GMless. We'll come up with our Kingdom at the table (or perhaps start from a playset if we're lazy and I have some ready by then). It's still in playtesting, but I've played it almost twenty times and it's been externally playtested by a horde of very smart people, so I'd say it's solid.Groups are stronger than individuals. A Kingdom can accomplish things no individual could.
But the Kingdom makes demands on you too. If you’re part of it, you’re pressured to do what it thinks is right. If you believe in what the Kingdom is doing, you’re fine. But if you don’t, or if the Kingdom starts to become something other than what you want it to be, you might find yourself caught in the middle, pressured to do things you don’t want to do.
The question becomes: do you change the Kingdom or does the Kingdom change you?
A “Kingdom†is the game term for an organization or community that the characters all belong to. Any kind of group works. Your Kingdom could be a hospital, the crew of a starship, French partisans, a viking clan, a Greek city-state, the Federation of Planets, the Mafia, a Wild West boom town, a newspaper, or Sunnybrook Elementary School. What’s the Kingdom for? What’s it’s purpose? What should it do? Our characters may not all see eye-to-eye. Then the trouble starts.
Room for three more.