Given representing a single Yozi would mean detailing at least (23 x 7) characters in total and has never been done, I don't think that's an effective solution for it and in addition, most states are not structured neatly in three rungs with subgroups. If you tried representing the medieval Crown of France like this, you would probably very quickly start running into problems that would require ultimately butchering the entire state into something unrecognizable to make it fit the system. :V

Damnation City is the book on power interactions, city-level play, and GMs designing cities for Vampire: the Requiem.

It is probably one of the most generally useful RPG books I've ever read, even if you're not using a modern setting (though it's most useful for modern settings).
It's a very good book! I'm rereading it right now upon the recommendation of @EarthScorpion and @TenfoldShields (who made a very good post I am going to reply to properly tomorrow because it deserves more time and effort than I currently have).
 
Given representing a single Yozi would mean detailing at least (23 x 7) characters in total and has never been done, I don't think that's an effective solution for it and in addition, most states are not structured neatly in three rungs with subgroups. If you tried representing the medieval Crown of France like this, you would probably very quickly start running into problems that would require ultimately butchering the entire state into something unrecognizable to make it fit the system. :V
Fair, though I am more in favor of butchering the Yozi structure to fit a state, just using it as a starting point. Face->underlying organization->face of each organization->further underlying organizations, until it's turtles all the way down to the individuals, detailing the groups and sub-groups as much as you need to fill out the organization.

The primary rules structures would be ways of shifting up and down the tree, determining how a given Face will behave based on its underlying organization when you're dealing with the Face at its level.

This stems from my thoughts on Titans in general, and how they're often characterized as idiot-savants...when that's not true at all. Yes, if you're talking to a jouten and you're not focused on a topic of its interest, it seems bored, distracted, and even possibly ignorant. But if you go find a Third- or Second-circle soul to discuss the same thing with, you'll find it much more "human-like" in its multifasceted understandings, and often quite brilliant. With the Second-circle being most likely to be able to handle it on a human level, though if it's in the interests of a Third Circle, that'll be the more brilliant conversationalist.

ANd the truth is, when you're dealing with the Second- or Third-Circle soul, you ARE dealing with the Titan. You're talking to a part of its subconscious, or to a division of its attention that is willing to be interested in what you're talking about. It can mobilize other aspects of the Titan to aid if the subject is of overall interest. It's like talking to the heart about cardiovascular health in a sedentary nerd; if the heart is as sentient as a Second-Circle Demon, it could motivate other parts of the body - even if the nerd's primary consciousness wants to play video games and chat online - to get some exercise, as long as this didn't interfere with the Titan's forefront consciousness - the being we think of as "the Titan in charge of all these souls" - doing what it wants to.

And the beauty of all this autonomy within its autonomic systems is that it CAN let "subconscious" parts of itself deal with things, until those things become of interest to its "conscious" mind.

Breaking down organizations - including nations - in a similar fashion might be a good way to structure rules for interacting with them.
 
So, Great Forks is a cool place but it's always suffered a bit in comparison with other Scavenger Lands locales as a result of a lack of favour from the writers and some bizarre decisions. This has left it feeling a lot more boring and stale than a city given such names as "House of Festival", "City of Temples" and "Decadence" probably should. Luckily I, your boi, have fixed that:

Great Forks

At the confluence of the Rolling and Yellow rivers, sits Great Forks, eternally creative and faithful. In the Scavenger Lands, few names have a reputation as colourful as the City of a Thousand Gods; as colourful and as reputable. Approaching Great Forks, a thousand temples in hundreds of colours strike the eye like sun rays while billions of smells from sewer stink and imperial incenses repulse and entice. Statues of painted marble beautify the streets while banners of cloth hang from every surface to honour a myriad different divinities.

Spilling out from the city is an expanding region of settlements, farms and plantations. Great Forks is not the only city within this dynamic dominion, but it is by far the greatest. Here, a rustic aristocracy grows qat, hashish and olives, their fields and gardens served by slaves imported by riverine trade. From settlement to settlement, cavalrymen-jurists with wide-brimmed hats enforce the law, suppress slave revolts and negotiate with the gods of the land, field and farm.

Great Forks is not one of the old empires that litter the surface of Creation like so much strewn grass, but a rising and dynamic powerhouse. Endlessly creative and cultured, Great Forks is a household name. Ask any resident of the Scavenger Lands and receive an opinion on the House of Festival that can never quite be placed; awe, disgust, fervour or fear. Time will yet tell which feeling in this plethora of emotions will turn out to be prescient.

The Land Between the Rivers

Great Forks is built at the fertile riverbank where the Rolling and Yellow rivers meet, the arable lands providing the city's every need. The chaotic rivers drunkenly change their course once every few decades, necessitating the city's construction on a series of twelve hills, from which it dominates the nearby landscape. It is for this reason that inhabitants of the Scavenger Lands will often merely refer to Great Forks as the City Upon the Hills or the Twelvehill. Rains are common and frequently cause the rivers to exceed their banks, flooding the lands nearby and wetting the thick and fertile black loam that makes up the soil that the Temple City calls its own.

Monuments and wayside shrines dot a concentric webwork of pathways, roads, rural estates and fields like morning dew on a spider's web. Some of these monuments are vast temples in marble rarely used anymore, others are small shrines that see visitors daily. The gods have left their mark on this land as much as their worshippers and sometimes an argument between gods may escalate to rainstorm or flooding. The Sacred Assembly of Great Forks strongly condemns such actions. In response, they may organize a number of punitive actions up to ordering Secession From the Temples, under which the priests of the divinity to be brought to heel will simply leave the city and let rituals be unattended until that god returns to negotiation. Such measures are often tacitly approved of by other gods who see it as a useful opportunity to teach an annoying peer a lesson.

The lands between the rivers and around Great Forks are dotted with smaller settlements, local communities and something best described as village-states. These small habitations are irrevocably caught within the catchment area of Great Forks, depending more or less completely upon the metropolis for many services and are often effectively treated as unofficial congregations by administrators in Great Forks. Their gods often come to the city where worship is better and temples are greater, leaving their priests little opportunity but to either commute to the city for ceremonies, find a new god less willing to move or to move with them as well. The conflict between the customs of these villages and the hegemonic presence of Great Forks is a common happening and one of the many border issues resolved by the Sacred Order of the Jurists, mounted enforcers and judges of the common law that governs the periphery.

The Congregations

Great Forks has also been called the City of Priests, for every citizen of Great Forks is a priest. The vast throngs that live in Great Forks are divided into congregations, equally urban districts as they are state-mandated tribes. Every congregation is divided into its priesthood and laity. The priesthood are the true citizens of the House of Festival and vote on behalf of their congregations while the laity make up the vast majority of the population of Great Forks. Both laity and priests may own property, but while there are very few uniform citywide requirements to become a priest, owning property is one of them, meaning that every priest will per definition own a house of some form, whereas many members of the laity live in rented buildings or make their living off fields they do not own. The priesthood is bifurcated as well; the high priesthood are secure in their positions and often own large tracts of land compared to the lower priesthood that must do with simpler conditions.

Every congregation is dedicated to one of the thousand gods of Great Forks, but not every god has their own congregation. This has led to fierce competition among the city's many deities, some of which have no congregations and have become tenants to more well-off deities, even if some congregations are no larger than a single street or a group of tight-knit households. When united, these gods without congregations, are a major voice that constantly pushes for the expansion of the city so they too can acquire their own congregations. Segments of the immigrant population of the city, called the godless, form unofficial congregations with these gods and occasionally attempt to falsify the congregational records of the city, something that the city punishes severely when it finds out - if it finds out.

The godless are immigrants and people from all over the Scavenger Lands, whether Lookshy or the lesser cities that surround Great Forks that have come to the city for a chance at a new life. They are part of no congregation and may not own property, they have their own court and pay a special tax. Despite these restrictions, however, the godless are not an oppressed minority, but one of the most rapidly expanding classes in Great Forks. The city is full of opportunity and the godless can be anything from artisans to soldiers; the insatiable demands of the House of Festival finds a way to employ them. Older families of godless sometimes find themselves in a strange place between laity and godless themselves, having lived in the city for so long that their special status is no longer remembered except when it comes up.

Government and Culture

Great Forks is a democracy of the faithful. In the Sacred Assembly, the priests of every congregation meet, clad in their ceremonial clothes and seated on chairs. Unlike what one might expect, the Sacred Assembly never assembles inside the city itself but on an adjacent hill named the Rock of Conviviality, where it has assembled ever since it was a series of tribal assemblies that met to negotiate in RY 278. Voting is done by counting of hands and to speak at the Sacred Assembly is considered a great honour, especially for the laity who do not possess the right to participate normally. The Sacred Assembly is attended by both gods and the regular population and is overseen by the three gods of Great Forks, which keep the order of the assembly. Outside of assembly sessions, countless divinities lobby and scheme for influence with the priests of this or that congregation, striking shady deals in tabernacles for scraps of influence.

The co-existence of the many congregations of Great Forks has led to a diverse and multicultural city, but also fierce competition. Both laity and priests compete outside their competitions fiercely, participating in various games and sports to show the superiority of their own congregation. These sports include ball games, wrestling, racing and spear throwing. Among the high priesthood, chariot racing especially is common. In warfare, it is common to find members of multiple congregations fighting side by side, their rivalry spurring them to greater heights. However, another facet of this competition is sectarian and ethnic violence between the congregations. Certain congregations are associated with a specific ethnicity and others split from a mother congregation. In these situations, violence and sports rioting are not uncommon.

A shining pearl of the culture of Great Forks, the Noble House of Letters is an academy that is famous across all the Scavenger Lands. This congregation resides close to the acropolis of the city proper and the priests are its tutors and philosophers, the servants of their rarely-seen god the Scrivening Ibis. Not a particularly large congregation and technically supported by donations only, the philosophers of the House of Letters are enormously wealthy compared to the size of their congregation. It is common for these servants of the Scrivening Ibis to teach the children of aristocrats, both within Great Forks itself and outside the city. Recently, they have been interested in adding the sorcerous arts to their repertoire, reputedly at the command of the Scribening Isis itself, although for what purpose is unknown.

Military

The core of the ability of Great Forks to wage war is the congregations. Every congregation conducts its own annual survey of laity and priests and the priests arm themselves with shields, spears and heavy armour. The priests form the heavily-armoured core of Great Forks, fighting in a thick phalanx formation. While this formation is very potent, even alone, it is often surrounded by a screen of laity acting as skirmishers and slingers, the more well-off of the laity and even godless participating in the phalanx itself, while the less well-off must surround it. The number of godless that take part in battles is comparatively small, but a not-insignificant number as a great act of bravery on the field might see them become laity. The phalangites do not fight alone and are often accompanied by gods, material or immaterial, the patrons of congregations accompanying them in battle and using their purviews and panoplies to their advantage. While the priesthood are the primary fighters in battle, the real political factions that argue for war are those that sympathize with the laity that crew the ships of Great Forks and desire social advancement through warfare.

When travelling in the rural areas of Great Forks, it is not uncommon to see cavalrymen-and women wearing colourful, wide-brimmed hats and flowing tunics. Frequently they will have a sabretache carrying a tablet or pronunciation of some sort. These are the Sacred Order of the Jurists, arbitrators and circuit judges as well as the elite cavalry of Great Forks. They ride through the fields and between the scattered farmsteads and negotiate with the field and household gods, making agreements within their own circuits as much as they can, with the purpose of reaching an accord both useful for the farmers and for the gods. In times of conflict between two farm owners or a farm owner and local gods, they serve as neutral third party negotiators. They also lend their services to putting down slave revolts but favour a light touch due to their limited numbers. Unique in the city, the Jurists do not possess a god and are instead employed directly by the Sacred Assembly and the state. In war, the Jurists are the primary cavalry of Great Forks and more than capable of going toe to toe with the Marukan.

The order of the city is kept by the congregations themselves, but when they prove incapable of handling a problem, it becomes the duty of the Hallowed Order of Far-Striking Asher to solve it. Far-Striking Asher was god of a projectile weapon in the early Shogunate that no longer exists, but in Great Forks he found new purpose as the patron of the Far-Strikers, a slave police force owned by the state. Their number fluctuates from three hundred to six hundred and they are almost exclusively recruited from the wolf tribes that live in the forests south of Great Forks. What began as a relationship of enslavement and constant battle has transformed into one of mutual dependency and lucrative trade. Although they are technically considered slaves by law, the wolf people are paid handsomely and only serve in the city for a set amount of time to ensure their incorruptibility. The youth of the wolf tribes frequently travel to Great Forks and return after their contracts are over, equipped in finer panoplies and given the experience of the City of Thousand Temples.

Religion

What has not already been said of Great Forks and its religion? In the social life of Great Forks, religion is omnipotent and omnipresent. The thousand gods of the city impact the lives of everyone in some fashion and the city. At the core of this multireligious attitude is a strong attachment to the supremacy of the congregations. Every congregation in the city has their trade, their patron and their rites, the three of which are closely bound together. Through this system, every congregation theoretically maintains its own religious sovereignty as long as it obeys the common rites of the city. Every congregation maintains its own rituals, requirements for priesthood, initiation practice, sumptuary laws and marriage restrictions, leading to a confusing morass of laws. Being a member of a congregation never excludes one from worshipping other deities, but it does mean that the patron god is considered a first among equals, on par with the Three Spirits of Great Forks.

However, this system is far from perfect. In its magnanimous tolerance, Great Forks also demands that other cults adapt to the city rites and the cults that seem too alien or beholden to foreign powers quickly find themselves the targets of the other congregations at the Sacred Assembly. Great Forks has a small Immaculate minority, mostly of the Lookshyan rite, but a few practicing the Scarlet rite. The history of these Immaculates is a rocky road of persecution, acceptance and sudden bursts of xenophobia. Who knows if the Immaculates bow to the Sacred Assembly, the Mouth of Peace or the Speaker of Lookshy? Recently, the Immaculate community has united under one Cathak Hazma, an exile from the Blessed Isle, demanding representation for the Great Forks Immaculacy at the Sacred Assembly as a congregation. The question of who their patron would be remains unanswered.

Great Forks is famous across all the Scavenger Lands for its vibrant religiosity. The primary manifestation of this is the festival culture of the city that has given rise to a popular saying among the youth of Lookshy, "Born in Lookshy, partying in Great Forks and dead in Sijan." Nearly every month of the year has a few festivals, the greatest of which is the five-day long Days of Woven Tales, a festival open to every resident of Great Forks, even slaves. During the Days, processions in ornate clothing pass through the city and open contests in song, performance arts and acting are held to honour the gods. Originally, these were supposed to be an attempt from every congregation to showcase their contributions to the city but the festival was opened to godless and foreigners - with the backing of a priest - a century ago and has become a fruitful and vibrant opportunity for actors, musicians and playwrights to show their skills and captivate the city.

Neighbours

A few days of sailing upstreams the Yellow River lies Jibei, the capital of the Empire of Vaneha and royal seat of the Sword Prince. Despite the cold animosity between these two states, the trading colony of Lesser Forks remains a lively slice of its mother city within the quarter of Jibei in which it was founded. The quarter is an eclectic mixture of Vanehan traditions with those of Great Forks, having its own Congregations and even a small Sacred Assembly overseen by a priestly delegate from Great Forks. Lesser Forks is a chaotic place, a mixture of blue lights districts, merchant booths and counting houses, it is well known as a place where one can always find someone who knows something, for the right price of course. Scandalous rumors of course assert that even the Sword Prince himself frequents the quarter for advice on policy.

Downstreams the Yellow River lies the Wolf Kingdom of Xauma. A rising power in the region after Lookshy has had to retreat from the region to secure its other Exarchates, the Wolf Kingdom is an enthusiastic trading partner of Great Forks. The Wolf Kingdom fields armies of mortal skirmishers around a strong core of ghostly infantry, but only a century ago, the wolves of Xauma fought in formations reminiscent of the phalanxes of Great Forks. With its law codes and legislative assembly based on equivalents in Great Forks, the Sacred Assembly sees the Wolf Kingdom much like one might see a child becoming an adult, not to mention a useful ally against Lookshy. After all, it is not many decades ago the Lookshyan betrayal of Great Forks at the Battle of Mishaka doomed many soldiers of Great Forks to a gruesome death against Thorns.

A day's travel northeast from Great Forks and crossing the Yellow River lies the city of Rejection in the highlands on that side of the river. Founded by a people that the residents of Great Forks believe to have attempted to conquer them during Great Forks' founding, Rejection has a far more robust grab on the colonies it founds in the lowlands and highlands than Great Forks does of its own periphery. The steady transition of Rejection from a city-state incapable of challenging the hegemony of Great Forks into a burgeoning territorial state is something that worries the Sacred Assembly greatly as its settlements come closer and closer to the Yellow River itself, their growth enhanced by the resettlement of defeated northern tribes. Rejection itself is ruled by the god Prince of the Palace Unburnt who still claims to this day that it was the gods of Great Forks that rejected him.

Economy

The most vital trade for Great Forks is that of the slave trade. Up and down the rivers travel ships from Great Forks, carrying their human cargo to reach the House of Festival. Slaves are used for almost everything, whether that is growing the grains upon which the city depends, to pour wine in celebrations, to die with a sacrificial knife in their breast for the rites of certain gods or to slave their lives away in silver mines. Slavery in Great Forks is not clearly defined, simply understood as the submission of one man to another. This has led to a plethora of complicated positions between the miner-slave who barely lives before the mines end him to the Hallowed Order of Far-Striking Asher, endowed with more power than some priests could ever dream of. Others are peculiar half-free figures that seem to occupy no real clear place in the dichotomy of freedom and slavery, commanding other slaves in the name of a master who never shows up.

Famous for psychoactive drugs and revelry, Great Forks has made itself rich, but the qat and hashish that flow up and down the rivers are not all the fertile fields of Great Forks give birth to. The ships of Great Forks carry expensive oils of olive, rich-tasting grapes and great seas of barley, all to the markets of Lookshy, Nexus and many more. In return, those very same markets send thousands of slaves to the plantations of Great Forks, where the planter-aristocracy of the City of Thousand Gods squeeze coins from those made to serve where others profit. The Hundred Kingdoms are another market for Great Forks, albeit one of significantly different character as god-blessed priests from Great Forks journey to the courts of despots and tyrants, offering their services and advice as military advisors and mercenaries. Great Forks views the Hundred Kingdoms as an area rightfully within its influence and the wealthy state coordinates border defenses over the riverine border against Vaneha from its distant delta.

One of the greatest contributors to the wealth of Great Forks is the godless, who account for a significant part of the city's growth despite their lack of congregations. The godless immigrant communities often bring connections and skills with them that would not be present in Great Forks itself, hoping that these will see them accepted into the laity and their children as priests one day. Whether they are exiled morticians from Sijan, sculptors accused of insufficiently glorious art from Lookshy or Nexan poor seeking a better life in the Divine Metropolis, one can find all sorts of communities in the streets of Great Forks, peddling their native foods, offering services found no other place and carving out miniature versions of their homelands in the great city they have come to.

History

Founded in RY 278, Great Forks is the result of the strife between three groups of refugees that reached the same delta. Their three patron gods, Spinner of Glorious Tales, Weaver of Dreams of Victory and Shield of a Different Day, that would found the city made an agreement to share the land in consent with an assembly of tribal representatives and constructed the earliest parts of the city on the Twelvehill in a year and a day. In these early days, it wasn't really as much of a community as effectively a forum for communication between the disparate groups that inhabited it. The Sacred Assembly rarely agreed or did much but provide suggestions to the three gods that effectively governed the city. What catalyzed the transformation of Great Forks from communities to city would be the migration of the Arczeckhi nomads into the Scavenger Lands.

Against the invading nomads united under Great Chief Mokuu of the Chalan Tribe, the three groups that constituted Great Forks were forced into unity. In war, the divine patrons of nascent Great Forks had little experience and the Sacred Assembly assumed control, calling citizens up in ethnically mixed phalanxes to unify them by force if necessary. Against the Arczechki, the three tribes became a single city under a myriad gods. Before and especially following the victories in the Arczechki campaigns, Great Forks expanded at enormous speed as thousands migrated to the fertile lands of Great Forks, bringing god and temple with them as they moved. Wealth beautified the city as the Sacred Assembly took a greater and greater role in its governance and its divine patrons relaxed, languid with the prayers of the expanding city.

In the following centuries, the city expanded its reach through treaties and colonies, military interventions and trade. In the 5th century of the Age of Sorrows, Great Forks had established itself as a power to be treated carefully. Its network of trading colonies stretched all the way to the mouth of the Sandy River and up the Rolling River's flow. It had expanded from a large city to a vast metropolis and saw no particular sign of stopping. Already at this point had the city established its reputation for decadence and hedonism, the near-constant festivals in the City of Temples being a constant feature that drew further immigration to the city. Great Forks was at this point becoming so overcrowded with temples that different cults would fight each other in the streets in open competition. The Exalted lawmaker Wolf-Work was commissioned by the Sacred Assembly to create a law code for the city and received the principles of the code by asking the god of every temple. The end result of this code lead to the modern structure of congregations and the godless.

In RY 748, the Realm assisted with a coup d'etat in the Autocracy of Thorns, which would come to lead a great war of expansion against the rest of the Scavenger Lands just two years later. These wars would last four years in total as a result of Dynastic backing of Thorns and the wealth it had scavenged by sacking and plundering the land of the near-mythical Sacred Treasury of Saiman built on land consecrated for peace. The end of the war was decided with the Battle of Mishaka where a force of three thousand soldiers from Great Forks were reduced to hundreds after Lookshyan forces abandoned them in order to force the enemy to overextend. The war was won, but Great Forks was humiliated and still bears a grudge against Lookshy for the betrayal. The Lookshyan envoy did not bother to justify the action on behalf of the Archontic Conclave.
So I only now got around to reading this, but it's really cool and I feel no shame in dredging it up to say that I particulaly like the equation of priesthood and aristocracy, the reminder that historical slavery has taken many complex forms, and the lionisation of giant hats.
 
Probably not my best work, but I'm tired and want to get ot bed. So here is the promised write up detailing how I handle states and large organizations in my own games. Note that most of this is setting agnostic, as it comes from years of dming various other games and is not specific to any one system. I will try to include some exalted specific hacks at the end, but I am a relative newcomer to the franchise so others could probably do it better. Now, without further ado:



Seeing Like a State

Or

How to Reduce GM workload by limiting player interaction to the bits of the world which are relevant and that they want to interact with.


Part 1: The Overview

The issues, as I see it, with modeling a state level actor in a campaign are two fold. The first issue is that states are big, complicated things and modeling them is hard work. Work which might never even see the light of day if your players aren't interested in that nation, or take the campaign in an unexpected direction. The second is that states are inherently impersonal things. This makes them hard for players to interact with and change. It makes them boring. So how do we solve this? I personally use what I call the Fractal Granularity Index, because I like fancy names, and the Spokesperson system. Neither is really revolutionary, and I'm sure there is a blog post or 500 somewhere explaining them in other terms, but I feel it is worthwhile to get my thoughts down on paper.

The Fractal Granulairty Index is a method of GMing based around decreasing both player and GM work by limiting the amount of actionable information to only what the players and GM want to interact with. What does that mean? It means that when you start a campaign or session, the GM comes to the table with a certain amount, I go with 5, setting elements/plothooks1​, and that each of these elements should have 5 associated setting elements/plothooks of their own. This gives the players a series of different widgets to interact with, each of which has their own method of driving the story forward. Once they start interacting with one of these widgets they can drill down for further detail and giving you a sense of where to focus your work when fleshing out the session. Crucially, it also prevents you from "locking in" any setting elements or choices, allowing you to change them based on player reactions. Then you simply repeat this every session, aiming to build your story only one step ahead of the players so that it can be customized to their taste (and so you don't waste work).

So how does this work in practice?

Evan is playing a lvl 3 Barbarian who has just entered the town of Kingsland. He is overwhelmed by the stench and noise of so many people in one place, more people than he has ever seen in his life. People and animals wander the street aimlessly, calling out deals or selling wares or just making the endless noise of life. He can see a tower in the center of the city, once proud stone pockmarked from age and with the roof caved in. It is the only building with space to breath, none of the others approaching within 25 feet of its floor. A seemingly endless array of sheep line stalls, sold for meat or wool or milk. These sheep though look sickly and thin, it must not have been a good harvest this year. Suddenly a noble's carriage fly past him, forcing him to dive out of the way, and a thief takes this opportunity to try and steal his purse, fat with loot from the last adventure. Roll to avoid!

So here we have 4 plot hooks. Ruined tower. Sickly sheep. Mean noble. Pickpocket.

Evan manages to stop the thief, but elects not to chase him when he runs. Instead he decides to track down the noble, hoping he can get more money by shaking him down for "damanges". There he learns that the noble is a member of the Guild and recently lost a lot of money on an expedition, leaving him unable to pay his membership fee. Unbeknownst to Evan, this noble is also a member of the thieves guild (which one the plotline opened if he went after the thief because I am nothing if not lazy2​) and may send assassins if the dealings go poorly.

And so on and so forth. If you get good at improving, this should allow you to constantly stay one step ahead of your players.3​

The spokesperson system is much easier. Instead of having players deal with institutions, have them deal with people. Give each institution a spokesperson who can act as a stand in for that institution during actual play. Is the church evil? Have them meet the local bishop Murderface McOrphanmaker and how he likes to eat puppies on the weekdays. Are the besieging a castle? Have the lord come out and try and talk to them or shout threats from the walls, etc.

Part 2: Applying this to organizations

Now, that's all well and good, but how does that apply to organizations? Simple, when creating an organization create its leader, the Spokesperson, as well as a few additional subleaders, such as faction leaders, bishops, rebels, etc. each of which will be Spokesperson for the subgroups they are leading.

When the players interact with an organization, its Spokesperson and the Organization are assumed to be one and the same. The King or Bishop or Principle or Local Political Party Spokesperson is assumed to be able to enact their will on whatever they are leading. Using a King as an example, they are assumed to be able to raise taxes, wage wars or start national projects. This may not be easy, and it may not be clean, but barring intervention by the PCs or the GM, assume that the leader is in control of their organization.4​

At this level, all you need to model is the highest member of the organization that your players are dealing with, plus a few quick outlines of the next step down in case the players want to interact with the organization in a more granular level. If the players want to start converting their neighbors into sun worshipers then you need to start modeling the provincial politics, but unless they are personally going to a city to preach then you don't really need to be able to model more than that. If all they want to do is talk to the king for a good trade deal, then they don't really need to know that the Baron of Catch'up is in a feud with the Duke of Mush-tard.5​

Part 3: Applying this to your game

That was a lot of words, but we need some examples for this all to make sense.



Evan is playing Bunny, the Elven Queen of the Twilight Imperium. She is a powerful sorceress, her birthstone is stone and her hobbies are eating, sleeping and taking the easy way out. To her west lie the fertile plains of Tukahn, a settled agrarian economy ruled by the King. There kings symbolically revoke their names, and thus ties to the nobility, upon ascension. To her North lie the undead kingdom of The Waste. This is a barren wasteland full of monsters and poisonous miasma. Its only intelligent inhabitants are a series of nomadic undead knights who travel the land on their necrotech chariots in search of powerful magical reagents and herbs. The closest powerful grouping of such are the skeletal Knights of Steel, who have coated their bones in steel to strengthen them. Their leader is The Man, who rides a great centipedesque creature made from the bones of elephants stuck end to end. To her south lies the Kingdom of Mourning, last remnant of a nascent solar empire which has managed to hold on to some of the wonders left behind. It is ruled by a council of hereditary sorcerer priests. The spokesperson for this is usually Mofti Zhul daughter of the sun6​, and voice of the gods. Technically the council rules as a collective, but the PCs can safely treat her as the council unless they start getting involved in internal politics.7​

Now, at the start of a session/campaign this is all the characters would know about each kingdom and their rulers. Players may also, if they ask, be informed of major imports and exports, common rumors, borders and even the broad strokes of power, but they won't know anything thing about the internal politics or specific economics of their neighbors in the broadest sense unless they devote information to such an endeavor.8​ Remember, this is not the modern world, so you can't assume a country will have an accurate, up to date census of its own population and exports except in the broadest of terms. Maybe Tukahn only performs a census once every 5 years and its accuracy can't be assumed9​. If they do decide to take action to investigate these things then the players are indicating a desire for more granularity in their plots, and so you can dig down deeper.

But lets say that a civil war breaks out in Tukahn, and one of the provinces near the border of the Twilight Imperium petitions Bunny, asking to become of province of her empire and enjoy her protection. Bunny accepts, and gets drawn into the civil war. Now she has a ready source of information about Tukahn's internal structure, the province leader, as well as incentive to learn more. So Bunny learns the head of each of the major factions, the loyalists who want to preserve the throne led by the King, the nobility seeking to end his tyranny, the clergy seeking peace and various nobles who wish no part in the fighting.10​ She probably also knows a few facts about most major provinces and has a rough idea of their geography, but nothing super detailed.

As the war goes on, the focus will shift, and the amount of information the player has will shift with it. When the Bunny personally besieges the town of Luasobarg then you as the GM should probably pay attention to the internal politics of it, and she will probably take action to learn more about it. During the siege, it should be treated as a living breathing setting with multiple fault lines and internal politics and different characters playing off each other. Afterword's though? Well a Queen on the march won't be getting anything more than the most cursory of reports from such a place. She'll know if its taxes are down, or if the ruler has changed or if there was a famine, but she won't know if the Rixbys are still feuding with the Sutherbees, or if the local stonemasons guild has lost its position of prominence due to an influx of cheap labor. Not unless such things are brought to her attention, and whether that is so is at the discretion of the GM.

Eventually the war ends. The Twilight Imperium is a few provinces richer. The King is still on the throne. We zoom back out. The player no longer needs to keep track of Tukahn as a series of interlocking pieces interacting with each other. She can safely treat it as a singular character again. At least until something else happens which draws her attention there.

The idea to remember here is that a real person only has so much attention to devote to things. That the more things you are responsible for the less you can pay attention to any one thing, and so the greater the level of abstraction and disconnection. Bunny simply doesn't have the time to keep up with the local politics of every area in the Twilight Imperium outside of special circumstances, and so there is no need for the DM to pay attention either.



TL;DR Don't bother making stuff your players won't see.









1: A good setting element should be a plot hook of its own and vice versa. The tower houses a dragon, the pickpocket is part of a thieves guild, the snooty noble has pull with the king, etc.

2: Remember we want to do as little work as possible, while still maintain the illusion of a completely open world where players can do anything.

3: Don't be afraid to buy time for ideas to come by adding some padding or pizza breaks or something. If they do something really unexpected, just tell them they completely upended your plans and you need to call the session early so you can come up with new material.

4: Note that this doesn't mean their isn't internal strife or politics going on behind the scenes, just that the PCs are unaware of it. Several nobles might be plotting to overthrow the king of Tukahn in order to place his mentally ill, and far more tractable, uncle upon the throne, but they won't hear about it as anything more than rumors and hints until the king is dead. Even then all they might know is that he "died of a hunting accident" and that his uncle has taken the throne. They might not even know about the uncles illness or that the nobles are the real powers unless they look into things. Of course, the king dying and being replaced is a clear signal from the GM that he has a cool scenario he'd like to run, if the players bite the bait and investigate.

5:The Baron of Catch'up is technically a vassal of Mush-tard, but he had land on a border province which he has recently expanded, giving him military might at or above the level of Mush-tard. Mush-Tard has been trying to limit his growth in order to avoid losing so valuable a vassal, while Catch'up years for status befitting his might.

6: Technically she is the daughter of a volcano god, but it has subordinated itself to the empire and she has symbolically renounced her heritage. The Son/Daughter of the Sun is the title of her position and has nothing to do with her being god blooded

7: Technically, in this set up the players would be more likely to interact with diplomatic envoys than they would be to interact with the direct rulers in this set up. In which case those would be the Spokerspersons of each kingdom. But it gets too confusing splitting the ruler and spokesperson up in this example, so I have simplified things.

8: Possible actions they could take to investigate this sort of thing? Starting a spy ring. Bribing court officials, diplomatic overtures, just straight up sending their own census takers into the country in a flagrant disregard for that countries sovereignty. All things which open up more plots to be explored.

9: It would sure be great if we had some well read people on this forum to explain how the ancient world performed census taking in the roman/han empire, which I believe are the two big sources for the realm and thus where it would be most accurate.

10: Notice no faction is spoken of in bad terms. This serves a dual purpose. First it increases verisimilitude, since nobody fights under the banner of "I want to oppress people!", instead they will put their best foot forward and dress up their goals. The second is that it allows you to make whichever group the players finds most appealing into the good guys. Or bad guys if that is the kind of story you want to tell.
 
Man if I only knew what the actual hell my players are going to get into before the game starts.
You've got a lot more control there than you realise, the introductory scene for a new location can have a huge impact on how your players will go onto percieve it.

Storm of Swords/Game of Thrones season 4 has a good if really lazy example of this where the first thing Daenerys sees of Meereen is a warning of 163 crucified slave children. Predictably, this doesn't deter her and when she takes the city she has 163 of the Great Masters executed in the same way. It's almost like the children weren't really a warning at all but the GM's way of goading her into a particular course of action.
 
It's a very good book! I'm rereading it right now upon the recommendation of @EarthScorpion and @TenfoldShields (who made a very good post I am going to reply to properly tomorrow because it deserves more time and effort than I currently have).
Damnation City is the book on power interactions, city-level play, and GMs designing cities for Vampire: the Requiem.

It is probably one of the most generally useful RPG books I've ever read, even if you're not using a modern setting (though it's most useful for modern settings).

I also like the Dresden Files RPG books for something similar, they have an entire section about designing your own city and creating ways for people to interact with it.
 
You've got a lot more control there than you realise, the introductory scene for a new location can have a huge impact on how your players will go onto percieve it.

Storm of Swords/Game of Thrones season 4 has a good if really lazy example of this where the first thing Daenerys sees of Meereen is a warning of 163 crucified slave children. Predictably, this doesn't deter her and when she takes the city she has 163 of the Great Masters executed in the same way. It's almost like the children weren't really a warning at all but the GM's way of goading her into a particular course of action.
It does help if your players are fairly cooperative with chasing plot hooks. I've done the "one layer up and one layer down trick" often enough that the players fairly rarely outpace the amount of detail available faster than my ability to bullshit up new sub-details(or even throw up a random encounter to buy time for session close so I could actually work on the layer between sessions, it helps to keep a quiver of 2-3 pre-prepared throwaway encounters where you just need to drag the session out a bit)

Like, you got a regional actor for the local say...barony, with key points of Smuggling, Minor Famine, Gribblies and Ordinary Countryside, and they go look at Famine, so I just quickly spawn in 3 contributing factors(Hoarding, unhappy spirits, unskilled farmers) to the famine, which they USUALLY would beeline on whichever they hit first.

Then if they can solve the factor as presented, good, if not, they go deeper into the sub factor and since they tend to be completionists, once they finish dealing with the unhappy spirits(cointoss whether they appease or beat the face until they submit) they'd go deal with the farmers doing it wrong or more likely they'd go smash in the hoarding merchant and feel good about wealth redistribution.

By the time they're done they're usually ready to move on from the region, or at least somebody's started actively looking for trouble from bored. :V
 
Also, as with NPC backstory there's a lot of location info that can be recycled if it never got to be on screen in the first place.

It's like schrodinger's cat, if you like the idea of a sinister masked secret society pulling the kingdom's strings (or in my case, recognise it as an easy way to please the fiancée) then they can be everywhere and nowhere until the PCs discover them and collapse the waveform.
 
Eshirreol, Land of Wyld-Blessed Springs
Cycling back again - the sheer mass of content here is intimidating to the point that I skimmed a lot of it, but the fundamental premise that pervades it, that of actualising the Fair Folk mythos/atmosphere into a vibrant and seething satrap is definitely my cup of tea. Nice one.
 
The clarity of definition provided by combat steps allows for more interesting behaviours to be hung off combat than a more ephemeral order could have provided. That might just be my misliking of 3e dropping them, however.
 
Came up with a slightly weird concept in the course of trying to work out fixes for some fundamental 2e problems. What if we based yards-per-tick movement rate on Stamina, rather than Dexterity? From an in-setting biomechanics standpoint, sustainable speed over level ground has a lot more to do with steady repetitive movement and heat management than with precision. In terms of tactical balance, it might give a high-sta/low-dex fighter useful options against low-sta/high-dex: all else being equal, faster movement makes it possible to decide when and where the fight happens, and maintain whatever engagement range you prefer.
 
I consider yards-per-tick movement in itself one of 2e's fundamental problems. So this gives me another answer to rogthnor's question, the chase rules in Shards of the Exalted Dream.
 
I consider yards-per-tick movement in itself one of 2e's fundamental problems. So this gives me another answer to rogthnor's question, the chase rules in Shards of the Exalted Dream.
From experience in several groups, it is absolutely one of the big issues people have with the initiative system, and often make combat extra clunky.
 
From experience in several groups, it is absolutely one of the big issues people have with the initiative system, and often make combat extra clunky.
#1 Shards of the Exalted Dream was 2nd edition.
#2 Making pursuit an (attribute + ability) roll brings it into line with basically every other action in the game, it also means Athletics is a factor in how fast a person can run without charms that make it a factor.
 
#1 Shards of the Exalted Dream was 2nd edition.
#2 Making pursuit an (attribute + ability) roll brings it into line with basically every other action in the game, it also means Athletics is a factor in how fast a person can run without charms that make it a factor.
I meant the yards-per-tick movement system, especially in how it combined with dash and other movement options.
 
Trying to have a clearly defined order of operations for charms in combat resolution. They probably didn't do it as well as they could have, but the steps of combat resolution were a good idea decently executed.
My biggest problem with them is that they ARE clunky, because all the back-and-forth required to get through a single attack. They also make stunting a bit awkward, as the more dramatic an action, the more it feels weird not to give it closure as part of the description, but you stunt before you even determine dice pools.

It gets worse because I play Exalted online more than anywhere else, which makes the delay for back-and-forth decisions on what Charms to use in each Step takes even longer. (I've no idea how anybody runs it by the rules as written in a play-by-post game!)

For all its flaws, the 2E suite of Charms were more robust in combat usage because of the step structure. 3e has some wonderful innovations in the core combat system, but the move to lots of fiddly Charms that are weird dice manipulators and making Excellencies into specialized things that exist for each skill in slightly different ways is a backslide to 1E that is just badly done.

To me, the ideal combat system (especially for Exalted) would use the Withering/Decisive mechanics of 3E and the neatly-structured resolution of 2E with both refined so that each "side" of a given attack (e.g. attacker and defender) could declare what they're doing in one step each. "I'm attacking Alice, Bob, and Charlotte with these mechanics," says Dave, and each of Alice, Bob, and Charlotte respond with, "We're defending with these mechanics." Dave, and MAYBE Alice, Bob, and Charlotte, roll dice pools determined by their declarations, compare appropriate numbers, and determine effects.

This obviously can't be done and maintain 2E's notion that you can have a "step 2 defense" and a "step 3 reroll that is also a defense" and wait until it gets to step 8 to declare a soak defense, etc. etc., but you can probably set up contingencies and the like.

Maybe something that says you can only apply a single Simple Charm plus Supplemental Charms to an action/attack, and only apply a single Reflexive Charm plus Supplemental Charms to a reaction/defense, unless you build a Combo. No need to make Combos have WP costs: they're specific suites of Simple and Reflexive Charms you can pay for as a single action/attack or reaction/defense, and you're paying for the whole thing up front when you declare it.

So if you want to apply both a "step 2" defense and a "step 8" defense just in case the step 2 didn't fully work, you pay for the combo that combines both of them, and when you activate it, you pay the activation costs for the whole combo, even if the step 2 defense totally protects against the attack and thus the step 8 is wasted.
 
I think people really over estimate how much thought is actually needed to process the steps. They're basically just your basic Action Resolution from Magic and that gets internalized pretty damn fast by even new players.

Edit: More to the point, the Steps are still basically there in 3e, they're just obfuscated to make it seem like they're not. You still have to declare Defenses before the attacker rolls, there's still Charms that can only be activated after the Attack roll, all that nonsense.
 
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