Ruminated now...
4E Dnd “Civilization”
Basic assumptions of the system
1.This general system will need to be tuned specifically for different campaign settings.
2.The purpose of this system is to give PC's motivations and contexts for their adventures: it should not replace the adventures.
3.Improving the health of the community occurs as a reward for quests: DM's should use both experience and treasure quest awards when using this system.
Basic assumptions of the community
1.Three things define the health of the community: demography, security, and economics.
1.Demography: is the population of the community growing, shrinking, or stable?
2.Security: is the community safe from outside threats (with walls, a militia) and inside threats (town watch, inquisitors)
3.Economy: what resources are constantly available to the community?
All three of these things must improve for the community to grow. PC's can undertake adventures to improve all three of these things.
2.The community was static before the PC's came: the population was pretty stable, the community was adequately defended from internal and external threats, and the community exploited all the resources it had access to.
3.The community is the biggest point of light in a day's normal travel: it may be surrounded by smaller points of light, however.
4.Contact with communities of its size or larger is relatively rare, on a monthly, seasonal, or even yearly basis.
Styles of play
A game can use this system with varying levels of intensity, depending on player and DM preferences.
Narrative
This is the default style of play in 4E: the DM decides if the community grows or shrinks, and why. PC's may or may not be able to affect the health of the community. This system is unnecessary at this level.
“Minigame”
PC's gain some significant portion of experience from community improvement, but not all of their experience. If PC's have one encounter related to improving each of the community's demographic, security, and economic health, improving the community becomes the equivalent of a dungeon delve, and provides one third of the experience necessary to gain a level.
“Birthright”
The entire game revolves around growing the community. If PC's have three encounters (or a dungeon delve) for each of the community's demographic, security, and economic health needs, this will provide all the experience necessary to gain a level.
Where do we go from here?
Designing skill challenges to support the minigame level of play. After that, we'll see if anyone is interested in more.
First skill challenge designed: look
here
http://www.enworld.org/forum/4e-fan-creations-house-rules/270696-skill-challenge.html