jonah
New Member
Posts: 14
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Post by jonah on Sept 24, 2019 21:54:33 GMT
I'm confused about the difference between affiliation and property in regards to Holdings. A temple would be an order as an affiliation and a sanctum as property. What is the distinction, how would each equate to a temple in RoE rules and what would each look like in the world? Would the same skill be used for realm actions of each of them, such as ruling and contesting?
Some of the Birthright holding types do not have both a mirror in affiliation and property, I believe guilds only exist as property while a trade route would be the affiliation. Does this have a meaningful effect in gameplay, as guilds were needed to create trade routes before, do they still have this tie in this game.
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Post by Lidhuin on Sept 26, 2019 16:55:40 GMT
Since costs have been abstracted out, the tie between guilds and trade holdings is mainly in terms of bonuses to each other.
The core idea between splitting holdings up into affiliations and property was that Burning Wheel has those two concepts and they were the easiest to merge. Besides that, affiliations would eventually have benefits more related to groups of people (e.g. hiring help, leading armies) while property would have benefits more related to ownership of abstract assets and whatnot (e.g. equipment and the sorts). That's not clearly defined yet.
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Post by Lidhuin on Oct 2, 2019 21:59:27 GMT
I'm confused about the difference between affiliation and property in regards to Holdings. A temple would be an order as an affiliation and a sanctum as property. What is the distinction, how would each equate to a temple in RoE rules and what would each look like in the world? Would the same skill be used for realm actions of each of them, such as ruling and contesting? Some of the Birthright holding types do not have both a mirror in affiliation and property, I believe guilds only exist as property while a trade route would be the affiliation. Does this have a meaningful effect in gameplay, as guilds were needed to create trade routes before, do they still have this tie in this game. Just wanted to address the skill question: It's to-be-determined right now, and thus subject to change, but my thought is that each type of holding would definitely need a separate skill (decided by the player upon taking that kind of action the first time). Suitable skills should be chosen from a roleplaying perspective: Your skill with swords is very unlikely to help even if you're leading a order of crusaders, but your skill with tactics or strategy might be useful. Logistics might then be more useful for a sanctum. For a different character, they might lead an order with religious diatribe and build sanctums by inspiring followers with their oratory skills. Or vice versa. As a general rule, think of affiliation as a group of people (who may have incidental property) and property as a group of physical assets (which might include incidental staff). Also: Wises, resources and the like are unlikely to be approved for ruling holdings. Contesting will use the same skill as ruling. For now.
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