d20 Rules for Running a Shop? A Village?

Water Bob

Adventurer
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?
 

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You can start with the stronghold builders guide book. Lots of rules for building buildings. It also has a little bit about making money off buildings though not much.

I believe rules for running a shop are in the DMG2, but I can't recall if they are any good.

I have been thinking about this topic too. I like the idea of players running an shop of some kind. For ideas, I have been looking to Recettear and trying to think of ways to emulate it in d20. (Searching for Recettear d20 gets no results)
 

[MENTION=6691958]nomotog[/MENTION] In searching for that strongholds book that you recommend, I found THIS. You might be interested in that one. It's got pretty good reviews and looks flexible enough to build anything--not just strongholds.
 

[MENTION=6691958]nomotog[/MENTION] In searching for that strongholds book that you recommend, I found THIS. You might be interested in that one. It's got pretty good reviews and looks flexible enough to build anything--not just strongholds.

SHBG is pretty solid and isn't JUST for building castles... It has specific rulings for clusters if you want a prison, an apartment complex, a full castle, and the parts (bedrooms, baths, bakeries, etc.)

Slainte,

-Loonook.
 

SHBG is pretty solid and isn't JUST for building castles...

I saw in a review that you could use it to select your spot for building, know the area's resources, and build just about any type of structure, including roads and such.

That sounds like it's tailor made for my needs in building a new village at the edge of the clan's territory.

Which book do you like better? WotC's Stronghold's book or this Mongoose book?
 

I saw in a review that you could use it to select your spot for building, know the area's resources, and build just about any type of structure, including roads and such.

That sounds like it's tailor made for my needs in building a new village at the edge of the clan's territory.

Which book do you like better? WotC's Stronghold's book or this Mongoose book?

Dynasties has rules for Roads and other structures, Ministers, and processing goods... but to be honest I do not think 'road management' is going to be high up there for a player and the actual building rules are horrendous. SHBG does what is says on the tin. It has much better rules for hirelings, "staffing" the village's various enterprises, and a much better modular view of building.

So really it is 7-10 split. You want some of the aspects of both. If you're just looking to build a very detailed, modular cityscape and let a lot of the economic maintenance go to the wayside Stronghold Builder's Guide strictly. If you just want very rough buildings beyond the Templates and a more advanced version of the government side go Dyansties.

SHBG: SimCity.
Dynasties: Civilization.

Slainte,

-Loonook.

Slainte,

-Loonook.
 

I'm more interested in the economics of it. It's a Cimmerian village, during Conan's time. There won't be a big variety of structures, and, in fact, though it is very rudimentary, I do have the Cities of Hyboria sourcebook. I'm disappointed with it, though. You basically just roll on some charts to create what buildings are in the town and be done with it. It's a quickie system for the GM to random roll some towns and villages.

I'd like my players to experience what it's like to start a village from scratch. They're going to need labor. They've got to figure a way to negotiate getting everything done. And, everything costs something, even if they're not exchanging coin.

Then, once it's done, I'd like a good economic system.

I've heard that A Magical Medieval Society - Western Europe is strong in the economics side of things.

What are your thoughts on that one?
 

There's a book that Mongoose never published that they gave out for free called Empire's of the Hyborian Age. While it's a bit macro for my needs, the book does give costs and construction time for various structures.

I can use that plus some creative use of the character's skills (Diplomacy, for example) to get the place built.

I'm narrowing this down: Yeah, what I need is a good, local, economic system to cover costs and expenses at a shop level (focusing on the players running a smithy inside the village that they created).

I'm sure I can make something up given the base game rules, but I'd be interested to look at any book with a good economic system.
 

Then, once it's done, I'd like a good economic system.

I've heard that A Magical Medieval Society - Western Europe is strong in the economics side of things.

What are your thoughts on that one?

If you want to have your players turn into bookkeepers it is a great asset to your game :-p.

Really, it requires an enormous amount of hassle, and I don't think the reward is worth it. As an 'idea book' for how to work with money and barter? Fantastic. You want to know how much a King should expect from a Mage Academy in taxes of trade vs. GP? There are charts. However... The horror of actually having to USE MMS? No no no.

MMS is the Textbook for Worldbuilding in Western European style societies. And I mean that in the good (a lot of information, can really get a good look at the subject) and bad (watching a turtle attempt to run a marathon has more action) sides of the comparison. If you
 

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