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The Campaign Rules in the Stolen Lands.

Posted by DMFor group 0
DM
GM, 2173 posts
Fri 29 Jun 2018
at 06:14
  • msg #1

The Campaign Rules in the Stolen Lands

The first thing to say about these campaign rules is that they are Fluff, not Crunchy. Nothing in these rules will bring you extra toys, extra experience or anything else crunchy - but they might make the RP side of the game a bit more fun. However, you don’t have to engage with these rules,  if you don’t want to, it is up to you.

They came about as I smashed two interests of mine together - Character building and Character backstories - which for many people seems to stop just before the character goes adventuring, just as character development opportunities are richest. And world building – the promise of The Kingdom Building Rules from Paizo (along with the rest of the stuff that eventually developed into UC) but which never quite addressed all the problems and became tedious very quickly. Are my rules better than that? Probably not - but I like them more :)

There are systems that allows you to:

  • Build a Personal Stronghold – not full blown kingdoms but small personal fiefs, almost like they had in AD&D-1. If you put enough of these personal strongholds together and you do make a kingdom.  This is probably the most involved part of the ruleset and needs an active input from the player.
  • Build a Merchant Empire, with bases in different towns and cities. You need to start of small, as a local trader, but if you run your business well you might become a merchant prince with wide ranging influence. This is the second most involved part of the system – and needs regular active player input and decision making.
  • Build a Business. Loads of different business types and flexibility within the types. You can set up most normal businesses fairly easily – and they can be very easy to maintain.
  • Build an Organisation – develop your own religious cult, build a university, a mage’s guild, a trades’ guild or any similar organisation. These can be very easy to maintain as well.
  • Become an Investor – give your money to someone else in exchange for a share in their business. Really easy but you still (eventually) get a nice house (or two) to live in :}
  • Gather an Entourage – as your character grows you can gather staff, employees, hangers on - and I let you play them as non-combat NPCs. They aren’t all active all of the time - but because they are all part of your character ‘stable’ it can lead to extra RP changes and the ability to do three things at once …

They all interact with each other and use the same Build Points (bp) as a currency. They also inform a rewards and influence system that returns cost of living benefits and helps build your main character’s (recent) back history.

(Phew) As they say on Facebook – It’s complicated.

Note: These house rules develop as we go along.  This is the first time I have used them - and they still have faults and wrinkles  (for example I need to rework the Town District limits, but until the players started building Tusk I couldn't see the issues)
This message was last edited by the GM at 10:57, Fri 29 June 2018.
DM
GM, 2174 posts
Fri 29 Jun 2018
at 10:55
  • msg #2

The Campaign Rules in the Stolen Lands

Henry's Charter is quite simple -  (to put it it into modern terms)  Henry is required to build some sort of Civilised buffer state in the wilds to the south of Brevoy.  He doesn't get paid for that (and actually had to pay for the charter) but he is allowed to profit from it, grow rich and claim land.  How he does it is up to him.  Henry realised he couldn't do it all himself it and decided to recruit adventurers and entrepreneurs and share the rewards.  The PCs are the recruits, so if you guys help him achieve his aims - you can get wealthy and claim  property or titles  on the back of that.

Think of  British colonial expansion (nearly all of which was funded by private money)  mixed up with the way William the Conqueror handed out land to his supporters after the conquest of England in 1066.  (Yeah, I’m English)

Your reward comes in the form of Build Points - the core currency for the campaign rules outlined above.  However, they cannot, easily, be converted to cash, nor will they ever get you enough gold to make a difference to your character’s equipment. Most PCs get two ‘gifts’ of 1bp each as a reward for helping organise  settlers and immigrants .  However, it might be possible to get more investment from people that you meet as you progress through the game.  However, every investor will expect something (often a promise) in return.  As the game progresses each investment you make, will earn more Bps, that can be re-invested …  It  will start off slowly, but soon build up :}

Henry is a businessman from a Noble Family (he used his family money to buy The Charter) and understands that the new land won't prosper without a good solid foundation that includes government, trade, business, social and religious infrastructures social structure etc.

As such he has implemented a two part plan.

  1. Develop local government and rulership by offering land for PCs to build strongholds - in return the local lord is expected to manage their holdings properly and support development and expansion across Midmarch as a whole. Henry offers land to any PC who wants to claim and then develop it.  The  first hex comes free, after you have proved yourself him.  After that there is a fee/tax (measured in BPs) for extra Hexes.
  2. Henry has declared Tusk to be a free city and given it over to a 'Council' of his supporters (you guys) to run – and he gives you a relatively free hand to develop your business and social organisations from there.

Henry is well aware that 'The Governorship' can be taken away from him and his family so is developing his own family’s holdings at the same time as developing.
This message was last edited by the GM at 10:56, Fri 29 June 2018.
DM
GM, 2175 posts
Fri 29 Jun 2018
at 12:46
  • msg #3

Build Points

Build Points are used across the Campaign Rules as a form of currency. However, Build Points are not money - nor does 1 bp relate directly to a given amount of money, so you can’t normally buy BPs with gold. Nor can you spend a fraction of a BP, you have to round it up to the nearest whole number.

It is better to think of Build Points as representing your influence in the economy.

A Build Point might represent a combination of: a load of timber; the labour of a few dozen workers; a spell a cleric; the local Lord’s good will; food to feed your workers and something to pay them with. At the end of the build workers might be paid in land, jobs, hunting rights or other opportunities. But all of that l happens in the background.

For Example: If you want to build a Jetty – you need  wood,  rope, large bolts, nails, building tools etc. You need to employ quarrymen, a smith, wood cutters, rope makers etc. Then you need more workers to build it.  And you probably need permission from the town council to build it.  When work on the jetty is finished -  the workers might move out into the countryside (to some land the local lord has said you can use) and set up small holdings. A few might  turn into fishermen - perhaps building themselves coracles or small boats or even just fishing from the Jetty. Their wives clean the fish, smoke them, make fish sauce and prepare them for sale in other way. Someone might set up as a fishmonger, while others hang around and find casual labour.

All of that is covered by the BP cost.

So BP really is ‘The Economy’ – and the number of BP you have represents the amount influence you have over the economy of your area.  Because of this, BPs work best in an area where you are known and have good contacts.  BPs earned in Midmarch won't buy anywhere near as much in Brevoy and even less in New Steven or Mivon
This message was last edited by the GM at 18:58, Sat 30 June 2018.
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