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*Pathfinder & Starfinder
Paizo re-invents Hexcrawling
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<blockquote data-quote="WesSchneider" data-source="post: 5127193" data-attributes="member: 74102"><p>In a lot of ways, yes, though perhaps not in exactly the way you're thinking here. Not to give the whole system away - you'll have to see <em>Pathfinder </em>#31 and #32 for that - as you explore hexes you reveal encounters there, which often relate to a resource your kingdom can use. Back in your community, you can manipulate your resources with the Kingdom building rules - selecting new buildings and features to improve the city. As your city grows - to address your question here and among other things - the magic items it has access too and you can buy do improve.</p><p></p><p>It's not so much a system that says "Today 5 half-elven expert 1 (bakers) and 1 dwarf bard 2 (danceaholic) show up in town." Rather, you build and the decisions you make and folks you put in charge of your kingdom (whether the PCs or others) cause your community and your resources to improve. There is also a strong roleplaying aspect in there, as NPCs start to show up with the potential to come from your populace (or elsewhere if you just ignore all the kingdom building stuff). Heck you can even send out adventurers of your own and build guards and eventually raise troops. While these characters aren't defined by the rules as "Joe McPaladin" and "Sally Sorceress," there's nothing stopping a GM from getting into those details (honestly that sounds pretty cool - I always wondered who the adventurers I was always sending out in the old SSI <em>Fantasy Empires</em> PC game were).</p><p></p><p>Overall, there's a lot in there, but even better, it's a very permissive system, so if there's any detail you or your players latch onto or want more of, its all there for you to make your own. That's kind of the neatest part of doing such a sandboxy game, we know what the main thrust of the adventures are, but I'm really excited to start hearing about adventures from "Jacobston" and "Mona Marsh."</p></blockquote><p></p>
[QUOTE="WesSchneider, post: 5127193, member: 74102"] In a lot of ways, yes, though perhaps not in exactly the way you're thinking here. Not to give the whole system away - you'll have to see [I]Pathfinder [/I]#31 and #32 for that - as you explore hexes you reveal encounters there, which often relate to a resource your kingdom can use. Back in your community, you can manipulate your resources with the Kingdom building rules - selecting new buildings and features to improve the city. As your city grows - to address your question here and among other things - the magic items it has access too and you can buy do improve. It's not so much a system that says "Today 5 half-elven expert 1 (bakers) and 1 dwarf bard 2 (danceaholic) show up in town." Rather, you build and the decisions you make and folks you put in charge of your kingdom (whether the PCs or others) cause your community and your resources to improve. There is also a strong roleplaying aspect in there, as NPCs start to show up with the potential to come from your populace (or elsewhere if you just ignore all the kingdom building stuff). Heck you can even send out adventurers of your own and build guards and eventually raise troops. While these characters aren't defined by the rules as "Joe McPaladin" and "Sally Sorceress," there's nothing stopping a GM from getting into those details (honestly that sounds pretty cool - I always wondered who the adventurers I was always sending out in the old SSI [I]Fantasy Empires[/I] PC game were). Overall, there's a lot in there, but even better, it's a very permissive system, so if there's any detail you or your players latch onto or want more of, its all there for you to make your own. That's kind of the neatest part of doing such a sandboxy game, we know what the main thrust of the adventures are, but I'm really excited to start hearing about adventures from "Jacobston" and "Mona Marsh." [/QUOTE]
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Paizo re-invents Hexcrawling
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