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What Style of RPG is Allies of Majesty?

Allies of Majesty is in many ways a 'crunchy' game with tactical combat in the tradition of early American roleplaying games. There are also many narrative scenarios where creativity and social decisions take the forefront.

People will be drawn to Allies of Majesty for the setting and their gameplay preferences will vary. Allies will also draw in people who have never played a tabletop RPG before. We want to have something to offer all of these players. We do this through our variety of character Attributes. 

War Attributes are used in the crunch of combat situations. This is where thoughtful and tested game balance keeps things fun. Creativity can certainly be applied and the Host (storyteller and game arbiter) should account for it. However, most players will engage in combat more like a tactical wargame.

Basic Attributes are a bridge between concrete and concept. They are referenced in technical ways within the rules, but are also checked whenever a narrative situation would call for a test related to one of them.

Social Attributes, Social Interactions, and degrees of Influence give some measurable form to narrative situations, but they are intended more as an aid, not a requirement. Social and narrative situations present the flexibility to become more free flowing and story-focused, offering more to those players interested in narrative gameplay. We want Social Interactions to be a framework and stimulus for creative roleplaying, not a way to stifle it. But not all players feel comfortable in freeform narrative and need something concrete to focus on. This is where the Social Attributes come into play. 

Are you looking at the story situation, and don't know how your character could affect it? Social Attributes and Interactions are there to give you an easy way to jump in.

Do you have an imaginative idea that would make for a great scene within the developing story? Go for it! Let the Host figure out what to do with it. The Social mechanics are not intended to rigidly restrict players to a prescribed set of actions.