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<blockquote data-quote="delphonso" data-source="post: 7166556" data-attributes="member: 6892015"><p>First off, stranger, I really like the idea. Berserk and Dragon's Dogma are great places to go for inspiration for this. Of course, in the rulebooks you're unlikely to find anything that will help you directly.</p><p></p><p>I can think of a couple ways to handle it, and then I'll talk about my own experiences.</p><p></p><p>First, you could give it some numerical values. Let's say Morale is a 1-100 thing and Security is 1-100. Probably, morale is going to be low at the start, but security might be fine. Whenever there's a dull moment, or when you introduce a plot thread, you can roll a percentile die, one for Morale and one for Security. If Morale triggers, there's some sort of social problem they need to deal with (something small like a madman running through the streets terrifying everyone, or something big like a group of separatists who just want to take off on their own.) If security triggers there's a combat problem they need to deal with (either monsters invading or a wall that needs repairing.) I'd roll both at the same time, and try to throw both problems at my players simultaneously to really stress them out. If they handle it well, Morale and/or Security increases, if they handle it poorly, something decreases. I'd keep these numbers hidden from players and not explain exactly what's going on. Players who are proactive might increase these numbers and hopefully decrease the number of incidents.</p><p>More or less, this is based on the Obligation roll from FFG Star Wars.</p><p></p><p>Another idea is to physically represent their rewards. Have groups of prisoners walk by, if they rescue them successfully, they get an additional service in town - say an alchemist or enchanter. If they have a really bad fight, or fail to keep an area safe, instead of just damaging the party, have a service taken away - they can not buy potions again until they either find someone new to do it, or rescue that last person. All of this depends more on the monster's motivation, of course. It could easily get redundant. I had a homebase for my players and they accrued more and more NPCs which provided services. As they did so, I added buildings, gardens, workshops, and even paths to a persistent map we were using. If you have a whiteboard, this would be a good way to show how the town is doing, especially fortifications and where enemies are attacking from.</p><p></p><p>--------</p><p></p><p>I actually tried something like this before. A group of "undesirables" were lumped in with some other old-timers and peasants as a new "colony" for the government of their land. They were more or less forced onto a boat and sent to an island with nothing more than their clothes and ingenuity. The party was a smooth-talker, a warrior, and a ranger. They three of them pretty quickly took roles of authority among the 100-some other colonists and organized them into task groups. The groups built tools, hunted and gathered, and worked on housing. All of this was run in 3.5 - and didn't really play nicely with the rules. Eventually we basically ignored the character sheets and just had problem-solving sessions. I would introduce a problem: "You have done the math and you're unlikely to have enough food from just foraging alone for long." and the party would react, "we need to start farming. We send a group looking for fresh water, send the rest to gather seeds." </p><p>The players enjoyed it. On a day-to-day level there was some mystery in the woods for them to follow, and occasionally they'd run into an Orc (eventually revealed to be from another colony on the opposite side of their island, later - a trade ally), so they didn't only spend time managing a new town. I don't think I handled it particularly well, but the players really enjoyed it and felt like they were constantly making progress on multiple fronts. </p><p></p><p>Best of luck to you!</p></blockquote><p></p>
[QUOTE="delphonso, post: 7166556, member: 6892015"] First off, stranger, I really like the idea. Berserk and Dragon's Dogma are great places to go for inspiration for this. Of course, in the rulebooks you're unlikely to find anything that will help you directly. I can think of a couple ways to handle it, and then I'll talk about my own experiences. First, you could give it some numerical values. Let's say Morale is a 1-100 thing and Security is 1-100. Probably, morale is going to be low at the start, but security might be fine. Whenever there's a dull moment, or when you introduce a plot thread, you can roll a percentile die, one for Morale and one for Security. If Morale triggers, there's some sort of social problem they need to deal with (something small like a madman running through the streets terrifying everyone, or something big like a group of separatists who just want to take off on their own.) If security triggers there's a combat problem they need to deal with (either monsters invading or a wall that needs repairing.) I'd roll both at the same time, and try to throw both problems at my players simultaneously to really stress them out. If they handle it well, Morale and/or Security increases, if they handle it poorly, something decreases. I'd keep these numbers hidden from players and not explain exactly what's going on. Players who are proactive might increase these numbers and hopefully decrease the number of incidents. More or less, this is based on the Obligation roll from FFG Star Wars. Another idea is to physically represent their rewards. Have groups of prisoners walk by, if they rescue them successfully, they get an additional service in town - say an alchemist or enchanter. If they have a really bad fight, or fail to keep an area safe, instead of just damaging the party, have a service taken away - they can not buy potions again until they either find someone new to do it, or rescue that last person. All of this depends more on the monster's motivation, of course. It could easily get redundant. I had a homebase for my players and they accrued more and more NPCs which provided services. As they did so, I added buildings, gardens, workshops, and even paths to a persistent map we were using. If you have a whiteboard, this would be a good way to show how the town is doing, especially fortifications and where enemies are attacking from. -------- I actually tried something like this before. A group of "undesirables" were lumped in with some other old-timers and peasants as a new "colony" for the government of their land. They were more or less forced onto a boat and sent to an island with nothing more than their clothes and ingenuity. The party was a smooth-talker, a warrior, and a ranger. They three of them pretty quickly took roles of authority among the 100-some other colonists and organized them into task groups. The groups built tools, hunted and gathered, and worked on housing. All of this was run in 3.5 - and didn't really play nicely with the rules. Eventually we basically ignored the character sheets and just had problem-solving sessions. I would introduce a problem: "You have done the math and you're unlikely to have enough food from just foraging alone for long." and the party would react, "we need to start farming. We send a group looking for fresh water, send the rest to gather seeds." The players enjoyed it. On a day-to-day level there was some mystery in the woods for them to follow, and occasionally they'd run into an Orc (eventually revealed to be from another colony on the opposite side of their island, later - a trade ally), so they didn't only spend time managing a new town. I don't think I handled it particularly well, but the players really enjoyed it and felt like they were constantly making progress on multiple fronts. Best of luck to you! [/QUOTE]
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