Westeros RPG

The Westeros RPG is an episodic roleplaying game that follows the Ladies of Westeros on their adventures through the World of Westeros in its current state. Much like the book, the game runs on a 'chapter' system - with each chapter featuring the travels and misadventures of one or sometimes more - ladies of the realm as they try to win Westeros to their claim - or the claim of their liege.

## Game Goal

### Goal of the Game

The goal of the game is simply, that a claimant (and their allies) amass together enough Power Points to claim control of Westeros, as well as to hold King's Landing. Power Points are gained by controlling and winning the loyalty of the various Holdings and Special Holdings throughout the realm, either personally or through one's allies.

In order to win the game, a Lady must control 136 Power Points, as well as King's Landing in order to be crowned Queen of Westeros.

## Game Rules

For a copy of the Game's Google Sheet with all the appropriate information, just ask or note via the Site!

### Game Participants

An average game consists of 27-36 Ladies of Westeros, not all of whom are vying for the Throne at the game's start. This usually includes at least three ladies (and no more than 4) representing each region/starting faction, as well as one excess 'unaffiliated' region for spill-over.

### Episodes

Episodes are the 'turns' within the game, and involve a Lady's adventures and misadventures through Westeros. At the end of the Episode it will be assigned a score based on the Lady's performance and rolls during it. This score will affect the success of the Lady's plots and plans for that turn, as well as if any lingering effects will remain from it. For a breakdown of the scoring and its effects, see the google sheet.

### Traits, Kinks, and Companions

Throughout their adventures and misadventures, a Lady may be lucky or unlucky enough to gain certain lingering and lasting effects, or the use of traits which may allow them to effect, twist, and change the rules of the game - either for their benefit or for their ill. The assigning of such traits is at the discretion of the players, though the sheets provide a suggested table to discern whether or not one of the three is given out, and whether it is good or ill.

### Highs & Lows

Natural rolls a '1' or '20' will be considered special instances. A natural 1 results in the ending of an episode with heavier consequences for the Lady involved. It will also add '1' to their 'Final Bad End' Counter if that rule is being used. A natural 20 results in the ending of an episode with positive outcomes for the Lady involved. It will also subtract '1' from their 'Fina Bad End' Counter if that ruler is being used.

### Optional Rule: Final Bad End

Westeros is a dark and grim world, and failure can sometimes be deadly or permanent. Each Lady has a 'Final Bad End' counter which ranges from -3 to 3. Should a Lady's Counter reach 3 it will be considered a final or permanent end, and the Lady *may* be removed from the game if it is so decided, or merely trapped in that end whenever her turn is rolled again.

## Game Turns

Once the Game Participants are selected, each region is given a Turn Order. Play progresses in rounds, with one lady from each region being selected to have an adventure/misadventure on their region's turn. Once a lady has been chosen, she cannot be chosen again until all other ladies from the region have taken their own turns.

### Turn: Part 1 - Destination

A Lady's turn begins with the selection of their destination. This could be a Holding or Special Holding that they wish to sway to their side, or dissuade from an Enemy's side. While usually picked by the person playing the lady, there is a mechanic that allows the DM to occasionally pick the Lady's destination - for better or for worse.

> Example: Myrcella Lannister is rolled to take the West's turn this round. She selects to stay within the kingdom. She will go to try and claim the Gold Mines Special Holding in her family's name, knowing the importance of wealth and the bonus the Holding gives. However, upon the Destination Roll being done, it is determined the DM gets to select her destination - the DM selects King's Landing, wanting to see Myrcella fail horribly...
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### Turn: Part 2 - The Challenges

Nothing in Westeros is ever easy, and often a lady might face challenges in the pursuit of their goals. This can range from bandits, to wild beasts, to voracious insects or magical mayhem. Upon a destination being selected, the Game Player(s) and DM select one, two, or three challenges for the Lady to face. For this they may either pick personally, roll on the Encounter Table provided in the Google Sheet, or pick from the Encounter Table those options that seem fitting. Episodes consist of three Challenge Moments, failure resulting in a 'Bad End' to the Episode:

Episode Rules (First Failure):

> Myrcella has been sent to Flea Bottom to try and win the people over to her family's cause. It is decided that her challenges will revolve around two things - The Ruffians of Flea Bottom and the Dogs of Flea Bottom.
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> Throughout the Episode, Myrcella will be faced with three key Challenge Moments in which a d20 roll is called for by the DM to determine success or failure, with failure indicating she falls prey to the Ruffians or the Dogs - or both, whichever is present in that moment of challenge. Rolls may be called for at other times in the episode, and their results may impact the difficulty of the 'Challenge Moment' Rolls.
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> Example: Mycella arrives in Flea Bottom. As she goes through the City a carriage barrels down towards her. The DM asks for a roll to avoid the carriage (DC 14) - Myrcella fails with a 7, falling into the muck and mud of the street and ruining her appearance. When the Ruffians now accost her, all muddy and dirty, Mycella is given a malus by the DM due to her appearance, falling prey to the ruffians if she should now fail the Challenge Roll.
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Rule Variant 1 (Overall):

> For more story-inclined individuals, a rule variant exists in which episodes do not end after the first failure, but whether or not a 'Bad' Ending occurs depends on the overall success-failure score of the Lady at the end of the episode.
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Rule Variant 2 (The Slog):

> A second rule-variant exists in which a lady may experience multiple 'bad ends' during an episode. Each failure of a Challenge Role results in a 'Bad End' - though the other Challenge Roles still must be done and played out after such a 'bad end' finishes.
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### Turn: Part 3 - The Result

Once an episode has ended, for better or for worse, the result is calculated. This includes the reputation gain/loss (Detailed in the Sheet) and the gain or loss of any traits, companions, kinks, etc.

## Claiming Holdings

A holding is considered 'claimed' or 'possessed' when a Lady has met the required reputation threshold for the holding. This Threshold is determined by the following formula

> Reputation Requirement: 3 + Holding Power - Missing Holding Power
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> Example: Myrcella wishes to claim the Gold Mines Special Holding (Power: 4). Thus she requires 7 Reputation with the holding to claim it (3+4-0). Yet if the Gold Mines Special Holding has had its Power reduced by War or by Other Means to 1, the Formula would be as follows: (3+1-3), meaning Myrcella would require 1 Reputation to claim the holding.
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## Optional Rule: War

Westeros is a land of violence, and sometimes Diplomacy can only go so far...

> Under Construction until further notice - for now, Diplomacy Reigns!
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