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*Pathfinder & Starfinder
Rules that handle Kingdom Management
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<blockquote data-quote="Death_Jester" data-source="post: 2935321" data-attributes="member: 2156"><p>Hello Everyone,</p><p></p><p>I was wondering if anyone out there has found or created a set of rules for managing a kingdom in d20? I know that the Birthright setting had rules for this kind of thing but they were very tied to the setting and impossible to import to another. (Plus, they were not very flexible in some locations. You had to take a special non-adventuring class and have the blood of a god, just to run a guild. I didn’t care much for it really, not to mention that it was for 2nd ed. I know they did some updates but it is still just too tied to the world setting to be useful for me.)</p><p></p><p>What I'm looking for is something that will work like a game-within-a-game mechanic. Sort of like a board/Risk style game to handle the interactions of large armies and kingdoms at a strategic level rather than just the tactical level we see in table-top. In epic games we often see the decisions of one person impact the lives of the people ruled, and that is what I want to find, if it exists. I know I could just say X or Y happens in the game when the players start running things, but I would like to at least have a framework to work inside of.</p><p></p><p>This way the game can as much about resources/alliances/intrigue/raising armies as about killing the dragon and getting its gold. Overall I think I will add a bit of depth to the games I want to run. So, if anybody has rules, or something in Tablesmith, or what have you, or knows of a resource book that covers this, please let me know. Thank you for your time.</p></blockquote><p></p>
[QUOTE="Death_Jester, post: 2935321, member: 2156"] Hello Everyone, I was wondering if anyone out there has found or created a set of rules for managing a kingdom in d20? I know that the Birthright setting had rules for this kind of thing but they were very tied to the setting and impossible to import to another. (Plus, they were not very flexible in some locations. You had to take a special non-adventuring class and have the blood of a god, just to run a guild. I didn’t care much for it really, not to mention that it was for 2nd ed. I know they did some updates but it is still just too tied to the world setting to be useful for me.) What I'm looking for is something that will work like a game-within-a-game mechanic. Sort of like a board/Risk style game to handle the interactions of large armies and kingdoms at a strategic level rather than just the tactical level we see in table-top. In epic games we often see the decisions of one person impact the lives of the people ruled, and that is what I want to find, if it exists. I know I could just say X or Y happens in the game when the players start running things, but I would like to at least have a framework to work inside of. This way the game can as much about resources/alliances/intrigue/raising armies as about killing the dragon and getting its gold. Overall I think I will add a bit of depth to the games I want to run. So, if anybody has rules, or something in Tablesmith, or what have you, or knows of a resource book that covers this, please let me know. Thank you for your time. [/QUOTE]
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