Lots of good and interesting feedback. Thank you all for that. Let me take a moment to reply to a few posts and questions raised.
Things that come up in our games in the past and in the last year:
Taxes - how much is generated and is the fief self sustaining?
Buildings - I need a church to Tyr, how much does it cost?
Underground - how much time and money does it take to build dungeons and the like.
Can PC/NPC casters help speed up the building of stuff (buildings, dungeons, whatever), and if so, how much faster? How much game downtime?
I had planned on taxes being an essential part of the system. The landholder will probably have taxes to pay to whomever allows them to hold the land, so it's worth knowing how much they can raise. Also, knowing how much additional wealth the landhold generates is important hiring people (and for general PC wealth purposes).
Regarding the costs of buildings and dungeons, while that's a little more detailed than I was going to include in the bare bones version, I can see it being a worthwhile addition to rules that can be layered onto the bare banes version.
Control of an area resource or resources. Doesn't have to be granular but just enough to add importance and perhaps a variety of markets.
Would like to see this when complete.
Control of resources is definitely important. I'm thinking that resources + trade = wealth, so I can see a real need to know (at least in general terms) what a landhold's resources are.
And I would be more than happy to present my system here for others to use, or provide constructive criticism on, once I have something concrete to put up, that is.
What do your players want? What do they find amusing?
Only two of my players know I'm working on this. I've asked them what they would like in a basic landhold system, but they're busy people as well (one is pursuing a PHD, the other is renovating his home), and they haven't had much time to consider it and get back to me yet.
Instead of costs etc. (Which only should come into play with big projects anyway) imo knowing who owns the property, who uses it and what obligation it entails.
It is more useful and fitting for most fantasy setting if the concern is not how much stones one needs to build a new church, but if the land the church is on is still owned by the nobles or the church itself and how building it affects the influence various factions have over the area.
I absolutely agree that who owns the land, what obligations the holder has to the owner (if not the same person), and the effects of factions in the area are important. That kind of stuff is not only reasonable, but it also helps create adventure hooks.
- available natural resources, how to exploit (mine) them
- agriculture or other production (grain, ale, crafts)
Those two should be aimed at providing/answer a basic is the landhold self-sustaining, and what are typical imports and exports
I would probably aim at outlining 6-8 categories for; resources, raw goods (including agriculture/farming) and finished goods. Then a simple measurement of how much is produced vs how much is needed and the value of such.
Also may want to address something like what percentage of the population is required to produce food and required goods for survival. That would point out how much free time for crafts, soldiers and nobles would be able to be supported.
Thank you for delving into the resource aspect. That is an area where my system needs work, and I like the idea of having a few categories of resources. I'll probably use subcategories as well. I'm thinking of starting with two general categories: "natural resources" and "produced resources." Each of those categories will be broken down into more specific categories such as timber, minerals, wildlife, water, crops, craft goods, etc. I'm also thinking of a "luxury/extraordinary" tag that can be applied to resources which are extremely valuable because they're rare or magical; for example, the luxury tag would apply to minerals if they were precious metals or gemstones.
A potential pitfall of owning/controlling land like this is that the PCs can "outgrow" the land and its resources and challenges. A level 5 party defending a small barony are doing a lot of work. A level 15 party defending a small barony are essentially retired.
I agree. However, part of the reason I'm designing this landhold system is for use with campaigns centered more around political and social intrigue than combat.
Can I improve the assets over time?
For instance, if I start with a forest, can I deliberately plant maple trees in it (to make syrup)?
A small business in a village - what happens when the village becomes a town? Does the business automatically grow with it?
How do I handle 'company hiring employees' vs 'family-run shop'?
I may be getting too detailed for what you want to achieve. Sorry.
You might want to find 3e Power of Faerun and look over the chapter 'Go Into Business'. It has done some of the work for you.
Some of that is a little more detailed than I want for the bare bones version, yes. However, I absolutely plan to allow the assets to be improved, and the settlements to grow larger. My assumption for the bare bones version would generally be that as a settlement gets larger, the businesses either grow with it, or more of them spring up to contribute to the wealth being generated by the landhold.
I would enjoy a system like this if there was a system for random events to come up. Large noble party settles in for a few months straining your resources, drought, nearby war and you are obligated to send troops, monster incursion, con man fleecing your villagers, etc. Of course, there would be good events as well, such as finding stash of valuables, surplus of crops, rise in prestige, land grants, etc.
Oh, I absolutely have random tables. So far I have events tables that include invasion by a neighboring landhold, bandits hampering trade, natural disasters, monsters becoming a problem, the rise of new religious orders or political groups, NPC adventurers taking up residence in one of the landhold's settlements, discovery of new resources, etc.