This rules guide is being refined in the Webwinding Rules Thread
- please post rules comments/questions/suggestions there!
This game is played in a forum, and with a dynamic relationship map (web). It is a game where heroes (or villains, but lets just say heroes) exert their influence on competing groups to attain the heroes' own ends.
The forum is used to describe player actions that manipulate the factions depicted in the web. The web is used to track the relative prosperity of various groups, factions, tribes, monsters, and individuals; and the tone of their relationships to each other and to the heroes. Prosperity of a node is the number in that node's circle. A relationship's tone is denoted by the number on the line between the two nodes. Players also have relationships to any nodes they visit in the web; these are recorded in the forum as they arise. Play proceeds in rounds - in a round, each player gets to take a turn as described below, and then the moderator makes some random adjustments to active nodes and relationships (active means there is a player on or adjacent to the node).Determining your Influence for the turn:
Start with a post that rolls (level)*d100. Post it so you can see your results. These are your influence dice. Compare their value to the node you're currently positioned on. If the value of a die is less than your relationship score to your current node, the die is worth 2 positive points which can be spent on improving your relationship to the node, its prosperity, or the value of one of its relationships. If the value of an influence die is greater than or equal to your relationship to the current node, it is worth 3 negative points toward decreasing your relationship with the node, its prosperity, or the tone of one of its relationships.Spending Influence Dice:
You must spend all influence dice during your turn. Most turns, you will have a mix of positive and negative points to spend. Spend them on the following things:
1) The relationship to your current node (note decreasing your relationship to your current node gives you more destructive power towards it and its relationships, and increasing your relationship to the node improves your ability to positively influence it)
2) The prosperity of your current node
3) A relationship of your current node to another node or to another player. If you spend influence dice in this way, you have the option of moving (see Moving Between Nodes) and may spend the remainder of your influence dice based on your new node.
You may not mix positive and negative pools. As you will have to explain the way your dice get spent with your story for the turn, it is recommended you try to keep it as simple as possible by not spreading dice out too many different directions. In any case, you may not positively influence more than 2 scores, neither may you negatively influence more than 2 scores (and you may not positively and negatively affect the same score, naturally).Special Prosperity Cases:
If, during the course of your turn, one of the following situations occurs, it has the stated effect on what you may claim in your story:
1) If at the end of your turn node has a prosperity of more than zero, and you have at least twice its prosperity as a relationship score to it, AND you have a higher relationship to it than any other node or hero, you may take over the node 'peacefully' - that is, you are chosen to lead it by its people. Congratulations! Make sure to tell us just how that happened.
2) If a node reaches zero prosperity, the hero whose turn it is may decide what happens to the node; specifically whether it is destroyed totally in some way and removed from the web, or whether it becomes a slave or vassal to one of the nodes with which it has a relationship (for example, if on my turn I traveled from the Pterafolk with whom I have a good relationship to the Lizardfolk and bring the Lizardfolk to 0; I might decide the Pterafolk have enslaved them). If and when this actually happens, we'll deal with how nodes get combined. Moving between nodes:
You may move a maximum of one time per turn. To do so, spend one or more influence dice based on your current node to affect one of that node's relationships. Once you have done so, you have the option of using your move action this turn to move to that node. If you do not currently have a relationship to the node you're moving to, determine that by choosing either to take the (just-modified) relationship you traveled on, or choose a fresh start as a d100 roll (if the story so far indicates you are known to the node you're traveling to and this d100 contradicts that, you'll just have to be in disguise or charmed by a shaman or something. Be creative). If after your move and relationship establishment you still have influence dice left to spend, you may spend them only based on the new node (affecting your relationship to it, its prosperity, or one of its relationships (without the option of moving a second time). To simplify storytelling, it is recommended that you move at the beginning of the turn if you intend to spend influence dice on the new node. Otherwise, you may find yourself having to justify too much happening in too many different places.Storytelling:
When you've spent all your influence dice, give a short narrative description of what your hero did that more-or-less matches what you did with your dice. That is, if you spent dice to increase or decrease a relationship, tell what you did to help or damage it and what effect that had. No matter what you do, you must justify what changes you make with a short story of your hero's actions and their outcome.Prosperity Scale Guide:
0-10 - Brink of extinction, defeat, exile, destruction, or assimilation.
10-20 severe danger, natural disaster, fire, plague, warfare, or other serious badness
20-30 notable decline, war casualties, disease victims, poverty, injustice, and bad cooking
40-50 seen better days, but things might turn out OK yet
80-90 Notable influx of power, wealth, etc
90-100 Riding high. Unprecedented prosperity, wealth, the faction's hopes and dreams (or perhaps nefarious plans) have come to fruitionRelationship tone guide
(one way to think of this one is "what percentage of contacts between these two groups occur without violence or enmity?")
0-10 brutal warfare of the worst kind
10-20 open warfare, but usually between recognized combatants
20-30 covert warfare, riots against control, or other flashpoint situation
30-40 dislike, fearmongering, protests in a vassal state, or otherwise declining relationship
40-50 mistrust, trepidation, rumours, avoidance, etc
50-60 Peace, minor trade, mutual respect
60-70 noteable trade, occasional joint ventures or allies, common views or enemies
70-80 good relations, often found together or helping each other, shared goals
80-90 close relations, occasional intermingling of populations if possible
90-100 strong allies or complete melding of populations into a single faction