_ things). Using the Crafts model:

ARTS deals with non-practical, but often morale-building, matters
BIOLOGY deals with living things (agronomy, medicine, etc.)
MILITARY deals with combat and espionage
PARANATURALISM deals with magic and mysticism
MANUFACTURE deals with physical items (weapons, transportation, etc.)
PSYCHOLOGY deals with people's minds (advertising, diplomacy, trade, etc.)

As with traits, these can be subdivided.

GIFTS AND FAULTS work essentially the same as in Fudge, except they
affect the society as a whole. (Note that unlike traits and skills gifts
and faults are not ranked.)

An example gift might be to give a society a navy in addition to its army.

An example fault might be that a society does not have a technology
that's considered standard.

Gifts and faults aren't subdivided, but they may have prerequisites. For
example a society might want to get the Accounting technology to improve
it's trade, but in order to do so it must first pick up Primitive
Accounting.

Jefferson (Exquaestio)
http://www.picotech.net/~jeff_wilson63/rpg/

PS I'd also change the terminology a bit. Traits become Capacities.
Skills become Crafts. Gifts become Glories. Faults become Burdens.

If it looks familiar, much of the system above is based on _GURPS
Traveller: First In_ by Jon F. Zeigler (who I happen to know plays
FUDGE).
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JuhaVesanto
juuso

Tue

Nov 18
2003

21:15Z

[Cel] [Rules] Defining Fundamentals

RulingNations@aol.com wrote:

>12 TRAITS:
>
>SCOPE is the size and population of the society and its components
>RESOURCES is the wealth and knowledge available to a society
>DEVELOPMENT is what a society is capable of, its economy
>CONTROL is the measure of how much a society dominates its members
>
>AGGRESSION is the amount of violence in a society
>COMMUNALISM is the amount a society de-emphasizes individuality
>INNOVATION is the amount a society accepts changes and new ideas
>PRAGMATISM is the amount the practical is emphasized over the mystical
>PROVIDENCE is the amount of long-term thinking in a society
>TOLERATION is the amount a society accepts those outside itself
>TRACTABILITY measures how willing the population is to be ruled
>UNIFORMITY measures how much a society isn't divided internally
>
You stated that the traits should have actual game-effects. I kind of 
agree with that,
but I think that the 8 traits above are more descriptive in nature than 
with actual
game effect. They are *good* descriptive traits, but I can't really see 
their game
effect, except in some special situations. SCOPE, RESOURCES and CONTROL 
sound good,
but DEVELOPMENT sounds like it would belong to the 'skills' rather than 
'traits'.
Hmmm... in its stead I would propose STABILITY as measuring how fast
or slow the society changes its course.

>A Society's skills are it's ability to _do_ things (as opposed to traits
>which are it's ability to _be_ things). 
>
Hmm... that's a nice division.

>ARTS deals with non-practical, but often morale-building, matters
>BIOLOGY deals with living things (agronomy, medicine, etc.)
>MILITARY deals with combat and espionage
>PARANATURALISM deals with magic and mysticism
>MANUFACTURE deals with physical items (weapons, transportation, etc.)
>PSYCHOLOGY deals with people's minds (advertising, diplomacy, trade, etc.)
>
I don't really like the terminology and/or the division to modern 
subject areas for these.
Why should e.g. agronomy and medicine be lumped into one category, when 
they deal
with entirely different matters (from pragmatic and development 
perspective)?

>An example gift might be to give a society a navy in addition to its army.
>
>An example fault might be that a society does not have a technology
>that's considered standard.
>
How about when a society want to build the navy, or obtains that technology
during the game? Ah well, as a game device in character building stage
faults and gifts work out nicely, but in IH, the "characters" tend to 
remain
around for a long time.

>PS I'd also change the terminology a bit. Traits become Capacities.
>Skills become Crafts. Gifts become Glories. Faults become Burdens.
>
These sound good to my ears.

juuso

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RulingNations
RulingNations

Wed

Nov 19
2003

02:07Z

[Cel] [Rules] Defining Fundamentals

In a message dated 11/18/03 2:16:17 PM Mountain Standard Time, juuso@iki.fi 
writes:
>RulingNations@aol.com wrote:
>
>>12 TRAITS:
>>
>>SCOPE is the size and population of the society and its components
>>RESOURCES is the wealth and knowledge available to a society
>>DEVELOPMENT is what a society is capable of, its economy
>>CONTROL is the measure of how much a society dominates its members
>>
>>AGGRESSION is the amount of violence in a society
>>COMMUNALISM is the amount a society de-emphasizes individuality
>>INNOVATION is the amount a society accepts changes and new ideas
>>PRAGMATISM is the amount the practical is emphasized over the mystical
>>PROVIDENCE is the amount of long-term thinking in a society
>>TOLERATION is the amount a society accepts those outside itself
>>TRACTABILITY measures how willing the population is to be ruled
>>UNIFORMITY measures how much a society isn't divided internally
>
>You stated that the traits should have actual game-effects. I kind of
>agree with that, but I think that the 8 traits above are more
>descriptive in nature than with actual game effect. They are *good*
>descriptive traits, but I can't really see their game effect, except in
>some special situations.

I mostly see these as target numbers for other society's actions. For
example, to get an alliance or trade add society's Toleration; to get
your society to adopt a new idea, add Innovation. Admittedly I'm not
sure how to apply all of them, but they don't really have any overlaps
either.

>SCOPE, RESOURCES and CONTROL sound good, but DEVELOPMENT sounds like it
>would belong to the 'skills' rather than 'traits'.

Well, Development can certainly be combined with Resources. I prefer to
split it out because I feel that Communication, Production, and
Transportation (subs of Development) are distinctly different from
Holdings, Infrastructure, and Knowledge (subs of Resources). Resources
answers, "Can it be done?" Development answers, "How easy is it?"

>Hmmm... in its stead I would propose STABILITY as measuring how fast
>or slow the society changes its course.

That's basically the idea of Innovation.

>>A Society's skills are it's ability to _do_ things (as opposed to traits
>>which are it's ability to _be_ things). 
>
>Hmm... that's a nice division.
>
>>ARTS deals with non-practical, but often morale-building, matters
>>BIOLOGY deals with living things (agronomy, medicine, etc.)
>>MILITARY deals with combat and espionage
>>PARANATURALISM deals with magic and mysticism
>>MANUFACTURE deals with physical items (weapons, transportation, etc.)
>>PSYCHOLOGY deals with people's minds (advertising, diplomacy, trade, etc.)
>
>I don't really like the terminology and/or the division to modern
>subject areas for these.

Well, we want areas that have similar breadth or utility, and a list of
no more than 12 (top-level) items. Another scheme would be: ARTS, BUILD
& DESIGN, GOVERNANCE, HUMANITIES, LABOR, MAGIC, NATURAL SCIENCES,
PHYSICAL SCIENCES.

>Why should e.g. agronomy and medicine be lumped into one category, when
>they deal with entirely different matters (from pragmatic and
>development perspective)?

>>An example gift might be to give a society a navy in addition to its army.
>>
>>An example fault might be that a society does not have a technology
>>that's considered standard.
>
>How about when a society want to build the navy, or obtains that technology
>during the game? Ah well, as a game device in character building stage
>faults and gifts work out nicely, but in IH, the "characters" tend to 
>remain around for a long time.

It should be possible to use actions to obtain Glories in play.

Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/
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AndrewJanssen
Andrew Janssen

Thu

Nov 20
2003

01:29Z

[Cel] [Rules] Defining Fundamentals

Here's my $0.02 worth of opinion.
--- RulingNations@aol.com wrote:
> RulingNations@aol.com wrote:

> 12 TRAITS:
> 
> SCOPE is the size and population of the society and its components

Based on some of the discussions we've been having on the list lately,
I really think that instead of Scope being one number, we need two: one
number for area, and one for population. The current rules make the
assumption that societies with large populations occupy proportionally
large land areas(when your society is a nation). This doesn't do
justice to the variety of societies we have here.

> RESOURCES is the wealth and knowledge available to a society

Again, might want to subdivide Resources into, say, Agricultural and
Industrial. How well can you feed your people and how well can you
"feed" your industries?

> DEVELOPMENT is what a society is capable of, its economy

Are you talking about tech levels here?

> CONTROL is the measure of how much a society dominates its members

Perhaps an axis running from anarchy on one extreme to totalitarianism
on the other? On the other hand, I forget exactly where I first read
this, but I think most political scientists believe that you need two
axes, social and economic, to accurately portray political viewpoints.
The classic example would be the American liberal who favors minimal
governmental interference with social behavior but wants heavily
regulated markets opposed to the American conservative who wants heavy
regulation of social behavior but minimal government interference with
markets. Someone who feels that government shouldn't be involved in
regulating anything would probably be an anarchist, while someone who
favors heavy government involvement in all aspects of life is likely a
totalitarian.

> AGGRESSION is the amount of violence in a society

Is this internal violence, reflecting tension within a society, or
external violence, directed at neighbors?

> COMMUNALISM is the amount a society de-emphasizes individuality

Being American, I'd probably just call this Individuality; the greater
the number on the positive side, the more individualistic, while the
farther negative you go, the more communalist you become.

> INNOVATION is the amount a society accepts changes and new ideas
> PRAGMATISM is the amount the practical is emphasized over the
> mystical

I would think that Pragmatism and Innovation influence each other to a
certain degree; when a society has extremely high values for
pragmatism, most of their innovative energy is probably going to be
directed into improving existing technologies because if they don't see
an immediate practical application for a new discovery, they won't
follow it up. On the other hand, when they *do* see an immediate
application for a new discovery, they'd exploit it to the full.

I also imagine that when a society's Pragmatism number is down in the 
far Mysticism end of the scale, they too would have problems with
innovation, because they spend so much time looking inward.

> PROVIDENCE is the amount of long-term thinking in a society

Maybe Foresight would be a better term? The word "Providence" always
makes me think of two things: 18th Century Christians and Rhode Island.
It's kind of a loaded term.

> TOLERATION is the amount a society accepts those outside itself

Good idea.

> TRACTABILITY measures how willing the population is to be ruled

We kind of have this already, as the Consent determinant that each Key
Element receives, indicating how much popular support they have. I
don't think we need to add Tractability; the current method allows more
flexibility.

> UNIFORMITY measures how much a society isn't divided internally

Another good idea. In our world, Japan and Korea would probably come
close to the maximum value for Uniformity, the US would be down near
the low end(because of our ethnic diversity and deep political
divisions), while countries with civil wars and strong separatist
movements like Afghanistan, Indonesia, and the Congo would be well into
negative numbers.

> If a player (or GM) wishes these traits can be subdefined. For
> example,
> Control might be divided into Bureaucracy, Law Enforcement, and
> Social
> Stratification. Military forces would be based on scope, and
> Resources
> could be divided into Food, Gold, Iron and the like.
> 
> 6 SKILLS:
> 
> A Society's skills are it's ability to _do_ things (as opposed to
> traits
> which are it's ability to _be_ things). Using the Crafts model:
> 
> ARTS deals with non-practical, but often morale-building, matters
> BIOLOGY deals with living things (agronomy, medicine, etc.)
> MILITARY deals with combat and espionage
> PARANATURALISM deals with magic and mysticism
> MANUFACTURE deals with physical items (weapons, transportation, etc.)
> PSYCHOLOGY deals with people's minds (advertising, diplomacy, trade,
> etc.)

Another possible division, more in keeping with the general level of
development in Midsea:
ARTS, as above.
MILITARY, as above.
MAGECRAFT, as Paranaturalism.
INDUSTRY, as Manufacture.
AGRICULTURE, self-evident.
PHILOSOPHY, the mind.
NATURAL PHILOSOPHY, the sciences & most social sciences, but see below.
POLITICAL ECONOMY, political science & economics (in real history,
political science and economics weren't considered as seperate subjects
until after 1776, when Adam Smith published _The Wealth of Nations_.
And at the current level of development in the Midsea(traditional
economies), it's not inaccurate to consider them the same.)


> As with traits, these can be subdivided.
> 
> GIFTS AND FAULTS work essentially the same as in Fudge, except they
> affect the society as a whole. (Note that unlike traits and skills
> gifts
> and faults are not ranked.)
> 
> An example gift might be to give a society a navy in addition to its
> army.

Eh, not neccessarily a good example. A society that's large enough with
access to ocean, like the ancient Mystic Realm of Mir or the old
Cedonian Empire would automatically have a navy--in fact, any society
on the Midsea that engages in trade is going to have *some* kind of
naval force, if only for customs/excise and anti-piracy purposes. For
some societies, like Kaeir, their navy is their primary force, with the
army secondary, or replaced by marines.

> An example fault might be that a society does not have a technology
> that's considered standard.

Do you mean sub-standard, or just incompatible with what everybody else
uses?
 
> Gifts and faults aren't subdivided, but they may have prerequisites.
> For
> example a society might want to get the Accounting technology to
> improve
> it's trade, but in order to do so it must first pick up Primitive
> Accounting.

Hrm. I like most of your ideas, but I worry that they may make things
more restrictive for the players.

Andrew Janssen 
 
> Jefferson (Exquaestio)
> http://www.picotech.net/~jeff_wilson63/rpg/
> 
> PS I'd also change the terminology a bit. Traits become Capacities.
> Skills become Crafts. Gifts become Glories. Faults become Burdens.
> 
> If it looks familiar, much of the system above is based on _GURPS
> Traveller: First In_ by Jon F. Zeigler (who I happen to know plays
> FUDGE).
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.


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JuhaVesanto
juuso

Thu

Nov 20
2003

21:49Z

[Cel] [Rules] Defining Fundamentals

Andrew Janssen wrote:

>Based on some of the discussions we've been having on the list lately,
>I really think that instead of Scope being one number, we need two: one
>number for area, and one for population. The current rules make the
>assumption that societies with large populations occupy proportionally
>large land areas(when your society is a nation). This doesn't do
>justice to the variety of societies we have here.
>
Actually, the IH rules, as presented on my page at 
http://www.iki.fi/juuso/ihfudge
already require those two numbers (although there is only one 'Scope' 
value).

This, and the agriculture discussion, led me to think more about the 
scope, population
and subsistance in a society. I would like to have a very simple ruleset 
which would
cover these three issues in a somewhat consistent matter. The 
spreadsheets are very
nice, but they are quite too complicated to be used in a (basically) 
table-top game.
So here's my thinking laid out:

1. Scope of the society is based on its population (not the landarea).

2. Population consists of (a) people directly or indirectly involved with
basic subsistance (farmers, blacksmiths, local lords, etc.), and (b)
people not involved in such tasks (e.g. army, priests, artists, etc.; let's
call these "extras").

3. A single figure is used to represent how many "extras" the society
can maximally support. This is the "margin of subsistance": it
is the leftover from production of subsistance after the "normal
people have taken their share. For example, a margin of 0.2
would mean that 5 people involved in subsistance livelyhoods
generates enough to support one extra. Normally, though,
these extras require more support than normal people: a soldier
needs his gear, for example, which is not cheap, and which is
away from subsistance production. Note that the 'subsistance'
need not come from farming: it can be, for example, commerce.
It just needs to provide the subsistance for the people
in the society.

4. To tie the margin in with land area, another figure is needed: the 
subsistance
population density, which tells how many normal people - well, let's
say farmers - can gather their livelihood from one square mile/km.
This determines how big population can live in a given area, or
how big area does a certain population require. Typical values
are around 1-2 for primitive gathering/hunting societies, around
10 (I think....) for herding, and around 100 for sedentary. Modern
societies, and special situations (like imperial Rome) allow bigger
population densities.

As an example, let's assume an area of 100x100 miles. If it
is fully cultivated, and can support 100 farmers per square mile,
and the subsistance margin (which depends on the yield of the crop,
which in turns on soil, weather, fertilizer, techiniques... and magic) 
is 0.2.
The number of farmers (and their supportive cast) is 1 million, and
thus the maximum number of extras is 200'000. Since these are
more "expensive" than the farmers, let's say there are 100'000
of the extras => the maximum size of army is 100'000 men; in practice
a whole lot less.

What are the extras then? That depends on the motivation/obsessions
of the society (religion --> priets, science --> scientists, art --> 
artists;
and of external pressures --> army). Of course, the extras can also
be valuable craftsmen, or for example gold miners, or simply more
farmers; each of these generates more wealth to the society. So,
depending on resources, motivations, and crafts of the society,
the margin is also directly linked to the wealth of the society.

So, just by specifying population, and the margin of subsistance, we
can get
 - "extra" population --> maximum standing army size
 - some indication of the wealth of the society
 - with sub.pop.density --> required (cultivated) land area

Comments?

 Hmmm... I'll have to go through Qaiyore socieities, and
see how they compare with this (landarea, wilderness ratio,
population --> what are the subsistance margin and
pop.densities of different societies? Do they make sense?)

juuso

















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RulingNations
RulingNations

Fri

Nov 21
2003

02:31Z

[Cel] [Rules] Defining Fundamentals

In a message dated 11/19/03 6:30:39 PM Mountain Standard Time, 
andrewdj54701@yahoo.com writes:
>>RulingNations@aol.com wrote:
>
>>12 TRAITS:
>>
>>SCOPE is the size and population of the society and its components
>
>Based on some of the discussions we've been having on the list lately,
>I really think that instead of Scope being one number, we need two: one
>number for area, and one for population. The current rules make the
>assumption that societies with large populations occupy proportionally
>large land areas (when your society is a nation). This doesn't do
>justice to the variety of societies we have here.

That's where being able to subdivide capacities comes in. Scope is a can
be divided into Population, Area, and Reach. You could also subdivide
for sub-areas or different races. But you subdivide only if required,
most of the time the summary Scope covers what's needed.


>>RESOURCES is the wealth and knowledge available to a society
>
>Again, might want to subdivide Resources into, say, Agricultural and
>Industrial. How well can you feed your people and how well can you
>"feed" your industries?

That's more along the line of Development. However, I personally would
rather have economic factors like this taken care of automatically. I
feel that the more control a player has over economic factors, the more
unrealistic (and less fun) a game gets. I'd like to hear the other side
though.

>>DEVELOPMENT is what a society is capable of, its economy
>
>Are you talking about tech levels here?

Nope, tech levels are knowledge which falls under resources.

>>CONTROL is the measure of how much a society dominates its members
>
>Perhaps an axis running from anarchy on one extreme to totalitarianism
>on the other? On the other hand, I forget exactly where I first read
>this, but I think most political scientists believe that you need two
>axes, social and economic, to accurately portray political viewpoints.
>The classic example would be the American liberal who favors minimal
>governmental interference with social behavior but wants heavily
>regulated markets opposed to the American conservative who wants heavy
>regulation of social behavior but minimal government interference with
>markets. Someone who feels that government shouldn't be involved in
>regulating anything would probably be an anarchist, while someone who
>favors heavy government involvement in all aspects of life is likely a
>totalitarian.

Control isn't a matter of politics it's a matter of police, bureaucracy,
laws, and so forth. (Of course, if a society's Control exceeds it's
Tractability, problems are likely.)

>>AGGRESSION is the amount of violence in a society
>
>Is this internal violence, reflecting tension within a society, or
>external violence, directed at neighbors?

Both, plus how much training in violence is present in a society.

>>COMMUNALISM is the amount a society de-emphasizes individuality
>
>Being American, I'd probably just call this Individuality; the greater
>the number on the positive side, the more individualistic, while the
>farther negative you go, the more communalist you become.

I made the list with the idea that high values were generally better
from a society's perspective. Certainly Individuality would be easier to
describe, but a high communalism makes things easier for a society.

[snip]

>>PROVIDENCE is the amount of long-term thinking in a society
>
>Maybe Foresight would be a better term? The word "Providence" always
>makes me think of two things: 18th Century Christians and Rhode Island.
>It's kind of a loaded term.

I can see that.

>>TOLERATION is the amount a society accepts those outside itself
>
>Good idea.
>
>>TRACTABILITY measures how willing the population is to be ruled
>
>We kind of have this already, as the Consent determinant that each Key
>Element receives, indicating how much popular support they have. I
>don't think we need to add Tractability; the current method allows more
>flexibility.

The problem is that I don't really see how the consent of key elements
is supposed to be used.

>>UNIFORMITY measures how much a society isn't divided internally
>
>Another good idea. In our world, Japan and Korea would probably come
>close to the maximum value for Uniformity, the US would be down near
>the low end (because of our ethnic diversity and deep political
>divisions), while countries with civil wars and strong separatist
>movements like Afghanistan, Indonesia, and the Congo would be well into
>negative numbers.
>
>>If a player (or GM) wishes these traits can be subdefined. For
>>example, Control might be divided into Bureaucracy, Law Enforcement,
>>and Social Stratification. Military forces would be based on scope,
>>and Resources could be divided into Food, Gold, Iron and the like.
>>
>>6 SKILLS:
>>
>>A Society's skills are it's ability to _do_ things (as opposed to
>>traits
>>which are it's ability to _be_ things). Using the Crafts model:
>>
>>ARTS deals with non-practical, but often morale-building, matters
>>BIOLOGY deals with living things (agronomy, medicine, etc.)
>>MILITARY deals with combat and espionage
>>PARANATURALISM deals with magic and mysticism
>>MANUFACTURE deals with physical items (weapons, transportation, etc.)
>>PSYCHOLOGY deals with people's minds (advertising, diplomacy, trade,
>>etc.)
>
>Another possible division, more in keeping with the general level of
>development in Midsea:
>ARTS, as above.
>MILITARY, as above.
>MAGECRAFT, as Paranaturalism.

What about religious magic?

>INDUSTRY, as Manufacture.
>AGRICULTURE, self-evident.
>PHILOSOPHY, the mind.
>NATURAL PHILOSOPHY, the sciences & most social sciences, but see below.
>POLITICAL ECONOMY, political science & economics (in real history,
>political science and economics weren't considered as seperate subjects
>until after 1776, when Adam Smith published _The Wealth of Nations_.
>And at the current level of development in the Midsea(traditional
>economies), it's not inaccurate to consider them the same.)

Other than the above I can see this.

Jefferson (Exquaestio)
http://www.picotech.net/~jeff_wilson63/rpg/
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AndyMilburn
Andy Milburn

Fri

Nov 21
2003

17:27Z

[Cel] [Rules] Defining Fundamentals

please remove me from this mailing list

RulingNations@aol.com wrote:In a message dated 11/19/03 6:30:39 PM Mountain Standard Time, 
andrewdj54701@yahoo.com writes:
>>RulingNations@aol.com wrote:
>
>>12 TRAITS:
>>
>>SCOPE is the size and population of the society and its components
>
>Based on some of the discussions we've been having on the list lately,
>I really think that instead of Scope being one number, we need two: one
>number for area, and one for population. The current rules make the
>assumption that societies with large populations occupy proportionally
>large land areas (when your society is a nation). This doesn't do
>justice to the variety of societies we have here.

That's where being able to subdivide capacities comes in. Scope is a can
be divided into Population, Area, and Reach. You could also subdivide
for sub-areas or different races. But you subdivide only if required,
most of the time the summary Scope covers what's needed.


>>RESOURCES is the wealth and knowledge available to a society
>
>Again, might want to subdivide Resources into, say, Agricultural and
>Industrial. How well can you feed your people and how well can you
>"feed" your industries?

That's more along the line of Development. However, I personally would
rather have economic factors like this taken care of automatically. I
feel that the more control a player has over economic factors, the more
unrealistic (and less fun) a game gets. I'd like to hear the other side
though.

>>DEVELOPMENT is what a society is capable of, its economy
>
>Are you talking about tech levels here?

Nope, tech levels are knowledge which falls under resources.

>>CONTROL is the measure of how much a society dominates its members
>
>Perhaps an axis running from anarchy on one extreme to totalitarianism
>on the other? On the other hand, I forget exactly where I first read
>this, but I think most political scientists believe that you need two
>axes, social and economic, to accurately portray political viewpoints.
>The classic example would be the American liberal who favors minimal
>governmental interference with social behavior but wants heavily
>regulated markets opposed to the American conservative who wants heavy
>regulation of social behavior but minimal government interference with
>markets. Someone who feels that government shouldn't be involved in
>regulating anything would probably be an anarchist, while someone who
>favors heavy government involvement in all aspects of life is likely a
>totalitarian.

Control isn't a matter of politics it's a matter of police, bureaucracy,
laws, and so forth. (Of course, if a society's Control exceeds it's
Tractability, problems are likely.)

>>AGGRESSION is the amount of violence in a society
>
>Is this internal violence, reflecting tension within a society, or
>external violence, directed at neighbors?

Both, plus how much training in violence is present in a society.

>>COMMUNALISM is the amount a society de-emphasizes individuality
>
>Being American, I'd probably just call this Individuality; the greater
>the number on the positive side, the more individualistic, while the
>farther negative you go, the more communalist you become.

I made the list with the idea that high values were generally better
from a society's perspective. Certainly Individuality would be easier to
describe, but a high communalism makes things easier for a society.

[snip]

>>PROVIDENCE is the amount of long-term thinking in a society
>
>Maybe Foresight would be a better term? The word "Providence" always
>makes me think of two things: 18th Century Christians and Rhode Island.
>It's kind of a loaded term.

I can see that.

>>TOLERATION is the amount a society accepts those outside itself
>
>Good idea.
>
>>TRACTABILITY measures how willing the population is to be ruled
>
>We kind of have this already, as the Consent determinant that each Key
>Element receives, indicating how much popular support they have. I
>don't think we need to add Tractability; the current method allows more
>flexibility.

The problem is that I don't really see how the consent of key elements
is supposed to be used.

>>UNIFORMITY measures how much a society isn't divided internally
>
>Another good idea. In our world, Japan and Korea would probably come
>close to the maximum value for Uniformity, the US would be down near
>the low end (because of our ethnic diversity and deep political
>divisions), while countries with civil wars and strong separatist
>movements like Afghanistan, Indonesia, and the Congo would be well into
>negative numbers.
>
>>If a player (or GM) wishes these traits can be subdefined. For
>>example, Control might be divided into Bureaucracy, Law Enforcement,
>>and Social Stratification. Military forces would be based on scope,
>>and Resources could be divided into Food, Gold, Iron and the like.
>>
>>6 SKILLS:
>>
>>A Society's skills are it's ability to _do_ things (as opposed to
>>traits
>>which are it's ability to _be_ things). Using the Crafts model:
>>
>>ARTS deals with non-practical, but often morale-building, matters
>>BIOLOGY deals with living things (agronomy, medicine, etc.)
>>MILITARY deals with combat and espionage
>>PARANATURALISM deals with magic and mysticism
>>MANUFACTURE deals with physical items (weapons, transportation, etc.)
>>PSYCHOLOGY deals with people's minds (advertising, diplomacy, trade,
>>etc.)
>
>Another possible division, more in keeping with the general level of
>development in Midsea:
>ARTS, as above.
>MILITARY, as above.
>MAGECRAFT, as Paranaturalism.

What about religious magic?

>INDUSTRY, as Manufacture.
>AGRICULTURE, self-evident.
>PHILOSOPHY, the mind.
>NATURAL PHILOSOPHY, the sciences & most social sciences, but see below.
>POLITICAL ECONOMY, political science & economics (in real history,
>political science and economics weren't considered as seperate subjects
>until after 1776, when Adam Smith published _The Wealth of Nations_.
>And at the current level of development in the Midsea(traditional
>economies), it's not inaccurate to consider them the same.)

Other than the above I can see this.

Jefferson (Exquaestio)
http://www.picotech.net/~jeff_wilson63/rpg/
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AndrewJanssen
Andrew Janssen

Sat

Nov 22
2003

07:08Z

[Cel] [Rules] Defining Fundamentals

Sheesh, pal, it says how to unsubscribe at the bottom of every message.
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Andrew Janssen

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RaFry
Robert Fry

Fri

Nov 21
2003

03:06Z

[Cel] [Rules] Defining Fundamentals

I've been following this, silently, unable to respond due to having my personal computer stolen. Anyway, since I envision my own PC culture as being neither agricultural nor industrial (nor magical-industrial), yet still high-tech, I'm always looking closely at how these ideas apply to a nonstandard culture. I will also admit I haven't thought too carefully about the 'scope' number vs the productivity rating(s), but I'm also very much biased towards 'rules' that enhance storytelling vs. rules that enhance 'accuracy' (you could call that 'playability' vs. 'simulation').

So, going with the ideas presented about population density vs. 'extras' supported by the culture, we have about 2000 'extras' out of 5500 people. That's a subsistence margin of about 0.36. This may not be unreasonable for a culture that spends a lot of its time fishing (and following the fish to where they're plentiful) and trading .. or is it?

Actually, the Ka'Shari are a very communal society in which everybody spends a part of their time at each job. Exceptions are made for the elderly and those whose 'profession' is a full-time thing (elite knights, the Guide, skilled Magi, ??), but even so a lot of the professional types spend large portions of their time (10%? 20%?) assisting with things like fishing, trade, ship repair, etc and reducing the necessary subsistence margin.

So how much of a 'subsistence margin' seems appropriate for an economy centered on trade? We're in great shape if we can find either luxury goods or rare necessities, but hurting if margins are poor.

Given our size, supporting something like a 'university' or 'school' becomes a costly endeavor, if it's even possible. Especially given our 'need' to retain our knowledge of building and  land-based crafts for if we ever can found our new homeland.

I suppose the 'subsistence margin' for the sea would be high, but the 'subsistence population density' is lower? (e.g. 10/(unit of area), instead of 100).

I've played around with simulations for years (sigh: my last full years' results have now been stolen and are unbacked-up :P), and the simplest method I've used was also two numbers: fertility of the land and 'efficiency' - which measured how effectively a culture used resources. The amount one person can produce becomes the product of these two numbers. If they're both greater than 1, you can support high populations (and numbers of 'extras'). As the product approaches 1, however, industry gradually gets starved for bodies as a larger percentage of effort goes to production.

(I hadn't considered population density, however, except as it affects birth/death rates. Mostly, I've looked at science fictional technologies rather than pre-industrial, but a lot of the same ideas work for both).

My method's a bit more easily adapted to simulations, however, and not to tabletop.

Bob
> 
> From: Juha Vesanto 
> Date: 20/11/2003 21:49:13
> To: celandra@phoenyx.net
> Subject: Re: [Cel] [Rules] Defining Fundamentals







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