Main Forums Gallery Previews Reviews Sections Contact
 
Main Menu
Main Page
News Archive
Poll Archives
Submit News
Submit Pictures

Forums

Downloads
FAQ
Gallery
Glossary
Previews
Reviews
Sections

Game Links
Game Lists
Web Links
Link to GR!

Recommend Us!
Mail List
Now you can get the news in your email, join today!

subscribe      unsubscribe
Flashbacks
On This Day In Gaming History...
1999, Carnage becomes name of past as Wolfpack announces development of Shadowbane.
2003, Mutable Realms and Themis Group announce partnership for "Wish" beta, where Dave "Mahrin Skel" Rickey formerly of Mythic's Dark Age of Camelot is spotted as the Lead Designer.
Donation Fund
Show your support for this site, donate to the cause! Learn more.
Adverts
Savage Arena
Buy.com
Alienware - Gaming PC for PC Gaming
Cool Places
As Featured on GameTab
The Best in Gaming Radio
The Best Source for Dungeons and Dragons Online News
Rocking You Out In Virtual Worlds
Best Source for Shadowbane News
Best Source for Middle Earth Online News
Best Source for Browser Based Gaming News
The Free MMORPG Source!
Best Source for Ultima Online News



Special Sections: Shadowbane Related

The Art of Houses and Thrones, Part II - Sachant (08-08-01)

Note: This Article originally appeared on our Shadowbane Affiliate Site, Aerynth Atheneaum
This is the second part of a continuing article by Sachant, be sure to read The Art of Houses and Thrones, Part I.

Pleased to meet you hope you guess my name
But what's puzzling you is the nature of my game
Sympathy for the Devil- Rolling Stones

It has come time to move on with my little lesson. So far we have covered the use of spies in The Art of Houses and Thrones - Part I , but we still have yet to touch on the greater principles of this game. As I said before, it is often a very convoluted and twisted game. Each new day or even each new moment brings about new challenges. This is truly an amazingly large subject, and I have been working to try and boil it down as much as I can to where I am not ending up writing an entire novel. I am going to still focus on the wider more generalized aspects of the game in this article and would like to remind you that this will take more than a couple of small articles to cover. Because of this, I am going to bring out the more general basis of theories and then later on, bring it down to focus more on the individual in the game. Hopefully I won’t lose too many people in the process.

I am about to invoke yet another name that has been repeated over and over… Nicolo Machiavelli, the first political philosopher of the Renaissance, who was born in Florence, Italy. Catch your breath. It’s ok. Plenty of people have that reaction. Relax and enjoy the ride.

Much like Sun Tzu, Nicolo had his own ideas on what it means to take over other principalities and the political agendas that comes with it. While he spoke of both Monarchies and Republics, his main focus in his great work “The Prince” was on Monarchies. The term “Machiavellian” is used to describe those of an unscrupulous nature and is often used as an insult. Those that play the game know that is quite the opposite. It is high praise indeed to be referred to as Machiavellian within certain circles and we happen to be wading quite deeply into one now. To be thought so clever and resourceful is like the sweetest nectar.

In the Beginning…

While these concepts are based firmly in reality, they can be transferred over to the pixilated realms we inhabit with just a little alteration of thought. In the beginning we will all start out in the realm of Shadowbane in GM cities. To many, this means that we all start on an equal playing field with nowhere to go but up... we hope. To others, it means they must scramble over the backs of others to get out there and establish their cities. At least, those that already belong to a guild or alliance will be scrabbling. Others will end up sitting back, watching and taking stock on what happens next. It will be all about making the right moves with the right people at your back. It will be about adjusting to your surroundings and making the best out of the resources available to you as well. Resources in most cases will mean manpower (and womanpower) to get things in motion toward getting out getting funds for a deed and a seed to start your city and the beginnings of a nation.

New Principalities…A Brave New World

“THOSE who solely by good fortune become princes from being private citizens have little trouble in rising, but much in keeping atop; they have not any difficulties on the way up, because they fly, but they have many when they reach the summit.”
-Machiavelli- The Prince Chapter VII

(Yes… I know I didn’t run through Chapters I-VI but I’m going to jump around a bit and don’t plan on quoting the whole of the text.)

This is how I see the new guild leaders that will be arriving in Shadowbane. They have established themselves as leaders and thus, people have held them aloft and affirmed them such. Right now, it’s easy to hold them up. After all, unless they are blatantly out of step with the political arena they are walking into, they have nothing else to show. They are charismatic. They have a vision. They have some organizational skills or at least the good sense to find someone to accompany them at the top with organizational skills. But what happens when they step into the world of Shadowbane and they must hold it together amidst the ensuing chaos? It will be chaos I assure you.

At the summit of their leadership they will be facing the perils of live fire. They will be deluged with financial problems, personality conflicts, demoralization of the followers and many more trials that we are all too aware of when it comes to guilds and clans. This is where many guilds will overcome or crumble, these first beginnings as a nation.

Not only will these nations face their own internal strife, but also they will find themselves accosted by another sort of leadership, those that have inherited their place. The self acclaimed “old school guilds”

Old School- The Reigning Princes

I say at once there are fewer difficulties in holding hereditary states, and those long accustomed to the family of their prince, than new ones; for it is sufficient only not to transgress (break) the customs of his ancestors, and to deal prudently with circumstances as they arise, for a prince of average powers to maintain himself in his state, unless he be deprived of it by some extraordinary and excessive force; and if he should be so deprived of it, whenever anything sinister happens to the usurper (someone violently, unlawfully seizing power), he will regain it.
-Machiavelli- The Prince Chapter II


While the “new school” guilds (I’m not calling them vapor anymore. If they are still reading this after all the delays and anticipating of Shadowbane then they have moved on from the come and go of those we would refer to as vapor) are fighting to prove and uphold their nation by their chosen leader, the “old school” guilds are holding to tradition and a leader that has hereditarily lead them for so very long. We all know that guild leaders come and go but as long as they hold to the traditions and ideals of the nation they rule over, then they have nothing to fear. (Yes, that includes hostile coups.) These leaders know the guild well that they lead. They have either been there so long that no one remembers life as ever being anything else, or they so seamlessly take over the throne, so to speak, that it doesn’t ruffle a feather. The nation goes on and no amount of shaking will disrupt the foundation that their nation has been founded on.

These are the types that could make life very tough on new and establishing nations. They are already a well oiled machine. They know each other’s minds and desires. They listen to their leader and act on their wishes knowing that they can rest assured in the wisdom of that leader. Their goals stretch out to the very first of days so there is no question as to where to start. They will be the ones crawling over the backs of everyone else first and out the gates before the first breath can be taken in the new world. They will be the forces that cause the turmoil for the newer nations, if not militarily, they will by consuming resources.

So where is the strength in these “new school” guilds? A resource many of the “old school guilds overlook, people. While “old school” guilds tend to stick to their strict policies of recruitment, “new school” guilds are willing to take a chance on recruiting from the pool available to them. This can be very risky, much like investing in the stock market. You win some you lose some. Sometimes the returns are great… sometimes you have to cut your losses and move on.

Principalities by Force or Wickedness
-Machiavelli- The Prince Chapter VIII

For those seeking this method of obtaining a Kingdom, beware. While those you lord over will fear you, they will most certainly find a way to rise up and you will always be looking over your shoulder. Glory will still be in the eye of the beholder and though you percieve it as glory... others may see it as petty, puny and weak.

Although one may be very strong in armed forces, yet in entering a province one has always need of the goodwill of the natives.
-Machiavelli- The Prince Chapter VIII

Herein we find the real problem of taking over a city by force. For one, in order to take over a town in Shadowbane you will need to destroy the Tree of Life and plant a new one. This doesn’t sound so bad so far right? So… What are you going to do about that barracks over there? You don’t own it. Those you just deposed do. In fact, someone else owns each building and that someone else is not any of yours. What then? Didn’t think much of that did you?

You have a few choices, play politics and make a few deals and concessions, destroy all those lovely buildings and start from scratch… or get in that way back machine and redo what you just did. (Meaning… don’t go blundering in to begin with.) It’s time to make a few friends on the inside. Drum up some sympathies. Turn a few heads. Make side deals. In general, woo the citizens into thinking perhaps it’s not such a bad idea after all. Now, is this easy? Hell no. We are talking about changing the minds of those that have sworn fealty to their guild or sub-guild. But, there are always some “rotten” apples or those that are looking for a better deal. It all depends on who the nation is and how they operate. DO YOUR HOMEWORK. Find a way to get a spy in there, or a diplomat. They are all the same thing. Learn the weaknesses of those you oppose and exploit them. Don’t take loses of property unless you have no other choice. If you play your cards right, you may gain more than just a piece of land and a few crumbled pieces of wall.

You’re In! - Following the Law of the Land

WHENEVER those states which have been acquired as stated have been accustomed to live under their own laws and in freedom, there are three courses for those who wish to hold them: the first is to ruin them, the next is to reside there in person, the third is to permit them to live under their own laws, drawing a tribute (payment for protection), and establishing within it an oligarchy (small government) which will keep it friendly to you.
-Machiavelli- The Prince Chapter V

You could rule with an iron hand once you’re in and established. You could make the people fear and despise you but this will only evoke a few things. One, you’ll risk revolt. Two, you’ll risk outright desertion. Three, you’ll risk ostracizing an entire community. The last thing you want is to conquer, assimilate or absorb a new city or nation and then watch it whither away into a ghost town. So, you let them continue on as usual with their laws in tact and a government accountable to you. Take some time to gather the conquered leaders into council with you. Listen to them and come up with an accord you can all agree on. Your will, will be paramount, but keep an open mind to their wants and desires. Once you walk away, they will be your eyes, ears and control. Placing those of your choosing in key leadership roles that are not obtrusive are some of your wiser choices at this point.

Mercenaries- Mixed Company

The wise prince, therefore, has always avoided these arms and turned to his own; and has been willing rather to lose with them than to conquer with others, not deeming that a real victory which is gained with the arms of others.
-Machiavelli- The Prince Chapter XIII

Though many mercenary companies will despise me for this, I have to agree with Nicolo here. What power and respect do those nations gain that use the forces of others to lay claim to their land. How will their citizens ever trust in themselves if they know their taxes must go toward paying for the services of those that do not care if their beloved nation rises or falls and yet has to give shelter to these very same mercenaries? Heed this well that when choosing to employ mercenaries, one opens them self up to having to play the money game. Who will be the next higher bidder to pay for these same mercenaries? Will it be your enemy with an extra bonus tossed in for their internal knowledge of your city and functionality? While there may be “honorable” mercenary companies, the only sure way they will be loyal to you and you only is to lay down their tents with your nation for good. They would be contracted to service to you and you only for all their days. And if they break this contract? Then the whole of your army will have to run them down and destroy them. If it needs to go so far, your allies will be called to task as well. They will have no choice but to be your enemy thereafter, an enemy that knows you intimately.

What Next Oh Wise Mistress of Intrigue and Duplicity?

While I could go on with more of what Nicolo Machiavelli has to say as well as my own insights… I think I’ll stop here. There is more I will cover in part three and plenty to digest here.

For those interested in reading the whole of the texts of The Prince go Here.

Discuss: Feel free to Comment all you like.

Email A Friend   Print



Advert

Advertise with us!
Contests
Name The Game
Join us every Thursday night as we play, "Name The Game" on RadioGameRifts, where we play a music track from or for an MMO game.
Hosting Services

Top Guilds List
[an error occurred while processing this directive]
[Vote - View All]
Sign Up Your Guild Today!

Advertise Privacy Statement
Back Main Top
© Copyright 2001-2004 GameRifts.com - All Rights Reserved. All trademarks used and referred to are acknowledged as belonging to their respective owners. Use of this site in no way constitutes any special rights or exemptions from copyright and trademark laws. Content from this site may not be used or duplicated in whole or in part without the express written consent of the owner(s).
L10 Web Stats Reporter 3.15