[Discuss] Re: Proposed Marshal changes
Christopher Subich
csubich at subich.com
Wed May 2 05:16:46 CEST 2007
Alex Davies wrote:
> Aside from the game being lightweight, the front page also says "you can
> delve deeply into it and spend more time on it". So if you don't want to
> spend more time, don't, but don't imply that it's the games fault you're
> as addicted as the rest of us :-)
A normal noble can play the game in 15 minutes, sure. The issue is that
the recent changes make the game "heavyweight" for a larger class of people.
It's understandable if the ruler, Dukes, or other council members might
have to spend a while playing, simply because of the diplomacy involved.
But the number of people that have to "get involved" is increasing
with the "local power" changes, of which this (marshal settings) is just
the latest.
Prior to local taxes and estates, a region lord was essentially as
lightweight as everyone else. Most of their time was spent with the
main army, and there was an occasional court-holding. Even the food
was/is managed by the banker, mostly through automated transfers.
Now, local taxes mean that a region lord will have to do math. Putting
the wrong numbers into those little boxes mean that either the lord goes
to the poorhouse or people up the chain yell at him for being stingy.
Taxes also have to be rebalanced every time a knight joins or leaves the
region, as I can forsee many dukes saying "have 5 knights or send the
equivalent in cash up to me, where I'll pay for them." Indeed, that was
the essence of the Feudal system after about 1200 or so -- the
obligation of having men-at-arms was relieved if you paid the "knight's
fee" to your lord, so that he might hire one.
Likewise, the estate change will make management more difficult. Aside
from the mentioned problems where even poor regions will require 2-3
knights, estates will have to be managed every time a knight joins or
leaves a region. If a knight pauses while the army's away on campaign,
it might be a week or more before the management can be fixed. The
same's currently true if a lord pauses, of course, but the set of "all
knights" has cardinality much greater than the set of "all lords."
As I see it, the problem with the recent set of "local power" changes is
that it makes playing the game more intense, for little real benefit. I
do like the ideal of local intrigue, but that doesn't mean it's
acceptable to make normal, non-intrigue play challenging. I like that a
lord can be rebellious towards his duke, or that even a knight can
undermine his lord -- but it shouldn't require active effort to /not/ be
rebellious.
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