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<blockquote data-quote="Charles Rampant" data-source="post: 6575417" data-attributes="member: 32659"><p>Hey all, </p><p></p><p>For my next campaign, I'm toying with giving the players a derelict castle at the start of the campaign. During my last game, which ended five years ago in-game, the player group fought their way through a Earl's castle that had been captured by Gnolls; as part of my research, I found floor plans and photographs of an actual castle, and it seems like it'd be cool to let the players use it. Now I'd have to decide on how they get it - and check that the players were actually interested in the idea! - but how would you approach this idea? </p><p></p><p>It would probably bankrupt low-level characters to try running a castle, not to mention the renovation work to be done, so presumably they would have to leave it until such time as they could afford it. And thereafter it would - like Pendragon - consume the vast majority of their wealth. This is possibly a downside, or an upside, depending on how you look at it. Benefits include having a fixed location to dick about with as a GM, which will be nice since I'm planning on running this as a long term semi-sandbox campaign. There is loads of ways that it can be turned into plot hooks, etc, and would serve to make the players feel connected to the political and cultural life of the setting. </p><p></p><p>However, you get the weirdness of five people all owning a castle together, or the weirdness of one player becoming the noble and having a sort of dominance over the other players. You need to explain why the king would allow such an important piece of land out of his grasp, and feudal obligations start to become A Thing. </p><p></p><p>What do you all think? I'm really interested to hear your opinions! Has anyone done this before, and what did you find? This is not a Single Long Storyline campaign, rather being more episodic and sandboxy at times, if that matters.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 6575417, member: 32659"] Hey all, For my next campaign, I'm toying with giving the players a derelict castle at the start of the campaign. During my last game, which ended five years ago in-game, the player group fought their way through a Earl's castle that had been captured by Gnolls; as part of my research, I found floor plans and photographs of an actual castle, and it seems like it'd be cool to let the players use it. Now I'd have to decide on how they get it - and check that the players were actually interested in the idea! - but how would you approach this idea? It would probably bankrupt low-level characters to try running a castle, not to mention the renovation work to be done, so presumably they would have to leave it until such time as they could afford it. And thereafter it would - like Pendragon - consume the vast majority of their wealth. This is possibly a downside, or an upside, depending on how you look at it. Benefits include having a fixed location to dick about with as a GM, which will be nice since I'm planning on running this as a long term semi-sandbox campaign. There is loads of ways that it can be turned into plot hooks, etc, and would serve to make the players feel connected to the political and cultural life of the setting. However, you get the weirdness of five people all owning a castle together, or the weirdness of one player becoming the noble and having a sort of dominance over the other players. You need to explain why the king would allow such an important piece of land out of his grasp, and feudal obligations start to become A Thing. What do you all think? I'm really interested to hear your opinions! Has anyone done this before, and what did you find? This is not a Single Long Storyline campaign, rather being more episodic and sandboxy at times, if that matters. [/QUOTE]
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