Giving the PC's a country

Aven

First Post
I've wanted to run a high-politics game for some time, and so when i came across the countrycraft rules in Dragon 293 they made me all warm and fuzzy inside. Now, using these as a basis, i plan to have my PC's in control of a small nation, and i was wondering if anyone else has done this sort of thing before, and what advice they might have to share about it. Or even if you've never done it before but can foresee potential problems or even opportunities for adventure hooks or some such, your input is welcome (and unstoppable, it is a message board, after all). I understand it will change things drastically from your typical D&D game (if there is such a thing) in that the pc's will have resources that most PC's don't have available (perhaps a wizard's school , an army, various guilds, the ability to hire OTHER adventurers...) and problems other PC's don't often have (invasions, plague, rebellions, etc.) Any useful input is appreciated.
 

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Aven said:
I've wanted to run a high-politics game for some time, and so when i came across the countrycraft rules in Dragon 293 they made me all warm and fuzzy inside. Now, using these as a basis, i plan to have my PC's in control of a small nation, and i was wondering if anyone else has done this sort of thing before, and what advice they might have to share about it. Or even if you've never done it before but can foresee potential problems or even opportunities for adventure hooks or some such, your input is welcome (and unstoppable, it is a message board, after all). I understand it will change things drastically from your typical D&D game (if there is such a thing) in that the pc's will have resources that most PC's don't have available (perhaps a wizard's school , an army, various guilds, the ability to hire OTHER adventurers...) and problems other PC's don't often have (invasions, plague, rebellions, etc.) Any useful input is appreciated.

Pfft... My group screwed up a local town, I would be afraid to give them a whole country. Heck they can't even agree who is in charge half the time.
 

THis is fun to do, but only with the right PCs. First off what type of governement will they have? What laws do they want? How will the judicial syatem work? With they have barons and dukes who control their own lands or is it all owned by the ruler? THere are all sorts of things you can do with the ecomony. Shortage of this, labor disputes, excess of this. People undercutting you, smuggles, bandits, and a load of other things. Taxation is a big thing especially with trade and tarriffs. Then you have the people who had advice and know better then the ruler. Especially the priesthoods. Do you allow Gladitorial fighting and Chariot races? Both are big draws with the poeple and keep them entertained, but they are very violent and many good aligned people should be against them. Then there is the dealing and trading with the other countries around you.

So many things that can happen that the PCs will not be ready for. :D
 

heh, my party is currently in charge of the grand nation of Tibork. Admitidly it is peopled entiarly with zombies right now but we figure we can gloss that over with a good ad campaign. After all once a pesant manages to save up a gold peice or two to hope a boat to come to the grand nation of Tibork he's not going to be able to turn around and go home. I mean hey, they convinced pesants to come live in northeren Canada didn't they?
 

hey, it's nice here during the summer! lol

i played in a birhtright campaign once. it works fairly well if you don't stress the "oh my god the king is off traipsing through the woods unattended, send the army in" factor. suspend all disbelief and fun can be had.
 

Imperialus said:
heh, my party is currently in charge of the grand nation of Tibork. Admitidly it is peopled entiarly with zombies right now but we figure we can gloss that over with a good ad campaign.
How about: "Come to Tibork, get your own zombie servant for free!" :cool:
 



Kaptain_Kantrip said:


The "bastardized" 3e Birthright rules *are* in Dragon #293 (March 02). ;)

:P I should rephrase better.

I had to dig up a copy of the BR rules set just to remember what different type of domain actions there were. I like the #293 Countrycraft in many ways, although the method of determining population and military, along with battles seem too mechanical and abstract. I much prefer BR's province/domain system with 'population' levels (? if called that) and their wonderful warcard system.

It first struck me when I was reading it and wondered how quickly something could be built and at what upkeep. Still, the domain initiative and nation good/ill-will to each other is golden.

Now if I could only find my BR cardstock for ship purchase and upkeep ....
 

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