- 15,000 calories default per 1,000lbs for minimally active horses. (lvl2 Increased Consumption)
- An Active, but not strenuously active horse, needs 25,000 calories per 1,000lbs (of horse). (Level 2.5 increased consumption. )
- Strenuous activity, like a competition horse or a warhorse, is 33,000 calories per 1,000lbs. Lv4 Increased Consumption Disad Trait for a Light War Horse of 1,000lbs.
Thursday, December 30, 2010
Some more Useful Biometrics, GURPS Increased Consumption Disadvantage
Purpose of Realism in Games?
Tuesday, December 28, 2010
Is this getting around?
Maybe I should be worried, given the increase readership and connectivity of gamer blogs some criminals might take advantage of this and inflict these blogs with malware for their own devices.
Friday, December 24, 2010
Social Hierarchy is not the same as Levels
Social Status as Levels tend confuse gamers of how they really worked back then. The Social Rank does not confer any abilities or privileges, instead the Person or the Lord's influence is what determines his pecking order. It is the lord's resource to appear powerful is what determines his social status. The best way to illustrate this is actually giving an example in history.
When Pippin the Short was crowned the Holy Roman Emperor by Pope Stephen is a good example where to start. If you look at the historical context as to why, Pippin the short was made the First Holy Roman Emperor (when Constantine was supposed to have the title 400 years earlier) was to get him to help defend Rome from its enemies. So its not that the Pope was Great enough to confirm Pippin, it was an audience who was ready to confirm what the pope has just said.
History and Status has a lot of bluff that becomes relatively true because people had reasons to believed it or tell people about it. In Game Theory and JDM Science we learn how political power works and influence through leverage is effectively maximized or how to peel back the actions to determine who really was behind events and how much of it is chance. Cognitive Science, behavioral economics, allows us to understand the irrationalities that can make words move people when there are rational reasons against the action.
The best way to show how Status works is by taking a Snap Shot of History and listing the capabilities of each piece. An quick example* I can give is from my research into the crusades, looking at the Status of Each Crusader Lord, by all accounts Raymond the IV should be the highest ranking Baron because of his wealth. But Godfrey is the most memorable symbol of the crusades and the most charming, or Consider that people ended up doing what Behomond was proposing and he was able to wrench himself from Alexius' pledge and own Antioch when all these lands was supposed to be returned to the emperor.
They all were called Barons, but it was the youngest son the landless one who ended up king of Jerusalem, Baldwin.
My opinion is to develop concepts of Assets for PCs and powerful NPCs to wield or use. It is their assets and their competence and effectivity that determines Status (which projects Power). I guess after all these history studies, I'm beginning to see Lords as Leaders and their Lands, Soldiers, Retainers etc as Assets. It is their effective handling of these resources and their skill in "playing the game". History's ventures, problems and risks translate to stuff to do and not just stuff that happened.
*still working on this with my freetime. It will take a while especially when I have to just guestimate the GDP of these resources and guess everything else. its not like Lower Lorreign is Listed Company with an IPO.
Wednesday, December 22, 2010
The battle of Towton: Nasty, brutish and not that short | The Economist
"The men whose skeletons were unearthed at Towton were a diverse lot. Their ages at time of death ranged widely. It is easier to be precise about younger individuals, thanks to the predictable ways in which teeth develop and bones fuse during a person’s adolescence and 20s. The youngest occupants of the mass grave were around 17 years old; the oldest, Towton 16, was around 50. Their stature varies greatly, too. The men’s height ranges from 1.5-1.8 metres (just under five feet to just under six feet), with the older men, almost certainly experienced soldiers, being the tallest.
This physical diversity is unsurprising, given the disparate types of men who took the battlefield that day. Yet as a group the Towton men are a reminder that images of the medieval male as a homunculus with rotten teeth are well wide of the mark. The average medieval man stood 1.71 metres tall—just four centimetres shorter than a modern Englishman. “It is only in the Victorian era that people started to get very stunted,” says Mr Knüsel. Their health was generally good. Dietary isotopes from their knee-bones show that they ate pretty healthily. Sugar was not widely available at that time, so their teeth were strong, too."
found this through Phryrangula
Thursday, December 16, 2010
[GURPS Mass Combat] "Real Soldiers Dig"
Home Brew Plug In.Added Class Abilities: Under Troop Quality, allow for the adding of Class Abilities instead of TS increase for Good and Elite. These class abilities do not use the Unit's Base TS for Ratio Comparisons, instead it has a value of 1. Each quality level is an Opportunity to gain a Class Ability.These abilities are:(Cavalry)-TS1Fire-TS1Recon-TS1Engineer-TS0.5 (double for every TL above 2)Equipment Quality also affects both these Independent Class TS abilities.Ex.
- Good Bowmen; TS2; Class: F,Rec-TS1; Raise: $80k; Maintain: $9.6k
- Good Light Infantry TS2; Class: F-TS1,Rec; Raise: $80k; Maintain: $9.6k
- "Legionnaire" Good Heavy Infantry TS5; Class: Eng-1; Raise: $80k; Maintain: $9.6k
- "Defensores" Elite Pikemen TS4; Class: F-1, Eng-1, (Cv); Raise: $120k; Maintain: $11.2k
- "Lancers" Good Heavy Cavalry TS5; Class: (Cv)-TS1, Cv; Raise: $400k; Maintain: $48k (inspired by the Civ V unit and Sarmatian Lancers)
- "Dwarven Crossbowmen" Finely Eqpt. Good Bowmen TS4; Class: Eng-TS2, F; Raise: $120k; Maintain: $17.6k
Lesser Roles. Training and Discipline can be applied with versatility. Units can perform roles similar to a more inferior quality at the GM's discression. Typically this is indicated by Tradition. If a unit is performing a role it has as an Added Class Class Ability, it performs at an Equipment Quality 1 step worse. Use the Base TS of the Element they are emulating.Ex. the "Defensores"(above example) can made to perform the role of Poor Archers. Their new stats will be TS1.5; Class: F, Eng-TS1.Ex#2 Lancers can be used as Pikemen TS3; Class: (CV). (note that logical limitations should be imposed; this is a Homebrew rule so there may be some problems)Ex#3 Heavy Cavalry can be used as Heavy Infantry at TS3.75.Ex#3 Medium Cavalry can be used as Bowmen at TS1.5; Class: FReason to Voluntarily Bring Down Capabilities:False Intelligence,Feints
- Reading up on Cartography Guild posts
- Armenian Kingdom of Cilicia has a great map
- Formalizing my research on average City GDPs (allowing for City Wealth levels and Cost of Living)
- Organizing the First Crusader Lords by their chain of command, peerage, subordinates and forces
Wednesday, December 15, 2010
Skills in Running a City
This is optional, but very illustrative of what can happen if the acquisition of a holding with a precious Institution is mishandled or when the Lord choses to transfer key personnel to other realms as gifts, to bolster administrative competence of another asset, or to diversify his risks.
Tuesday, December 14, 2010
Reviewing: GURPS Low-Tech Companion 1: Philosophers and Kings
- Very Meticulous GMs for a Political/Diplomatic Campaign
- World Builders in the tradition of Harn, Westeros, and near-realistic settings.
- Official GURPS message travel rates,
- Official GURPS monument building tools
- Ruling with Accounting Double Entry Booking is in the TL (just apply the TL penalty to Accounting systems before Double Entry Booking)
- Official Musical Instruments and their Specialties
- A few pages on Alchemy, Herbalism and Medicine
Monday, December 13, 2010
Prep Work for Mass Combat Module
- Such a module should have a large Poster Sized Map with detail up to the location of villages. (Ideally just get one of those vector drawn maps of medieval duchy)
- Information on the rents or incomes of each village (at least average), fief, town and city.
- A set of few key NPCs of potential Rivals, Allies or Patrons.
- The kinds of NPC retainers, sergeants, yeomen and vassals.
- A sample of a Typical War-making Itinerary - Schedules for Farming, Harvesting, Tax Collection, Holidays, etc.
- The Players have to make plans per season, send it for the GM to bring out the risk factors and the game
- Eventually Players get to raise their forces and campaign (if this is what they will need).
Pikemen Levy - This tradition are found mostly in cultures with relatively strong individual freedoms. It takes a lot of will to fight and courage to be able to perform these drills.Heavy Infantry - This tradition is found mostly in a very martial tradition. Heavy infantry is more capital intensive and require some maintenance in the form of continued patronage in return for their contributions. Most levies that can contribute heavy Infantry levies are from former military colonies.Bowmen and Light Infantry - This tradition is found mostly in peoples who were once a fierce and independent tribe.Medium Infantry - This is the most common and default fighting method of those without any special tradition.Instilling a Tradition - Instilling or Changing a tradition requires a lot of resources, use the Cost to Raise to represent the access to highly skilled and veteran retainers who take the
Saturday, December 11, 2010
Centralized Bureaucracy in Medieval War Campaigns
Fall of Rome. In the Rome and the Barbarians by Professor Harl, I learned that Civil Wars and the depletion of the skilled manpower was a symptom of a poor or inadequate succession system. This sparked Civil Wars which weakened the Roman Empire that eventually lead to its fall. This understand begins to draw the fine difference between Organization, Leadership and Economies. As Innovations per aspect of a Culture may vary these 3 separate groups make it easier to understand whats going on.If your in the school that say Rome done itself in with their Civil Wars then it would be easy to see the difference as to why other instances of civil wars were not as lethal to other civilizations. The economic factors are harder to ignore in this perspective, especially when you compare the productivity Medieval Europe had but without Roman Organization. Each farm roughly produced 30% more with the 3 field crop rotation system. In my lessons, grossly they add up to 50% more production... but I don't know how the math got that way. Anyway that much production and the expansion into areas that were once unpopulated made for a greater population density and human resource boon for the civilizations after Rome.In comparison the Roman Economy was more organized allowing farmers greater access to metal tools and resources to make their quotas. While the western farmers had the 3 crop rotation system.
Vexillatio. Armies are complicated organisms to maintain, these men are inclined for their own happiness and many pursue the path of having a family. The state encourages this, of course, because the need future man power. Allowing soldiers to settle gives them motive to defend their lands and family BUT makes it harder to send them out, to prevent trouble or cut it off early.The tradition of the Vexillatio came to serve this need of a bachelor force that can be sent to far flung regions. The armies who were settled or dug in roots were the "frontier" or the home army, while the Vexillatio was the mobile force.
- At default rent comes in $2,400 a year per productive struggling to poor family. This is roughly 1/3 of the family's Cost of Living, but duties are very complicated as they are also made up of labor and not just goods.
- Lose 2/3rds of resources when converting them to movable goods. Absentee land lords earn roughly 10% of the Gross Product of their Income Generating Holdings. This is true even in eras as early as Axial Age. (Multiply Rent by 0.333... or divide it by 3)
- Lose 4/5ths resources when converting them to cash, gems or highly liquid commodities. (Multiple Rent by 0.2 or divide by 5).
- Rome and the Barbarians by Professor Kenneth Harl
- Era of the Crusades by Professor Kenneth Harl
- Ancient Empires before Alexander Professor Robert L. Dise Jr
- From Yao to Mao, 5000 years of Chinese History Prof. Hammond
- The Medieval World by Professor Dorsey Armstrong
- The Grand Strategy of the Roman Empire by Luttwark
- The $ presented are GURPS generic monetary values.
Tuesday, December 7, 2010
Escalation when making Homebrew Rules
Monday, December 6, 2010
Biometric Research: More "average" templates should be ST10 to ST11
Feudal Levies fall under this same poor category, particularly since the warrior elite didn't pay much care for them, on average (while I've heard of some rare exceptions). Levies surely fall in HT10 caregory... until you have the more prosperous and liberal (as in a lot of individual rights) city states and freemen making up the levies (more of volunteers) where HT can be 11-12.
Saturday, December 4, 2010
A good Horse website for Game Research
"Her opinions are borne out by historians, who tell us that the mounts of medieval knights were not the towering Shire-type beasties we envision, but stocky, short-ish equines averaging about 15 to 15.2 hands."
Carrying Capacity Puzzles
Friday, December 3, 2010
Preparing for a First Crusades Campaign
- Make the CCG cards templates for NPCs and Cities
- Post the list of cast in the Byzantine Blog
- Post the List of places starting from the GURPS Crusades
- Find a way to organize the Armies. I guess Each Card is a basic group element (10 person squad) and I can borrow some art from Deviant for my personal game (I can do the myself but who's paying me to?). Try to keep them generic and details on equipment only show up in small skirmishes. I think the Details/Differences are minute to reflect only the favored Strategies (Decisive Shock and Force for the Franks, Endurance and Shadowing warfare for the Levantines, none for the Greeks since they depend on mercenaries)
Thursday, December 2, 2010
Small Wars Manual - Marching; Combat Leader's Field Guide - Load Outs
- A small breakfast served at dawn, animals fed and watered, camp broken, packs assembled and loaded, and the march begun as soon as daylight begins.
- It begins slowly, the first halt happening 45mins after beginning and lasts 15mins. This first halt is to check all equipment for security and an opportunity to fix any problems.
- After the first halt of 15mins, which marks the first hour of marching, march continues at 50min intervals resting 10minutes between intervals.
- Night Marches (6-99-b) half the rate of day marches. By half the rate, what is meant is that at half the effort. This is described as an "easy walk".
- Soldier's Load p.52. A soldier can carry up to 30% of body weight before serious penalties to agility, stamina, and alterness. Given the average soldier FIT weight of 160lbs, this would be 48lbs. This 30% is also known as the Combat Load.
- Approach march Load is equal to 45% of the soldier's FIT body weight. This is also 50% heavier than the soldier's combat load. For a 160lb soldier this is 72lbs.
- Emergency Approach Marches are loads where the soldier needs to bring most of his logistics with him. These are weights greater than 72lbs, at about 120-150lbs carried for several days for distances up to 20km a day!
- Load Management p. 52 basically a long list of conservative and vigilant awareness of fatigue and conditions of soldiers and their equipment. A lot of careful observation and awareness of how they are doing and adjustment or rest to prevent exhaustion.
- Foot March by Day p.54, 4 kilometers/hour
- Foot march by Night p.54, 3.2 Kph.