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'Surviving in the wilderness' and 'prospering village' mini-games?
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<blockquote data-quote="fba827" data-source="post: 5058655" data-attributes="member: 807"><p>It depends a lot on 'how much managing effort you want to put in to this'</p><p></p><p>My natural instinct is to get way too in to the micromanaging here, turning it in to a resource game but i know some players would not enjoy that (more focus on resources other than them)</p><p></p><p>So two very broad options to consider ...</p><p></p><p>Something similar to the artifact system in 4e.</p><p>Consider the town as an artifact. Give it a concordance chart for stuff like "bad weather for a consecutive week -1" "monster attack on town -2 per encounter" "new renewable natural resource discovered near town +1/resource" "new path blazed through the nearby wilderness +1/path"</p><p>and then set up different categories for satisfied/unsatisfied, etc.</p><p>And over the course of time, the town could be doing good or bad.</p><p></p><p>Another option is to consider it like the disease system.</p><p>Make a track with several states, and then once a week (or once a month, whatever) the town makes a check where it could move up or down the track. And, again, different states on the track offer different bonuses to the town/citizens.</p><p></p><p>Something similar could also be done for overland travel... if everything is 'good'/'satisfied' maybe there is a +1 overland travel speed, etc. where as if things are 'bad'/'unsatisfied' there is a -1 to overland travel speed since the horses (or whatever) have been cranky and malnourished from the lack of feed. and so on. (<-- the group i'm in is actually doing something very similar to this right now, it's been working well so far, but it hasn't been used long enough to have a firm longterm opinion on it yet)</p></blockquote><p></p>
[QUOTE="fba827, post: 5058655, member: 807"] It depends a lot on 'how much managing effort you want to put in to this' My natural instinct is to get way too in to the micromanaging here, turning it in to a resource game but i know some players would not enjoy that (more focus on resources other than them) So two very broad options to consider ... Something similar to the artifact system in 4e. Consider the town as an artifact. Give it a concordance chart for stuff like "bad weather for a consecutive week -1" "monster attack on town -2 per encounter" "new renewable natural resource discovered near town +1/resource" "new path blazed through the nearby wilderness +1/path" and then set up different categories for satisfied/unsatisfied, etc. And over the course of time, the town could be doing good or bad. Another option is to consider it like the disease system. Make a track with several states, and then once a week (or once a month, whatever) the town makes a check where it could move up or down the track. And, again, different states on the track offer different bonuses to the town/citizens. Something similar could also be done for overland travel... if everything is 'good'/'satisfied' maybe there is a +1 overland travel speed, etc. where as if things are 'bad'/'unsatisfied' there is a -1 to overland travel speed since the horses (or whatever) have been cranky and malnourished from the lack of feed. and so on. (<-- the group i'm in is actually doing something very similar to this right now, it's been working well so far, but it hasn't been used long enough to have a firm longterm opinion on it yet) [/QUOTE]
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'Surviving in the wilderness' and 'prospering village' mini-games?
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