So, this is a slightly altered version of saphirdufeu's very enjoyable Royal Year Game (don't worry, I've got permission, aha.) If it's too complicated / too simple feel free to change the rules to make it suit you better. Anyway, time period is up to you! However, events assume a vaguely medieval time. You'll need:
Dice:
http://www.brockjones.com/dieroller/dice.htm
I really enjoyed the political elements of the game so I'm bringing them back in full force. If you don't want to play the political parts of the game, you don't have to! Political statistics are Money and Popularity - roll d100 and add three zeroes to the number you roll for your initial treasury, and roll d100 again for your percentage popularity. (i.e. rolls of 85 and 67 would lead to an initial treasury of 85 000, and a popularity rating of 67%).
If your popularity falls below 20%, you must roll a die - if you get an odd number, your monarch is deposed and executed, and their eldest child takes over. With each new monarch, roll for their initial popularity. If you get an even number, raise your popularity to 25% and continue the game. If you go broke, you have three choices:
1) End the game.
2) If you have children you can choose to betroth one of them to the child of a rich but untitled person in your kingdom. This means disgrace for your family (remove 20% from your popularity) and the child won't be happy, but the wealthy person will be grateful and will reward you financially - roll a d20 and add three zeroes to see how much money they give you.
3) Spontaneously go to war. Decide on a country to attack, and roll a d6. If you are successful (roll 1-3), roll a d20 and add three zeroes to see how much money you get. Your popularity will also increase by 10%. If you are unsuccessful (roll 4-6), you will be deposed and executed and your heir will take over.
Your starting couple can be either King & Queen, or Prince & Princess. The specifics of their nationalities (eg in the medieval period Spain was Castile and Aragon) depends on the time frame you've chosen, so select a 'nation' to govern from the options you get when you roll a d8. If you want to choose your own nationality, that's fine too.
1: Great Britain, England, Wales, Scotland, Ireland
2: France, Belgium
3: Germany, Prussia
4: Italy, Venice, the Holy Roman Empire
5: Spain, Castile, Aragon, Portugal
6: Poland, Ukraine, Lithuania, Latvia, Estonia
7. Russia, Muscovy, Finland
8: Sweden, Norway, Denmark
Name them accordingly - they can have as many or as few names as you like. Here are the titles used in saphirdufeu's original game, though if you're playing a country that wasn't featured, you may have to look it up:
King/Queen, König/Königin (Prussia), Kung/Drottning (Sweden), Roi/Reine (France), Rey/Reina (Castile), Rei/Reinha (Portugal), Król/Królowa (Poland), Doge/Dogaressa (Venice)
Prince/Princess, Prince/Princesse (France), Infante/Infanta (Portugal & Castile), Królewicz/Królewna (Poland), Prinz/Prinzessin (Prussia), Principe/Principessa (Venice), Furste/Furstinna (Sweden)
Duke/Duchess, Duc/Duchesse (France), Duca/Duchessa (Venice), Herzog/Herzogin (Prussia), Duque/Duquesa (Portugal, Castile), Hertig/Hertiginna (Sweden), Książę/Księżna (Poland)
Earl/Countess (England), Comte/Comtesse (France), Conde/Condessa (Portugal), Conde/Condesa (Castile), Graf/Gräfin (Prussia), Greve/Grevinna (Sweden), Hrabia/Hrabina (Poland), Conte/Contessa (Venice)
Then, roll for their appearances (or choose, if you want to make it more accurate to your nation):
Hair colour:
1-3: White / blonde
4-6: Ginger / red
7-9: Light brown / brown
10-12: Dark brown / black
Eyes:
1-3: Blue / violet
4-6: Green / grey
7-9: Hazel / light brown
10-12: Dark brown / black
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Every year, there is an event. You can roll a d12 for the category of events, or choose your own. 'Pregnancy' means you've had a pregnancy, 'Mechanical' means an event that will alter your family (whether through death, marriage, or the money / popularity statistics), and 'Other' means an event that is just about story-telling. Once some of your children are married, you can choose whether to keep them in the game or delete them (I always do this with my girls that marry - they've been sent off, aha). If you do the former, you can either roll for an event for each mini family, or you can just roll for one event and decide who it applies to.
Some of your children will get married through royal engagements, which are covered under events. However, many will not. If your child reaches 18 and is still unmarried, roll a d4 for them specifically each round. If you roll a 1, they are married to either a Count level or a Duke level noble (you decide) from your own country. You can choose the appearances of new people that marry into your family, or roll for them using the system above.
Once your characters reach 60, roll a d8 for them specifically each round. If you roll a 1, they have passed away.
If your King dies without having fathered a male heir, his eldest daughter will succeed to the throne. If he has no children, there is a revolution. If there is a male heir, he will succeed to the throne no matter his age - if he is below 16, advisors, or the Queen if she is still alive, will temporarily govern for him. Temporary governors have the same popularity as the heir they are governing for.
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Pregnancy Events (roll 1 to 4)
(If you roll for a pregnancy but there are no married women in your family of child-bearing age, or you don't want a pregnancy, you can get a pet instead.)
1-5: Boy
6-10: Girl
11: Miscarriage
12: Multiples
For multiples:
1-8: Fraternal twins
9-10: Identical twins
11: Fraternal triplets
12: Identical triplets
If you have multiples, roll for the gender of each child - odd is a boy, even is a girl. Of course, if they are identical, you will only need to roll once, and the same goes for appearance later down the line.
Names: Roll for each first and middle name
1: A or B
2: C or D
3: E or F
4: G or H
5: I or J
6: K or L
7: M or N
8: O, P, or Q
9: R or S
10: T or U
11: V or W
12: X, Y or Z
Hair:
1-4: Mum’s hair
5-8: Dad’s hair
9: White / blonde
10: Ginger / red
11: Light brown / brown
12: Brown / black
Eyes:
1-4: Mum's eyes
5-8: Dad’s eyes
9: Blue / violet
10: Green / grey
11: Hazel / light brown
12: Dark brown / black
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Mechanical Events (roll 5 to 8)
1: You go to war with a neighbouring country. Roll d6 - 1-4 you fail, 5-6 you succeed. If you succeed, add 15 000 to your treasury and 15% to your popularity - if you lose, subtract 5 000 and 5%. You may choose the country or roll for it.
2: The ruler of another country dies, leaving behind only an infant heir. You can try to take over the country by force. If you choose to, roll a die - an even number means you win, an odd number means you lose. If you win, add 5 000 to your treasury, and 10% to your popularity. If you lose, subtract 5 000 from your treasury, and 10% from your popularity. You may choose the country or roll for it.
3. An opportunity for a royal marriage is presented - if you accept, your eldest unmarried child will be engaged (if under 16) or married (if over 16) to the Prince or Princess of another country. You may choose the country or roll for it.
4: The ruler of a country with whom you have a royal marriage dies. If the marriage has produced children, the eldest child succeeds to the throne. If you do not have a royal marriage, an offer is made for one. You may choose the country or roll for it.
5: A famine strikes your country - your popularity falls by 10%.
6: An adult member of your family is assassinated.
7: Your country is experiencing a period of economic success - your popularity rises by 15%.
8: Angry peasants surround your palace, making demands. If your popularity is below 40%, roll a die - if you roll an odd number, they storm in and kill your monarch, passing the throne on to their eldest child. If your roll an even number, you have two choices - either appease them monetarily by spending 10 000 on reforms, or let your popularity fall by 10%.
9: Your palace has largely fallen into disrepair - it will cost 20 000 to repair it.
10: One of your children falls ill and dies.
11: A person in your family has either fallen pregnant by, or impregnated, a commoner. If they are unmarried, you may choose to force them to marry them, but you do not have to. If they are married, you can choose to abandon the child or adopt it into your family.
12: A member of the family wishes to leave to join the military, a nunnery, a monastery, the theatre, or to marry a commoner. If you choose to let them, they leave the family. If you do not, they stay in the family, but this will affect your relationship with them.
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Other Events (roll 9 to 12)
1: One of the children falls very ill, but lives.
2: Two people in the family have an argument.
3: Someone discovers a talent or calling in life.
4: The royal family go on a tour of their territory.
5: A member of a married couple is unfaithful.
6. Two people in the family become closer.
7. An important advisor dies and must be replaced.
8. War is narrowly averted through diplomacy.
9. The King appoints several new noblemen.
10: Some political reforms are carried out.
11: A group of rebels are caught and killed.
12. There is an unsuccessful attempt on an adult's life.
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Well, that's it! Feel free to alter the rules however you like, have fun, and thanks again saphirdufeu :)
*
"That cynicism you refer to I acquired the day I discovered I was different from little boys."
This message was edited 5/11/2019, 12:25 PM