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General Tabletop Discussion
*Pathfinder & Starfinder
Kingmaker: How to Make Kingdom Building More Exciting
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<blockquote data-quote="MerricB" data-source="post: 6186644" data-attributes="member: 3586"><p>My feeling is, having run all of Kingmaker, is that you can't. It just isn't an interesting system - there are painfully few decision points that actually matter. It's very easily dealt with by just one person (who has to be good at adding up numbers), and most of it comes down to "Which of the three attributes do we need to increase? What's the most cost-effective building to do that with?" Sadly, there are few trade-offs in the system. You're not going, "If I build this, I can't do that", which is what it needs. Instead, you can indeed have it all. The only real trap to avoid is not growing too quickly.</p><p></p><p>The *interesting* things of running a kingdom need to be added by the DM, which means interactions with NPCs and other kingdoms. There's not that much of that in Kingmaker, alas. Sadly, Kingmaker is mostly written as if the rest of the world doesn't exist. </p><p></p><p>The fun part of Kingmaker comes from actually exploring the world and adding bits of it to your kingdom. As the DM, it works best when you keep the important NPCs relevant and have them interact a lot with the PCs. When they add the witch's hut to their kingdom, keep her interacting with them. </p><p></p><p>In our game, the kingdom-building system itself was interesting only when we were learning how it worked. Once it was solved - and that wasn't hard - the interest was gone. The Ultimate Campaign upgrade might help, but I think there's a fundamental flaw at the heart of the system: it needs to be playable at the table whilst not taking too much time away from the rest of the game. For a "game" that is ultimately without an opponent, that's a tough task.</p></blockquote><p></p>
[QUOTE="MerricB, post: 6186644, member: 3586"] My feeling is, having run all of Kingmaker, is that you can't. It just isn't an interesting system - there are painfully few decision points that actually matter. It's very easily dealt with by just one person (who has to be good at adding up numbers), and most of it comes down to "Which of the three attributes do we need to increase? What's the most cost-effective building to do that with?" Sadly, there are few trade-offs in the system. You're not going, "If I build this, I can't do that", which is what it needs. Instead, you can indeed have it all. The only real trap to avoid is not growing too quickly. The *interesting* things of running a kingdom need to be added by the DM, which means interactions with NPCs and other kingdoms. There's not that much of that in Kingmaker, alas. Sadly, Kingmaker is mostly written as if the rest of the world doesn't exist. The fun part of Kingmaker comes from actually exploring the world and adding bits of it to your kingdom. As the DM, it works best when you keep the important NPCs relevant and have them interact a lot with the PCs. When they add the witch's hut to their kingdom, keep her interacting with them. In our game, the kingdom-building system itself was interesting only when we were learning how it worked. Once it was solved - and that wasn't hard - the interest was gone. The Ultimate Campaign upgrade might help, but I think there's a fundamental flaw at the heart of the system: it needs to be playable at the table whilst not taking too much time away from the rest of the game. For a "game" that is ultimately without an opponent, that's a tough task. [/QUOTE]
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