Work Pressure is easing up - mainly because D-Day has passed, I handed my resignation in, and have been working a 4 day week recently (3 days for my employer and 1 day looking for new work, this Thursday is my final day). That means I have some time to get back to the rules discussions. I think I have the Build Point and Merchant Rules sorted out now, and they are both linked from ...
http://rp.baileymail.net/doku....paign_systems2:start
Comments and thoughts welcome on both.
But now I can turn my attention back to Time and Kingdom Turns and Crafting. Already I have spotted a 'make winter a kingdom round' comment that I hadn't really considered properly.
Just a heads up - Time is a real problem in this game because I run more than 1 group.
All three groups left Tusk at about the same time - but all three groups have spent different amounts of time out adventuring - For one group, some travel elements have been hand-waved through and three or four days have passed in a single GM post. Another group is currently in combat (and had been for a few GM posts) even though I use dangerous monsters that could kill a PC in a couple of rounds. There are already days of difference between the two groups - and I suspect it could get worse.
At various times in this AP there is the broad instruction to 'just let the years pass until ....' But there are other times when I am supposed to conclude a three level adventure in a couple of weeks of game time. And you guys are currently working across three different books of a six book AP series ...
Whatever solution I come up with, isn't going to be pretty, or universally loved :)