Thanks for the comments on the previews, especially Greg. Part of the problems is just the difficulty of getting tables to format correctly when moving from word to blogger to the readers browser, (and I'm working on that), and some from bloggers odd decision to truncate at least one post (thus the duplicates); but the other part are some omissions by me.
So, here's some corrected text:
Ruler
None | Might makes right; the strong do as they will, and the weak do as they must. |
Family | Rule and law applied on a family by family basis |
Tribal | Clan based, families have common rule and decision making |
Council | A small group of rulers make laws and policy. Membership is generally quite open, and terms limited. |
Oligarchy | As Council but membership is limited to a small subgroup of the demos. Entry into the subgroup is possible, but limited or difficult. May be obvious or covert, defined by law or custom. |
Autocracy | As Oligarchy, but the subgroup is generally small, socially defined, and closed to new members; Terms are often defined by the members. Invariably obvious, generally legally defined |
Factional | No one authority controls the polis. |
Conquered | The Polis is a conquered possession of another; rule is imposed by the conqueror with little input locally. |
Dictator | Rule by a single person, generally chosen to deal with a crisis, with limited term but unquestioned power and support. Ruler type should be rerolled at +2 once term ends. |
Dynastic | As dictator, but it has become inherited, either thru families (as with a king) or institutionally (as with a theocracy), and potentially of unlimited term. |
Tyrant | As dictator, but with unlimited term, and support is irrelevant; often replacing a Dynasty, and/or the start of a new one. |
Secondary characteristics are always rolled with an unmodified D6, and represent ways the primary characteristic can be expressed. These should only be used when one does not have a clear idea of the characteristic in question, AND have a need for its expression in the game. If needed, each primary characteristic has several additional descriptors, with each having a range of values; for example, Population can have the additional descriptor of Morale: defeated vs jingoistic. If this is needed, simply roll a d6 to determine where on the range the city is for that secondary characteristic. A roll of 2might indicate a sullen, pessimistic general mood, whereas a 5 might indicate extreme patriotism and belief in their citries superiority. Optionally, if this is not granular enough, roll 2d6-2; this gives a more detailed range, but also usually produces middle values, which, while likely more realistic, for me isn't very helpful, nor in keeping with the goal, which is generating cities for adventure, not sociological description.
Primary | Secondary(roll 1d6 for range) |
Population | Openness vs. Insularity |
Religion: Few vs. Many | |
Morale: defeated vs jingoistic | |
Wealth | Source: Trade vs. Treasury (wealth is mobile/situational vs. hoarded) |
Military quality: Poor vs. elite | |
Size | changes in size: Declining vs. Expanding |
Age: Ancient vs. new | |
Ruler | Complacency vs. Aggression |
Allegiance: local vs. distant | |
Law | Ruler: stability vs. instability |
Consistency: arbitrary vs absolutely codified and inflexible | |
Influence | Diplomacy vs. Military means of control of neighbors |
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