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General Tabletop Discussion
*TTRPGs General
plotting the growth of settlements for PC rulers
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<blockquote data-quote="unan oranis" data-source="post: 5098264" data-attributes="member: 65462"><p>My players are doing stuff like this, a few things you should watch out for when kingdom building:</p><p></p><p>- clever players will be able to make a lot of gold... a LOT. However you handle magic item shopping, think ahead and prepare some sort of embargo (the genie network won't sell items higher than X level, magic items are very rare past X level, some army dudes bought everything...) This way the players can have the funds for building dams and bridges, but still be challenged by combats and excited about finding ancient relics.</p><p></p><p>- characters will often be insulated from standard battle encounters by virtue of having loads of servants. Convert these bodyguards into background battlefield conditions (servants fighting orcs while the heroes battle the captains in the middle, or the servants hand out automatic CA and +2 assists every round etc). At worst, let them field minions (perhaps adopt this concept if your not playing 4e).</p><p></p><p>- the 3e heroes of battle book has a pretty great way of designing army battles. This flow chart style of decision making is ideal for all kinds of large scale scenarios - politics, trade, diplomacy etc. Encounters can be arranged to happen in a believable manner, and you can create exciting narratives. IMO, beats the snot out of any dice/table heavy simulation system. You could use a larger, longer time scale flow chart for the growth of the pc's settlement.</p><p></p><p>- if you play 4e, bust out the skill challenges in conjunction with or as a substitute for the above. Heck if you play an older version cannibalize the skill challenge system anyway!</p><p></p><p>- Find a resource of "encounters" that can end up with a brawl in the throne room, or directly challenge the rulers in some way. I find wikipedia articles about colonies and frontier towns to be a good source of material.</p></blockquote><p></p>
[QUOTE="unan oranis, post: 5098264, member: 65462"] My players are doing stuff like this, a few things you should watch out for when kingdom building: - clever players will be able to make a lot of gold... a LOT. However you handle magic item shopping, think ahead and prepare some sort of embargo (the genie network won't sell items higher than X level, magic items are very rare past X level, some army dudes bought everything...) This way the players can have the funds for building dams and bridges, but still be challenged by combats and excited about finding ancient relics. - characters will often be insulated from standard battle encounters by virtue of having loads of servants. Convert these bodyguards into background battlefield conditions (servants fighting orcs while the heroes battle the captains in the middle, or the servants hand out automatic CA and +2 assists every round etc). At worst, let them field minions (perhaps adopt this concept if your not playing 4e). - the 3e heroes of battle book has a pretty great way of designing army battles. This flow chart style of decision making is ideal for all kinds of large scale scenarios - politics, trade, diplomacy etc. Encounters can be arranged to happen in a believable manner, and you can create exciting narratives. IMO, beats the snot out of any dice/table heavy simulation system. You could use a larger, longer time scale flow chart for the growth of the pc's settlement. - if you play 4e, bust out the skill challenges in conjunction with or as a substitute for the above. Heck if you play an older version cannibalize the skill challenge system anyway! - Find a resource of "encounters" that can end up with a brawl in the throne room, or directly challenge the rulers in some way. I find wikipedia articles about colonies and frontier towns to be a good source of material. [/QUOTE]
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