Knightly tournament procedures (with camels and atlatl-lances...) for an FKRish game
My players in one of my ongoing games are about to attend a tournament, in classic mediaeval jousting-and-melees style. This tournament has been foreshadowed for the entire campaign thus far and I now need to come up with some structure for it. If you happen to be one of those players, you can skip these preliminaries and go straight to the section where I lay out the procedure, below, or read it all to see my working if you want!
This post isn't getting an edit before posting, so apologies if it's more verbose than usual (and doesn't have many pictures). It's been written up around various tech issues, and I'm tired of it and ready to get on with using this material at this point. Expect later heavy revisions if/when I find some of it lacking. It's a first experiment in blogging my process in making up a janky improvised system for a specific niche thing, which I'd normally make then discard once it was no longer useful (I have done this with warfare systems about a dozen times).
My reading time calculator tells me it's about a 55-minute read... oh dear. Oh dear. OK this is fine.
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After Johannes Steenstrup, by Firkin on OpenClipArt |
I have a vague understanding of how tournaments run already, and since I'm running broadly FKR-style (fiction-first, systems minimal)[1] you might think that'd be all I need. Unfortunately, I'm not sure there's a good way to make that into a fun game since my understanding mostly centres around a structure for people to joust in, and a hill I will die on is that jousting is not in itself a very interesting activity for TTRPG characters to engage in. It's a set of lots of fights in very constrained conditions, which might make for an interesting minigame for some folks but presents only quite limited narrative payoff per fight. There are interesting things that can happen in a joust, but if they happen in every joust then it rapidly becomes quite implausible, which fiction dealing with tournaments seems generally to recognize. Also, of course, for a long time tournaments weren't really about jousting! Although I'm focussing on a period when the joust was becoming pre-eminent, the original purpose of the tourney (and, circuitously, its namesake) was the melee, and other competitions also existed.
So, what is interesting about a tournament from a TTRPG perspective? IMO:
- Information. Tournaments are a way of establishing which characters are (martially) powerful, and which are duplicitous, where alliances and rivalries exist. They're full of rewards for a character paying attention to social dynamics, and the rigid structure only makes situations where it's broken stand out more. Have a look at this scene of the joust between Loras Tyrell and Gregor Clegane from Game of Thrones, and see how it establishes the relationships and characters of Loras, Renly, Gregor, the Hound, Robert, and Littlefinger (with Sansa, Ned, and Littlefinger as observers). People in the stands here have just as much agency in the scene as those riding down the tilt.
- Networking. There are also opportunities for social proactivity. Gamble on the results; beseech the favour of somebody powerful, proving your loyalty or secretly professing your love; behave with honour towards an opponent to win them (and/or observers) over.
- Showing off how the society in question thinks or thought about war. I'm shamelessly citing wikipedia here, but apparently the name 'tournament' comes from its original core focus, a large melee where the teams would attempt to perform an orderly pivot after breaking their foe's ranks, demonstrating their discipline and the subjection of their opponents by pulling off a difficult manoeuvre. It sticks around even after the melee is replaced by jousting as the core event! Similarly, the move away from capturing and ransoming opponents towards prizes given by the organizer seem to me to mirror increasing centralization of power over time.
- Establishing and subverting power hierarchies. "The most capable warrior wins" is absolutely fine from the above perspective of providing information, but not interesting in itself. What if the most capable warrior deliberately loses to their superior in the last round? (Very common, especially with kings.) What if somebody - through incompetence or malice - lets their lance slip and strikes the most capable warrior in the groin, knocking them out of the contest? What if several rivals jump them on the way to the tournament and steal all of their gear? Etc.
- Costs & rewards. You need a certain amount of wealth and equipment just to get through the door, and better equipment will give you a better chance. How much are you willing to spend? If you don't have the money needed, can you pull some favours to give yourself a chance? What is there to be won, and what are you willing to do to get to it? Display of wealth and status was a critical part of real tournaments and needs to matter in fictional ones too.
- Other contests! Melees are in fact just a standard TTRPG tactical combat, but one where you can fight people like you and walk out the other side as friends (maybe.) Archery, quintain etc. are simpler, but still fun little mini-games, and potentially ones with more chance of an upset since they're not the main status-gathering events. Who doesn't want to try their hand at being Robin Hood splitting the arrow?
Setting Peculiarities
- Genre is 1/3 Arthuriana, 1/6 Arabian Nights, 1/6 OSR mediaevalism, 1/6 pulp fantasy, and 1/6 unattributed worldbuilding-fallout weirdness.
- Technology (including social technology) is late-mediaeval, with some differences: no gunpowder weaponry, but pulleys and clockwork are comparatively developed. NOT CLOCKPUNK - they're just a few centuries ahead of IRL 'contemporaries' in these areas.
- The religion believes in a sort of force of will/inner strength called Hyr possessed by all humans, which can be tithed to others. This ritual submission is what their feudal system and electoral monarchy is based off: peasants give all of their Hyr to knights who give most of theirs to various tiers of barons, counts etc. who in turn elect one of their number to receive the greatest tithe as King. Money also flows, of course.
- Hyr-concentration allows for feats on par with cultivation in Chinese myth and its epigones, but within a very different martial paradigm (see below) and cultural norms, so perhaps more like the legends of Arthur's knights displaying superhuman potency in the Trioedd Ynys Prydein or Sir Kay being able to grow to giant size and generate heat from his hands in the Mabinogion.
- Any supernatural potency which directly affects something outside the body, however, is a perversion of the flow of Hyr and classed as witchcraft, punishable by death for commoners or exile for lucky nobles. It still exists - the supernatural and material worlds are only thinly separated - but it's the subject of fear. This includes to-us-mundane external effects like poisoning, though not its more useful medicinal cousins (thanks to the ceaseless efforts of more sensible philosopher-scholars.)
- There's not a concept of sin to accompany the notion of witchcraft. One might be unchivalric, dishonourable, disloyal etc., and these are terrible because they disrupt the socio-metaphysical order of the kingdom, but they aren't going to damn you to eternal perdition.
- Knightly chivalry is quite like IRL, but without as much of the gendered aspects. It's not a gender-blind setting, but the Hyri philosophy specifically has had quite a few female leaders over time. Women, especially once succession to a family title is secured, may fight as knights. Courtly love is still a thing, but the burdens of associated heroism and pining are expected to fall more evenly.
- The upper aristocracy produces senior priests, lords, and knights. They tend to fight as heavy cavalry from horseback, much like your classic knight. The 'gentry' is a much larger, mixed class which produces - all from the same lineages - merchants, itinerant warrior-scholar-jurists, knights, and lesser priests. They fight as medium or heavy cavalry from (the much more abundant) camelback, wielding the atlatl-lance, a curious device which allows one to hurl a spear with great force into the enemy ranks moments before adjusting grip and charging any gaps opened in their ranks.
- The warrior-scholar-jurists (normally warrior-scholars) practice a distinct and highly technical swordfighting style, and many of them also use the less-effective courtly duelling techniques in judicial matters.
- Currency is the Serel, which is the old British pound/shilling/penny but with names changed: one Serel = 20 Isins = 12 Ryas. Prices are, insofar as possible, pegged to/estimated off 1330s England, in that beautiful stable-ish period between the Great Famine and the Black Death. I'll use standard l, s, d notation to indicate these. I primarily use this list, this one, and the prices in Fief (see below), converting prices outside the 1330s according to the tables in this article. (Note that contra the use of currency as a sort of leveller of otherwise uneven trades which appears to have existed amongst at least some of the rural peasantry, aristocrats - including most of my PCs - were definitely living in a monetized world at this point.) For ease of reference, one year's worth of unmilled grain for a typical family in a good harvest year costs in the region of £1 7s. For a piecework labourer that's 67+% of their income before tax; for a master craftsperson it might be 1%.
Systems & Inspirations
- Chainmail jousting system by Gary Gygax and Jeff Perren - semi-explained, revised and solved at Delta's D&D Hotspot. Complicated but purportedly quite interesting. Secretly note an offensive and defensive approach, then compare to the opponent's to determine a result. No account taken of character skill or chance.
- Demesnes and Domination tournament event rules by Brian Larkin - primarily focussed on the costs and benefits of players hosting from a domain management perspective. You can pay more to attract more powerful lords, etc. Setting is broadly late-medieval (i.e. gifts are given to winners rather than them claiming the foe's equipment). Randomized complications. Simple, abstract jousting system (hooray!) and similarly simple rules for several other hastiludes. Random tables to fill out brackets with NPCs unfortunately rely on use of a class-level system.
- A Song of Ice and Fire Roleplaying: A Game of Thrones Edition (now out of print, seemingly?) tournament sections - Hosting tournaments is presented, but is a pretty simple exchange of a noble house's Wealth stat for its Influence stat. The fiction side of things has some internal contradictions and the numbers of participants listed are very much on the low end. Jousting passes are a simple stat roll-off: each jouster chooses one of five modifiers, attacks against their foe's animal handling (credit for including that element), then works out the results against a short table based on degree of success. Rules are included for recovery between passes and for cheating. Brief explanations and procedures are given for archery contests, grand melees, equestrian competitions and a maesters' conclave to give scholarly characters something to do.
- HarnMaster Third Edition jousting rules by N. Robin Crossby and Tom Dalgliesh - There's lots of setting-specific fiction woven into the two pages of rules, as you'd expect from Harn. The symbolism of different types of favour is briefly discussed! A set of common diegetic rules for winning is presented based on points-scoring, as well as a complex matrix of 'tactics' to modify HarnMaster's already crunchy combat system. Extra fiction and heavier core mechanics aside, functionally very similar to ASIFR.
- The Old Lords of Wonder and Ruin jousting rules by Alchemic Raker - Unsurprisingly, the Chainmail reorganization/retroclone has an intricate matrix-based minigame very close to Chainmail with victory determined by a points system. Does raise some interesting points of detail, such as how 'When a Knight loses their helmet or breaks their lance, they must always go Steady Seat [a defensive position] in the next ride.' Makes loss of helmet rather too likely, however, and suggests inaccurately that points are lost for breaking a lance.
- Fantastic Medieval Campaigns 'Jousts and tournaments' rules by Marcia B. - Again, a matrix system, but a nicely explained one by comparison. Contrary to the title, the 'tournaments' section consists of three lines sketching a potential structure where abstractly-sized 'teams' of knights pool their points from jousts (singular) to determine who wins.
- 'Simple jousting rules for 5e' by Homebrew Homunculus - They're very simple! Impressively minimalistic rules for how to unhorse somebody and six stances you can take to change your attack roll/AC/Animal Handling check to stay seated, most expressed as +5 to one and -5 to another. Elides some details, i.e. lances break automatically.
- Errant by Kill Jester. - A highly abstract card-guessing game is used for duels, which it's mentioned could be adapted for jousts with some changes.
- Fief by Lisa J. Steele - Not a system, but a description of how tournaments would typically work and their evolution over time for TTRPG purposes. It's my primary historical basis for any context outside the Scottish borders (see below) and source of organizational information.
- Game of Thrones (the TV version, which I rewatched snippets of for this)
- I did a modest amount of reading about jousting in the last year of my undergrad, but mostly 'jousts of war' conducted before or instead of battles on the Scottish borders. The most generically relevant thing was likely 'Yron & Stele: Chivalric Ethos, Martial Pedagogy, Equipment, and Combat Technique in the Early Fourteenth-Century Middle English Version of Guy of Warwick' by Brian R. Price, which discusses the role of tournaments in knightly learning a little and emphasizes what none of these more 'simulationist' systems do: that a primary factor in knightly prowess in these affairs is considered to be 'wylle' and 'harte', the desire for battle and for glory through it, underpinned by chivalric values and faith.
'According to [Portuguese monarch Dom Duarte, who wrote a treatise on jousting] will is what keeps the jouster's eye on the mark at the critical moment when impact is imminent, and he outlines four reasons why this might be, including: "First, because they do not really want to joust with the other rider. Second, because they are still with fear and so, they are very uncomfortable at the moment of collision. Third, because they move their bodies and spears too much, being too anxious for the moment of collision..." [Price conveniently does not list the fourth and the translation is £94 on Ebay :( ] In the fourteenth century we still see an emphasis in the world of chivalry and men-at-arms on strength ... But the tradition of writing specifically about technē [technique and skill, as found in martial manuals such as the Fechtbücher] was alien to chivalrous society.'
This makes me think somewhat of the use of escalating contests in Poison'd (a game about pirates which I reviewed here), where fights essentially consist of a series of contests of a character's weapons and willingness to use them, with the defeated being allowed to accept the consequences or escalate to another roll with greater consequences.
Tournaments in the Hyryaza Kingdom and Elsewhere
Preparations
Organization
Equipment
Surcoat, banner, and caparison (fine): 10 l (+5 I)
Surcoat, banner, and caparison (exquisite): 50 l (-1 E, +20 I)
War-camel*: 28 l
War-camel (good quality**): 6 l (+10 E)
War-camel (legendary quality**): 60 l (+20 E)
Warhorse: 65 l
Warhorse (good quality**): 80 l (+10 E)
Warhorse (legendary quality**): 100 l (+20 E)
Fine panoply: +1x base value per item (helm, main armour, weapon, shield, steed) (+1 I per item)
Exquisite panoply: +3x base value per item (+3 I per item, -0.5 E per item)
Dirty Tricks
Arrival and Assessment
The Social Environment
Impression
Character has traits relating to sociability, charisma, attractiveness etc.: +10-+50, as appropriate
Character is a relative 'unknown': +15 until they lose a match
Character is of the immediate royal family: +50
Character is of a elector-magnate family/high priest of a famous shrine/legendary scholar: +40
Character is of a baronial family/high priest of a notable shrine/renowned scholar: +20
Character is of an upper knightly family/high priest/noteworthy scholar: +10
Per event or round of a multi-round event a character has won: +10
Per significant breach of etiquette: +5
Caught cheating: +25
Scheduling and Networking
Example Schedule for a Royal Tournament, with scene qualities in bold
- ~1 week prior - Majority of guests begin arriving. Heralds collect information on attendees and enter them for the lists. Pleas for uninvited entry are made and considered.
Scene features: price inflation; public order strains - Day 1 - Attendees parade before the King with their colours and in order of rank, beginning with the lowliest gentry and moving up to high nobles and members of the royal family. Assuming no unexpected delays, this begins at 9 in the morning and takes 6 hours. Sections of the parade are interspersed with entertainment from jugglers and musicians. It is proper for those not presently parading or preparing to do so to show themselves in the stands, observing events. Crowds of their families and commoners fill all available space.
Scene features: Excited bodies shoulder-to-shoulder; near-deafening chatter and fanfare; all the realm gathered
After events conclude, a great feast is thrown, in the open if possible or a specially erected royal pavilion if not. Class stratification gives way as, for one night, the great and small mingle, albeit at far ends of the space for the most part.
Scene features: Overwhelming gluttony; near-deafening chatter; all the realm gathered; everyone raring for the violence - Day 2 - Beginning of the Knights' Tilts at 9. Crowds spread out over a wide area between fields as dozens of pools (see below) fight at once. Between, a fairground atmosphere pervades with many of the entertainers who performed on the first day now competing for punters' coin alongside less salubrious entertainments. The archery contest is held in the morning, and knights eliminated from earlier pools or waiting their turn to joust in them tilt at the ring in the afternoon. In the evening, the festival spreads out from the tourney grounds and engulfs the nearby city.
Scene features: Fairground atmosphere; distractions and diversions everywhere; flashes of motion, colour and violence. - Day 3 - Third round of the Knights' Tilts begin at 9 in the morning and continue until 12; the smaller numbers involved allow the less-prestigious slinging contest to be held at the same time. The Lords' Tilts begin in the afternoon and continue until nightfall. Everyone comes to watch these, out of duty or genuine excitement to see the greatest heroes of the realm fight. Afterwards, the taverns and banquet-halls are somewhat subdued after the chaos of the initial events.
Scene features: Bags under every eye and stumbles in every step; broken glass and tattered decorations lying about; crackling, ominous tension in the air - Day 4 - After the manic energy of the first three days, a break from festivities as the Pharoah leads a hunt in the nearby royal forest, setting all the knights and lords loose to chase masses of game. Common folk are split between rowdy parties and clearing up the mess. In the evening, the hunters ride back in with great ceremony, loudly singing praise to the King, and those willing to stay up late can bag plenty of leftovers from the game roasted for their feasts.
Scene features: A sudden half-quiet; everything a memorial to victory - Day 5 - Third round of the Knights' Tilts conducted from 9-11, alongside quintain for those not presently jousting, then armsbearing takes place until 12 - generally, it is entered only by those already disqualified from other contests, as serious competitors wish to avoid exhausting themselves. In the afternoon, the second and third rounds of the Lords' Tilts. All day, simultanaeous with all of this, the Scholars' Contest takes place.
Scene features: Town and tourneyground both quiet; wildlife walks freely in sleeping streets; cautious, precise mirth - Day 6 - The fourth (and final) round of the Knights' Tilts takes place in the morning, then the fourth and fifth (and final) of the Lords' Tilts in the afternoon. The entire place bursts into life once more for the excitement of these final jousts.
Scene features: A sense of sudden blazing climax; rampant speculation and furious recrimination; the greatest of the Kingdom on show - Day 7 - Melees take place in the morning, with the afternoon reserved for rest and recovery after the hard exertion. Preparation is made for the Grand Melee. If the Scholars' Contest is yet undecided, it concludes as others rest.
Scene features: Violence, suddenly much more visceral; winding down too early; everywhere, bloodied warriors, like a city under siege - Day 8 - A Grand Melee takes place. The winner of the Lord's Tilts takes the role of The Tourney King, fighting against a Tourney Brigand played by the winner of the Knights' Tilts. Beginning with the Tourney King, each takes turns picking teams from amongst the winners of the Melees to comprise their 'army', which will come to perhaps 500 warriors on a side. Fighting, which takes place across open fields outside the city, is expected to go on throughout the day, and ends with another feast at Royal expense for both sides (as well as non-participating aristocrats.)
Scene features: Violence, suddenly much more visceral; war in the zeitgeist; gambles come due at last - Everyone winds their way home. Everyone alive and not now embroiled in intrigues in the capital, at least.
Favour and Favours
Betting
Contests
Quick Resolution and Upsets
- When a PC or significant NPC faces a foe with very similar (or different but evenly-matched) capabilities, not one who is vastly their superior or inferior. For this reason, it's worth generating all non-specific competitors against a PC or particularly notable NPC just in case anyone highly skilled turns up. (See the Random Tourneygoer Generator below, or don't if you're one of my players since that might spoil some potential surprises.)
- When the outcome of a match has a particular emotional resonance - a character is facing a bitter enemy or fighting for the honour of a romantic interest - and is therefore motivated to behave differently than normal in interesting ways
- When the character's opponent intends trickery, cheating, or undue harm
- Roll twice, re-rolling 1s.
- Cheating. Roll again, but the result only appears to be the case.
- Rules breach. The victor must make an Impression check against the highest other Impression value in the group. If they fail, they are disqualified and the second best qualified progresses. The breach may be boorish, sloppy, or impassioned; consult your favoured oracle to discover more.
- Humiliation. Whether through overindulgence the night before, distraction, etc., the otherwise-victor simply cannot perform, and that is what the poets will say. They lose to the next best.
- Extraordinary luck. Random participant triumphs; if would have done so anyway, doubles Impression bonus from the victory.
- Lingering injury. The victor (or, in a melee, d6 members of the winning side, including one significant member) suffers an injury that will haunt them later. Roll a d6 in each subsequent round - on a 1-3, the injury flares up and worsens their results.
- Equipment Malfunction. The otherwise victor's equipment malfunctions, causing them to lose out to the closest competitor. Everyone agrees it's terribly unfortunate, but there simply isn't time for a re-run.
- Terrible injury. Random participant horribly maimed (1-4 on d6) or killed (5-6 on d6). If the victor, they must withdraw to recover for a period determined by the injury. Otherwise, treat as a Rules Breach.
Preliminary and Unofficial Duels and Jousts
Jousts and Effectiveness
+10 if the character is an unusually skilled knight (1/2 for individual skills i.e. riding)
+15 if the character is a preternaturally skilled knight
+20 if the character is a supernaturally skilled knight
+5 per character Motivation compelling them to win.
+5 if the character has unusual strength, endurance, swiftness or another indirectly applicable trait
Lords' Tilts ('normal' jousting)
This is jousting as you are likely familiar with it. Two heavily armoured competitors astride horses ride parallel at each other, separated by a fence or cloth, and try to strike the other with their lances. The outcomes aren't actually described in terms of points, but the rules are best expressed in this fashion: one point per lance broken against the opponent's upper body armour, 1.5 points for striking off the opponent's helm, 4 points for dismounting the opponent. The match goes to the knight with the most 'points' after three passes or when one is unseated. If this is a tie, the knights ride three more passes with blunted swords, axes, or maces, now aiming only to unseat the other or knock off a helm; if this fails, or they both do the same at once, then they dismount and fight on foot until one can knock the other to the ground. Most jousts end well before this point, however.
When quick-resolving, use the generic Effectiveness system above to determine who wins. Otherwise, the Knights must each declare a part of their opponent's body and strike at it as in normal combat. Additionally, as they ride at each other, both must choose what they will wager on the outcome:
- Wager Humiliation - you quaver at the thought of the fight, ready to ride and fall with minimal trouble. Additional 1/6 chance you miss any given target point (or strike indirectly and fail to shatter the lance, if a more successful knight).
- Wager Pain - you hold your lance steady and sit proud, prepared to absorb the blows of the enemy in the name of victory. 1/20 base chance you suffer a severe wound. Additional 1/12 chance you miss any given target point.
- Wager Life - you fix your eyes even as you draw close, risking splinters, and spur your horse on full-tilt. 1/20 base chance you suffer a fatal wound and 1/20 chance you suffer a severe wound.
Knights' Tilts (setting-specific)
Knights fight in pools of 4-8 depending on initial numbers. Generally, no more than five rounds will take place, each of which is a round-robin in which each knight faces each other in their pool and the best competitor progresses.
When quick-resolving, use Effectiveness to determine who wins. Otherwise, characters need to decide two things: how determined they are, as in the Lord's Tilts, and when they will cast their spear and adjust their grip on the atlatl-lance to striking position. This takes place before anything else, and both are decided secretly. A character who is preternaturally fast or perceptive may have time to alter their choice in response to their foe's.
- Long and early: This takes place before anything else, and has a 1/2 chance of missing in addition to any other chances. If it strikes but the enemy is not dismounted and not massively superior in strength or riding skill, they lose a mid-range cast if they had prepared one.
- Mid-range: This takes place after long and early strikes, and has a 1/6 chance of missing in addition to any other chances. If it strikes but the enemy is not dismounted and not massively superior in strength or riding skill they lose a last moment cast if they had prepared one and gain an extra 1/12 chance to miss with their lance as they struggle to readjust their grip.
- Last moment: This takes place after all other casts and immediately before the lances clash. It has no base chance of missing. If it strikes but the enemy is not dismounted and not massively superior in strength or riding skill they have an extra 1/4 chance to miss with their lance as they struggle to readjust their grip, and the casting rider has a 1/6 chance of the same.
Melee
Melees may well take a day if both sides are determined; as such, it is rare for them to be fought in multiple rounds, certainly not more than two. If several take place, then, it is typically the team that performs the victory manoeuvre first that is crowned overall victor, though the tourney-holder may judge differently if they feel that the quality of a particular battle was exceptionally high.
- Which side has the strongest chivalric ethos, courage, and general cohesion (a product of officer charisma, but also of the mutual esteem and high principles of troops).
- Which side has the single most powerful warrior amongst its number, if either?
- Which side has the most experienced and skilled men amongst the bulk of its force?
PRIZE: The melees determine the outcome of the overall tournament. Generally, the victor will be given some special art object, and all of their team invited to a final great feast.
Slinging and Archery contests
Practically speaking, bar any efforts at cheating or special abilities this multi-shot approach means that in most rounds the characters with the worst traits in usage of the weapon in question are progressively eliminated. In the final round, there's some room for upsets due to chance across the three shots (1/20).
PRIZE: Typically a bag of coins, how large depending on the tourney-holder but not more than the annual wages of one of their men-at-arms. A victor in the archery contest is also traditionally given a finely-crafted arrow.
Quintain
PRIZE: Typically a bag of coins, how large depending on the tourney-holder but not more than the annual wages of one of their senior men-at-arms.
Tilting at the Ring
- The rider runs at a steel hoop suspended from a rope, and attempts to leave their lance suspended in it or cast a spear through it. Victory goes to whoever manages this in the fewest rides of a potential three, with ties broken by taking the remaining rides and seeing who can manage it most times out of three.
- The rider runs at a freestanding steel ring on a podium and attempts to pick it up with the lance and carry it off. Victory is determined as above.
- The same as either of the above, but a series of multiple rings is used (often six), with points awarded based on how many rings are pierced/picked up. Victory goes to whoever scores most points across three rides. This approach takes longer since it always requires all three rides, so is usually used at smaller tourneys or to break a stubborn tie in one of the first two forms.
PRIZE: Often a jewelled ring or bracelet, though this varies.
The Scholar's Championship (setting-specific)
- Each player has a full deck of playing cards, sans jokers, beside them and draws ten cards at random, then lays out five in front of them as a hand, concealed from their opponent. (Or notes them spoilered in a group chat, etc.)
- When a turn begins, each player plays two cards from their hand to the table, still face-down, then draws four more, places two in the hand, and discards two.
- Then the played cards are turned over and the effects resolved, in the following order:
- 2-10 of Clubs: defensive style. For every pip on the card, the pip value of one of your opponent's played cards is reduced by 1. If reduced below 2, the card is immediately discarded.
- 2-10 of Spades: aggressive style. For every two full pips on the card, the opponent must discard one card of your choosing from their hand. This does not grant any special ability to read your opponent's hand, for which you need...
- 2-10 of Hearts: read opponent. For every two full pips on the card, turn over one card in the opponent's hand and read it.
- 2-10 of Diamonds: rational argument. Your opponent must counter your argument or lose the game. Do not discard the Spades card. In future turns, your opponent must play a Spades card which is placed on this one each turn, until the value of cards placed on it equals or exceeds its own at which point all are discarded. If they do not or cannot do so, they are defeated and must concede or commence normal combat. If both players play Spades cards simultaneously, both are immediately discarded as each flings statements at the other without pinning them down into discussion. A player need only play cards against one Spades card on any given turn, no matter how many are 'in play'.
- Finishing moves: These are court cards. The court cards require a certain number of cards from their suit to previously have been played. All are resolved simultanaeously, and, though they have fancy names, all do the same thing: If you play a court card, and your opponent has not also played a court card of higher value, you automatically win. If you both play court cards, they trump each other in the following order: hearts beats spades beats diamonds beats clubs beats hearts; then the highest card wins; in the event that a tie still persists, both fighters simultaneously wound each other. A finishing move should be appropriately described in line with the theme of the suit and its intensity.
- Jacks: A card of the same suit must have been played last turn.
- Queens: Both cards played last turn must have been of the same suit.
- Kings: Both cards played last turn must have been of the same suit, and another card of the same suit must be played this turn.
- Masterful Defences: There is only one protection against the finishing move other than bettering it: to play an ace. If you play an ace of any suit and your opponent plays a Finishing Move, the move fails and your opponent must discard one card from their hand as you strike back.
- The turn ends, and each player discards the cards that they played with the exceptions noted above.
- The duel continues until a successful Finishing Move is played, a card cannot be played to a Spades card, or a player cannot draw two cards from their hand (they have suffered a touch or shallow cut and lose). If on any turn four cards cannot be drawn from the deck, the warriors have fought each other to exhaustion and neither can progress.
- If a character has a marginal advantage in a specific skillset which is not enough to swing the balance overall, they may add 1 or 2 to the pips of any card they play from a relevant suit. For example, a slightly faster swordswoman facing a superior philosopher might add +1 to Spades and Clubs whilst her opponent added +2 to Diamonds.
PRIZE: The winning scholar wins only the respect of their peers, but in this itinerant yet often well-connected community this may be worth a great deal. Offers of permanent appointments from major courts or noble households may even be forthcoming.
Armsbearing (made up but not technically setting-specific)
Normally, this very simply allows the strongest character to win. Ties may be broken by traits related to pain tolerance and then by the strength of the characters' motivations to victory. There is a 1/10 chance of upset. Characters may opt to make push rolls (see footnote [1]) to compete with a strong leader or break ties at the risk of musculoskeletal injury, heart attack etc.
PRIZE: The victor is given a beautifully-decorated shield in the same style, crafted with immense care and strong enough to ward off most any blow.
Random Tourneygoer Generator
Who Should I Generate, and How?
Class (d100) - do not roll in the Scholar's tournament, all characters therein are warrior-scholars
06-50 - Knight or Dame, minor
51-75 - Knight or Dame, well-off
76-90 - Knight or Dame, powerful
91-95 - Baron, Baroness or Baronet
96 - Non-dependent Baron, Baroness or Baronet, loyal directly to the King
97-98 - Count, Countess, Grand Baron, or Countine (a word I made up to mean 'count's child'), or other upper nobility
99 - Royal family (or ducal family if you use those, I don't)
100 - Something weird. No more than d6 of these at the event, re-roll all subsequent. Pick something appropriate to your setting or roll d10: 1 - A peasant disguised as a knight. 2 - A dead knight, keeping themselves alive by feeding on honour/Hyr. 3 - A laughing, knowing psychopomp in the form of a mysterious stranger. 4 - A witch-knight from the lands of the Gaesines, teeth sharpened and lightning crackling about their blade. 5 - A troll-lord in armour of copper and bone, astride a steed of living roses. 6 - A wealthy merchant riding in disguise for a knightly or priestly relative. 7 - Roll class again, but the person in question is a legendary hero and functions as if their rank were one step higher. 8 - A spirit of living water in the form of a knight in coral-and-ice armour who cannot be wounded.
98 - Hiau - A barbarian warlord feigning knighthood, tolerated for their political or trading value.
99 - Gæsine – Perpetually feuding semi-feudalized slave states bound under a single ethnocentric Church and its witches. Brutal warriors, hence that most of them remain free of the Hyryaza Kingdom, and the greatest workers of black iron, making it into blades that it’s said bleed courage along with blood. The knight wields such a blade. Mercifully poor riders.
2- Average for a warrior with their level of experience.
3 - Talented for their level of experience, the kind of person who might be a professional sportsperson in our world and likely a regular on the tourney circuit if this matches their temperament. They likely have a Technique, special 'moves' they can reliably do, as suited to their temperament.
4-5 - Heroic - Capable of preternatural feats of riding, hunting, warring, and war-sports. The absolute top end of characters in something like A Song of Ice and Fire - think Jaime Lannister, Arthur Dayne, etc. Have at least one or two Techniques, and maybe a minor Trick, a piece of narrative manipulation that lets them directly rewrite the plot to fit their character - think flashback mechanics, stuff like that.
6-7 - Legendary - Capable of feats of chivalric prowess that, to us, would be downright supernatural. King Arthur and most of his knights in the chivalric tellings, or a starting Exalted character. Around five significant Tricks and Techniques.
8-9 - Mythic - Capable of deeds which, beyond even being supernatural, belong to the realm of folk-tales. These folks can pick up and move a hill, mount and ride an angry dragon, or otherwise tyrannize the plausible. The Bogatyrs, the Brythonic Arthur, or an anime fighter. As many Tricks and Techniques of as much power as are needed.
10 - Near-divine - The plot bends and twists at the competitor's command. The field is no longer the same for their being upon it, though this may not immediately be visible. The Green Knight, the Red Death/King in Yellow at their respective masquerade balls.
1-6 - Green - just progressed beyond Squire, or otherwise unblooded. -1 Techniques
7-15 - Trained - combat experience or good instruction - the average knight. +0 Techniques
16-19 - Veteran - fought in many wars and tourneys, likely over a long life. +1 Techniques
20 - Storied - The knight has been through more than any one person has a right to, whether through throwing themselves into life or simple quirks of fate. +2 Techniques, +1 Trick
1-2 - Roll 2x more. Duplicates add a Trick and Technique to the attribute
3-5 - Improve weapon usage - pick one weapon and add a trait for using it one tier above their base knightly ability.
6-8 - Improve riding
9-10 - Improve strength
11-12 - Improve agility
16-17 - Improve military command
18 - Destined - draw a tarot card to determine the character's destiny. Until its foretelling is somehow met they cannot be killed.
Generate quirks using a table as in Adding Congruency to Anti-Canon Worldbuilding. Mine is as follows:
Touchstones (d10)
King’Seyaya’Syasha – the good and noble monarch and the hypocrisies of the concept. Rising up from nothing and fading back into it. Royal pageantry like bright colours on a hearse. “He is a giant of a man. Like a bear, or a wolf, or nothing human. He fights like three warriors together. But… once he fought like ten. There may be hope”. A field pean.
King’Yargev’Zanyas – the bad monarch and his benefits. ‘Highly intelligent and energetic, he was also greedy, self-seeking and cruel.’ A morbid concern with the concept of Hyr and of divinity’s inevitable decay into vampirism. Treachery and high politick. A field ermine.
The coming plague – panic and fire and man turning upon man. Fear of what lurks beyond the bounds of reason. A season of chaos, the world turned upside-down. The new clock marks time towards the time without time. A field sable.
The Pole of Power – Fire, lightning, light and the forces of the world. Power that wants to be studied and tamed. The scholar elevated above mortality into energetic being. The naturalness of what is seen as unnatural. A field purpure.
The Pole of Life – Things blooming in the cold. A light in dark places which is not better than the darkness. Twisted growth. The trolls/elves/giants (distinctions irrelevant). Fallen empire and the lost things of history still dwelling quiescent in their own bones. A field argent.
Ties among the gentry – the merging of past cultures; the links between priest and scholar and merchant and knight, all boosting each other up the social ladder. Great changes coming, new things which are both outside and in. A revolution of the already-privileged taking shape. Sharp climatic divides. A field or.
The Conquests of Oinyadsur – Past conquests, not about here but remembered as legend, imitated by all. Heroes can influence events but not shape them. The dream of a person against the reality. Rise and ignominious downfall. A bare-chested infantryman with a spear. Striving against the shadows. A field gules.
A World Both Small and Large – Something to look at in every nook and cranny, but everything so close together as to easily touch. The spread of power. Mythic things lurking just behind the boundaries of apparently stable and prosperous civilization. A field vert.
The World of Spirit Close – Caves, waters, flux and change and something that is not following the same rules – but is. Matter and essence not so far apart. Dreams, prophecies, tales. Fluidity in all things. A field azure.
Arthuriana meets Arabian Nights – Questing heroes in a world where adventure always lurks. A mythic tone. The value of morality and devotion but also of cunning and skill in their places. Tragic, doomed romance. Preturnatural as natural, playing with scale and scope. World as art, filled with beautiful images that will resonate forever. A field murrey.
19 - Ideological support - The character is in some way committed to the principles of the quality.
20 - Ideological opposition - The character is in some way opposed to the principles of the quality.
If a character wants to improve an action from a fail or risky to success, they can 'push', declaring what they're doing to push beyond their normal limits in-fiction and declaring a number from 1-20. If I feel the number is a high enough risk for the threat (there's a loose table for this) then they succeed; if not, they still fail. Then they roll a d20 and if they roll equal to or under the number declared they suffer an additional consequence. I don't entirely like this roll system thus far, I may change it but only if I can think of something that doesn't mean rolling more often.
Characters have a list of motivations sorted into Defining, Major, Significant and Superficial categories highest to lowest; generally 4-8 of them. The rule is you have to play in accordance with them, but you can change them after sessions if you've been suitably influenced by others.
Levelling is literally just that at the end of each arc people can modify anything on their sheet if they can narratively justify it to me.
We're also adding systems that fill gaps this doesn't cover as we go, but thus far that's only produced a 'chance of getting lost in wilderness' chart based loosely on Justin Alexander's 5e Hexcrawl rules and a random which-body-part-you-got-hit-in table (not quite the same as an injury table).
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