Situation Mining: Yes, Your Grace

Promotional image for Yes, Your Grace. © Brave At Night and No More Robots Ltd

Another take on a Burning Wheel idea, borrowing Judd’s Situation Mining format.

Yes, Your Grace is a kingdom sim and point-and-click adventure game where you take the role of a monarch ruling an impoverished border kingdom scrambling to prepare for the arrival of an invading army. Gathering allies, managing finite resources, trying to keep the royal family functional, all the classic low-fantasy feudal political stuff.

It’s a compelling concept, and I think it’d make a hell of a Burning Wheel game.

In the game, you take control of a king, but its quite clear that we’re not talking absolutist centralized monarchy here. Feel free to call the character a “king” or “queen” even if the lifepath is technically “duke” or “duchess” or whatever.

Resources and Circle tests that really matter. Duels of Wit to settle issues. Grinding dilemmas and a real pressure to use what time is left wisely; the impending invasion provides a cool ticking clock. The warfare rules from the Compendium might actually be quite useful too!

As a GM, don’t be afraid to bring the heat. Make things hurt, make things desperate, but foreshadow and telegraph danger and threats. In a scenario like this, a sense of being railroaded into failure is the absolute worst feeling a player can sit with. It undermines the entire premise of desperate achievement. Let the dice fall where they may, but don’t pull “Gotcha!” moments on your players – they’ve already got it tough enough!

Ironically, I don’t think this would work as well 1-on-1. Two, maybe three, players would be preferable – the setup benefits from more agency but also more internal tension on behalf of the players. Tempting as it is to have a player be a spy or sympathizer of the invaders, I think this setup is most effective when the characters are ultimately on the same side. Let them be Starks, and let the Boltons and Freys be NPCs.

Yes, Your Grace does not include a lot of fantastical elements, but don’t feel bound by that. Add wizards, orcs, elves, dragons, clerics, etc. as desired, as long as the sense of gritty desperation and pressure is kept up.

To flesh out the setting, come up with sets of Cultural Traits for the groups that make up the kingdoms and duchies – the game implies a classically medieval multi-ethnic and culturally-mixed setting, evoking Eastern Europe and vaguely Germanic marchlands. Go nuts here. Remember, all Cultural Traits mandated at character creation do not need to be embodied in play.

For the setting, grab a regional map. Place the royal capital. Write in some names, plot in neighboring polities. Then, let the setting emerge from play.

The Monarch

Suggested Lifepaths: Born Noble -> Page -> Squire -> Knight -> Duke

  • Write a Belief about another ruler you desperately need to ally with.
  • Write a Belief about keeping your family safe.
  • Write a Belief about what royal virtue you consider inviolable.

Monarch’s Spouse

Suggested Lifepaths: City Born -> Young Lady -> Lady (Substitute any instances of “Lady” with “Lad” if desired; Burning Wheel assumes a society with strict gender roles, but your world doesn’t have to)

  • Write a Belief about how your non-privileged birth gives you special insight.
  • Write a Belief about what you want to teach your children in these trying times.
  • Write a Belief about a plan you wish to execute for the good of the kingdom.

Heir to the Throne

Suggested Lifepaths: Born Noble -> Prince of the Blood -> Student

  • Write a Belief about a skill you wish to learn
  • Write a Belief about a sibling you adore – or despise
  • Write a Belief about what your duty to the kingdom means to you

Grizzled Chancellor

Suggested Lifepaths: City Born -> Student -> Court Lawyer -> Chamberlain

  • Write a Belief about something you must do for the good of the kingdom, whether or not the king approves
  • Write a Belief about an economic opportunity that must be seized
  • Write a Belief about a life lesson you wish to impart on the king-to-be

1d8 Potential Obstacles

Invading army aside, the kingdom isn’t exactly in a great spot. Some potential issues that must be addressed include:

  1. Smuggling: Something immoral is being illegally bought and sold inside our borders – abide it, stamp it out or participate?
  2. Merchants Fleeing: Traders are preparing to leave due to the invasion. How can they be persuaded to stay, even invest in the war effort?
  3. Mad Preacher: A religious zealot is spreading apocalyptic ideas.
  4. Hidebound Knights: A significant group of knights insist the war must be fought on chivalric (i.e., convenient to them) terms.
  5. Outdated Cartography: Our knowledge of the lands likely to see battle is not up to snuff.
  6. Prowling Monster: An intelligent monster, like a dragon or a manticore, is loose. Maybe it can be reasoned with.
  7. Informant: Someone at court is feeding the enemy information.
  8. A Troublesome Legacy: The previous monarch was not exactly a model ruler. Many still doubt our House’s prowess due to those memories.

A Word on Tone

The premise implies a gritty, fairly desperate situation. Don’t let the darkness take over completely. Let victories matter. Let the good moments shine. Let the grimdark threaten, but not overtake completely. After all, if the players find nothing but corruption, ugliness, ingratitude and misery no matter their actions, why even fight this desperate fight? Apathy is your enemy, so don’t be hesitant to show people be good, even if they are wrestling with imperfect means and systems.

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