I recently mauled my campaign plans with a hammer, and now I have something that is more flexible in terms of story (player and GM perspective) but potentially open to hard-to-manage combat encounters.
Prior to that, the campaign's structure was too much like a video game. So I scrapped most of it.
I have been searching for years for a good realm-management rule set for RPGs. By "realm management," I mean a system that tracks the fortunes of large areas and / or groups in the way that most RPGs track the fortunes of individuals.
For example - A fighter grows rich enough to build himself a...
I've read Kingmaker, and I've heard of Birthright. I'm wondering what other rpgs are out their in that vein as those are the two I keep stumbling upon.
I'm interested more in the type of mechanics and activities each system focuses on. What are the rewards for the players to spend time building...
yeah -- the 3.x lineage is probably not a good idea for this campaign anyway -- system breakage issues (unless I went E6) + I don't think it'd be good enough at the small-scale logistics (survival checks are way overboard for instance) for what I want to deal with anyhow
I have an idea for a campaign in which my players will go with a "colonisation" mission. They will be responsible of exploration and making settlement on unknown land.
My question is, if there is any RPG system that got some built in complex resource system and/or something related to buildings,...
I have been (re)playing the PC and mobile versions of King of Dragon Pass. I am really falling in love with the concept of the game, and I would like to give it a try at a table with some friends.
I'm looking for a system where:
Players would be in charge of the tribe/clan/kingdom/whatever as...
One of campaigns I used to GM was centered around governing a small, elven village (it was D&D3.5 campaign but it shouldn't really matter). I thought about rules as they were needed, but it was too crude to work in a long campaign. Are there any systems that concentrate and/or elaborate on this m...
@MikeQ Walk around and take turns shooting at cardboard targets. Lol
For example, the general idea I had is that a party (3 or 4 people) might choose their classes, (Fighter, spellcaster, etc) and then each target might have a special challenge tied to it.
For example, one target might be a puzzle solve: pick the right target, or you trigger at trap, and one party member loses a turn on the next target.
Or, face away from the target, and when told, turn and shoot at a target as quickly as possible, otherwise they get charged by a boar.
Then to add another touch, depending on their classes, one might get a small bag of tokens to use as potions, to assist the party.
What sort of experience do these people have with class-based games? I can imagine that throwing a lot of rules at once could be overwhelming and overcomplicated.
At this stage, I'm just trying to come up with what sort of things I can do with the targets. E.g, create a variation of targets that people can stand, and shoot at, but with different challenges, to simulate a "D&D" style adventure
From a mechanics standpoint: On one hand you have "shooting a target from far away", and on the other you have "rolling dice and adding numbers". So... no obvious connections. This will require a lot of thought...
Agreed with BESW. Archery rules question: Do all targets need to be the standard bullseye thing? Or can you use other things as targets, such as "this tiny piece of paper" or "between those branches on that tree"?
What the target is specifically doesn't make much difference. There are targets that are just the coloured rings, targets of animals, 3D models of animals, so yes
@BESW That was one plan I liked. A "Fighter" class does extra damage, or a "caster" class has the ability to use spells to help the party/hinder the target
@MikeQ Primarily, yes. But we want it to be more than just "see how good you are at shooting at targets."
We want it to be a team-driven event. "The fighter missed the charging boar, and is wounded, so he misses a turn on the next target. Or, the Caster can choose to heal him, and let him particiapate"
@MikeQ Ohhh! I like the rouge idea!
At the end of the day, yes, there are going to be some people that want to know what there "Score" is, but if they don't care about that, it's even better.
@MikeQ We have had "fun" shoots before, but really all they have been is just shooting at different targets, or using old equipment. There hasn't been anything with any kind of "system" before
@HeyICanChan My earlier comments on this question regarding feat prereqs were corrected by @ShadowKras and so I deleted them.
Anyway @Ben, for now all I can really recommend is "archery contest with a narrative where the target represents a _____" and "a lightweight system of additional rules"
I'd suggest a narrative-clad set of triggers and responses whereby one archer's choices and success/failure influences the next archer's options/requirements.
@Ben I'd hack "amazing tales" (linked in the star board). Instead having d4, d6 ,d8, d10 as you play through the narrative, give your archers 4, 6, 8, 10 arrows to complete each successive challenge?
@Zachiel elves get hammered by a natural disaster that crushes their towns and ruins their food supply -- hobgoblins find out about it and send their army out on a relief mission
party is two scouting parties (one elf, one hobgoblin) that join together and are surveying the devastation
@Shalvenay mmmh so it's basically a matter of getting two distinct approaches to the problem
do you feel there's a need to mechanically reward adeherence to "how my people would tackle this problem" - I mean, is this why it's interesting that they're elves and hobs?
@Zachiel probably only lightly -- the prime conflict is party vs. environment, with intraparty conflict strictly secondary (there will also be a few non-environmental villains, such as profiteers and suchnot)
@Zachiel @Shalvenay I think the point mentioned there matters – hwat makes this a “hobgoblins-and-elves campaign” and not a “disaster relief campaign”?
basically -- I'm trying to figure out what zoom level/level of abstraction the party should be engaging with a legal-interpretation narrative at
basically, the party discovers that a recent decree hosed part of the tax laws
and is helping a coven of witches get it straightened out in court
but it's not something that really fits into the normal courtroom drama genre as its an issue of legal interpretation not a factual dispute where the laws are clear
@Anaphory yeah -- I don't have particular players in mind yet unfortunately -- is it something that I should just keep a range of abstraction levels in mind for?
I don't know, it just sounds like a hard problem even if you were able to specify “Player 1 loves to dig into handouts, player 2 is dyslexic but likes to think consequences through and player 3 likes to get into character and make big speeches.” If you don't have something like that, it sounds nigh impossible to me.
Alright... four days out, and I'm starting to get new-group/-campaign jitters. It's like the first day of classes in September: no matter how many times I do it, it never seems to get better =\
@nitsua60 Just remember, you can always have your sharpshooter kill them from 600 feet away, and if they complain, just point out that it wasn't even a deadly encounter by the CR guidelines.