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<blockquote data-quote="Jacob Marley" data-source="post: 7210210" data-attributes="member: 89537"><p>I am!</p><p></p><p></p><p></p><p>The big question is how much focus do you and your players want the port to be? That's the operative question. I've done simple roll a d20+Mod against a DC, and I've done complex where the players have been active participants making multiple decisions. </p><p></p><p>The system I used that I liked best was having each player pick a role: sheriff, miller, port master, whatever. I then built a random encounter deck for each role. Each season, I'd flip over the events that would occur that the PCs would have to deal with. If they succeeded, they would get a +2 cumulative modifier to their d20 roll. If they failed, a -2 cumulative modifier. Some events the PCs could ignore and receive no bonus or penalty. Some events had time limits, others could be accomplished at their leisure. Some cards had other bonuses or penalties for the PCs, such as additional gold, help from a neighboring community, loss of someone important, et cetera. At the end of each season, they would roll against a table, adding or subtracting from their d20 roll, and that would be their income for the season.</p><p></p><p>For example, one player could be the port master. A random encounter for him/her could be sahuagin are attacking the shipping lanes nearby. Therefore, boats are avoiding your port. Find and eliminate the sahuagin threat within the next month. Success +2, Failure -2.</p><p></p><p>It's very gamist, but trying to create a simulation of a micro-economy is a fool's errand, IMHO.</p><p></p><p>Edit: Look at local and national newspapers. What is going on in the real world can easily be adapted into a D&D campaign.</p></blockquote><p></p>
[QUOTE="Jacob Marley, post: 7210210, member: 89537"] I am! The big question is how much focus do you and your players want the port to be? That's the operative question. I've done simple roll a d20+Mod against a DC, and I've done complex where the players have been active participants making multiple decisions. The system I used that I liked best was having each player pick a role: sheriff, miller, port master, whatever. I then built a random encounter deck for each role. Each season, I'd flip over the events that would occur that the PCs would have to deal with. If they succeeded, they would get a +2 cumulative modifier to their d20 roll. If they failed, a -2 cumulative modifier. Some events the PCs could ignore and receive no bonus or penalty. Some events had time limits, others could be accomplished at their leisure. Some cards had other bonuses or penalties for the PCs, such as additional gold, help from a neighboring community, loss of someone important, et cetera. At the end of each season, they would roll against a table, adding or subtracting from their d20 roll, and that would be their income for the season. For example, one player could be the port master. A random encounter for him/her could be sahuagin are attacking the shipping lanes nearby. Therefore, boats are avoiding your port. Find and eliminate the sahuagin threat within the next month. Success +2, Failure -2. It's very gamist, but trying to create a simulation of a micro-economy is a fool's errand, IMHO. Edit: Look at local and national newspapers. What is going on in the real world can easily be adapted into a D&D campaign. [/QUOTE]
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