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*Dungeons & Dragons
Landholds, what do you want out of it?
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<blockquote data-quote="Li Shenron" data-source="post: 7185216" data-attributes="member: 1465"><p>It's easier for me to say what I would <em>not</em> want from such a system. Do not end up with a system that is focused on generating money. If it generates a little money, it won't be worth the player's effort. If it generates significant money, and you allow that money to be turned into magical equipment, it'll break the adventuring game in favor of the player who exploits the system better. You have to assume that <em>not all</em> your players will be interested, unless you are inviting people to play a landhold management game of its own... but if your plan is to use this system alongside while actually playing D&D, be prepared to have at least some players who would not be interested at all, but will be seriously annoyed if the players who decided to use this system will be advantaged in their adventuring activities.</p><p></p><p>In short, try to make a system that <em>rewards itself</em> but doesn't boost the player characters' capabilities in regular adventures.</p><p></p><p>As a matter of fact, it's not difficult to keep the system separate in such a way. In my games, when the PCs get into the mid-levels I stop bothering them with mundane equipment economy. I just give them enough treasure so that buying <em>any</em> non-magical equipment isn't an issue anymore. But OTOH magic items are always special in my adventures, and they are almost never for sale, so no amount of money will help. In a campaign like that, you could totally drop a landhold management module without changing balance between the PCs of players who use or don't use such module, so the choice is not dictated by convenience ("I have to get a landhold so that it will give me more money to spend on equipment") but by genuine interest into the system itself. But if you run a more traditional campaign where magic items are for sale, your system will break the game unless everybody uses it, which is normally not what everyone wants to do in a game of D&D.</p><p></p><p>So in that case, I would de-emphasize the financial side of the module, and eschew the accounting of taxes, expenses, revenues etc. I would instead keep visible only the <em>nature</em> of such things, for example: <em>what </em>and <em>who </em>are you going to tax? Into what "projects" are you investing? What resources of your land are you going to exploit and to what purpose?`</p><p></p><p>You can still decide that the player can set the general amount of investment, but you could also skip it and just assume that the balance will be roughly zero, and only ask <em>how</em> they intend to fund an initiative. Instead of gp, you could use more abstract "resource points", and establish a table of RP generated or expended by specific activities.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7185216, member: 1465"] It's easier for me to say what I would [I]not[/I] want from such a system. Do not end up with a system that is focused on generating money. If it generates a little money, it won't be worth the player's effort. If it generates significant money, and you allow that money to be turned into magical equipment, it'll break the adventuring game in favor of the player who exploits the system better. You have to assume that [I]not all[/I] your players will be interested, unless you are inviting people to play a landhold management game of its own... but if your plan is to use this system alongside while actually playing D&D, be prepared to have at least some players who would not be interested at all, but will be seriously annoyed if the players who decided to use this system will be advantaged in their adventuring activities. In short, try to make a system that [I]rewards itself[/I] but doesn't boost the player characters' capabilities in regular adventures. As a matter of fact, it's not difficult to keep the system separate in such a way. In my games, when the PCs get into the mid-levels I stop bothering them with mundane equipment economy. I just give them enough treasure so that buying [I]any[/I] non-magical equipment isn't an issue anymore. But OTOH magic items are always special in my adventures, and they are almost never for sale, so no amount of money will help. In a campaign like that, you could totally drop a landhold management module without changing balance between the PCs of players who use or don't use such module, so the choice is not dictated by convenience ("I have to get a landhold so that it will give me more money to spend on equipment") but by genuine interest into the system itself. But if you run a more traditional campaign where magic items are for sale, your system will break the game unless everybody uses it, which is normally not what everyone wants to do in a game of D&D. So in that case, I would de-emphasize the financial side of the module, and eschew the accounting of taxes, expenses, revenues etc. I would instead keep visible only the [I]nature[/I] of such things, for example: [I]what [/I]and [I]who [/I]are you going to tax? Into what "projects" are you investing? What resources of your land are you going to exploit and to what purpose?` You can still decide that the player can set the general amount of investment, but you could also skip it and just assume that the balance will be roughly zero, and only ask [I]how[/I] they intend to fund an initiative. Instead of gp, you could use more abstract "resource points", and establish a table of RP generated or expended by specific activities. [/QUOTE]
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