I'm brainstorming about the future of my campaign. I try to listen to what my players are into and then give them the type of game they want.
Well, my players are really "into" this campaign I've set up--their characters are young barbarians growing up in a village.
One of the PCs has become the apprentice weaponsmith in the village, and the player is really getting into the crafting rules.
The other player's character is a trapper, but he has thoughts of one day becoming clan chief--maybe even expanding the clan's territory or uniting with other clans.
That's way down the road. My campaigns tend to be very long, multi-year, affairs. Hopefully, we'll get there.
But, what I'm thinking about now is maybe giving the players an opportunity to establish the clan's second village. My campaign is a semi-sandbox, so what I'd do is throw out a "hook". At this point, I don't know what that hook would be, but the players would have to bite. If they did, I'd develop the idea futher.
What I'm thinking are the PCs, setting up a new village, out at the edge of the clan's holdings, expanding the frontier. They could set up trade with other clans. I bet they'd butt heads with some clans. And, I could find all sorts of cool storylines with the PCs centralized on this town that they're building.
I've never run a campaign quitel like that before--especially a swords & sorcery campaign. This kind of stuff is more at home with games like Traveller, where there's all kinds of rules for setting up planets and building starships and running empires and such.
That's a long intro to ask a question. Are there any good d20 books out there that focus on the PCs running a shop? Setting up a village?
Well, my players are really "into" this campaign I've set up--their characters are young barbarians growing up in a village.
One of the PCs has become the apprentice weaponsmith in the village, and the player is really getting into the crafting rules.
The other player's character is a trapper, but he has thoughts of one day becoming clan chief--maybe even expanding the clan's territory or uniting with other clans.
That's way down the road. My campaigns tend to be very long, multi-year, affairs. Hopefully, we'll get there.
But, what I'm thinking about now is maybe giving the players an opportunity to establish the clan's second village. My campaign is a semi-sandbox, so what I'd do is throw out a "hook". At this point, I don't know what that hook would be, but the players would have to bite. If they did, I'd develop the idea futher.
What I'm thinking are the PCs, setting up a new village, out at the edge of the clan's holdings, expanding the frontier. They could set up trade with other clans. I bet they'd butt heads with some clans. And, I could find all sorts of cool storylines with the PCs centralized on this town that they're building.
I've never run a campaign quitel like that before--especially a swords & sorcery campaign. This kind of stuff is more at home with games like Traveller, where there's all kinds of rules for setting up planets and building starships and running empires and such.
That's a long intro to ask a question. Are there any good d20 books out there that focus on the PCs running a shop? Setting up a village?