Showing posts with label Kingmaker. Show all posts
Showing posts with label Kingmaker. Show all posts

Thursday, September 01, 2011

Campaign Development: Background Abilities...

Good Afternoon, All:

I've observed a relatively new phenomenon recently due to my participation in the Kingmaker adventure path by Paizo, as well as reading through the War of the Burning Sky adventure path by EN Publishing and the Neverwinter Campaign Setting by Wizards of the Coast. In all three cases, the Player's Guide for the adventure path provides additional starting abilities that players can select which tie them into the campaign setting. They get their background ability for free, and along with it comes some character connection to the campaign world and the adventures as a whole. While Paizo's implementation has been a little less immersive than the examples implemented by EN Publishing or WOTC, it still captures the concept well enough that I'm tempted to pursue something like it for my next campaign.

These abilities are rarely anything overpowering. Instead, it's like a bonus granted to players who choose to connect their character to a developed storyline or campaign element, and thus enhancing their investment and immersion into the campaign. Plus, I think it gets people asking about the setting and figuring out some of the basic character roles that you want to see as a GM within the game. Usually, it's something like a +1 on a D20 roll within a limited context (such as +1 on attack rolls with axes due to cultural training), or a +2 under certain circumstances. You may also start with some kind of specialized equipment (such as a mount for a clan of horseriders, or armor for a military organization), or just a little extra cash (to reflect a better social position).

If I were to create these for my current Madlands campaign, I'd probably look at the elements that emphasize exploration in the Madlands themselves, and build some backgrounds around them. For example, I'd probably create something for the Seekers of Truth, who are trying to recover and preserve lost lore; the Order Elysia, who gain magical power by draining it from extraplanar creatures; the Circle of Mithril, a mercenary guild common to the area; the Shadow Syndicate, a rogue's guild with grander plans; and perhaps one or two other organizations with a vested interest in exploration. I'd want to make sure that I covered all of the main character types (from a "character class" perspective) in terms of applicability, and added one or two more, just for fun. Each option would be open to more than one character type, as well, to allow people to travel together who are bound by a common background, should they so choose. I'd definitely want to keep the number of options low, though, aiming for either five or seven. While it could be stretched higher than that, I would want to make sure I didn't exceed twice the number of people at the gaming table, and I'd much prefer no more than one or two more options than chairs. This creates a tighter focus, in my opinion.

I also think these would be campaign-specific. In other words, I would want to create them at the beginning of each new campaign, simply to reflect the direction of a given campaign. Next time around, even if the new campaign is set in the same location as a previous game, the focus would be different, and the background options should reflect and support that.

Until Next Time,
Flynn

Thursday, August 25, 2011

Savage Kingmaker: Building Kingdoms...

Good Morning, All:

What follows are my thoughts on the Savage Worlds basic rule conversions for Kingdom Building as found in Paizo's Pathfinder #32, "Rivers Run Red", from the Kingmaker adventure path. If something is not listed here, assume that it follows the rules found in the original article listed above.

Kingdom Statistics
All kingdom checks (Economy, Loyalty and Stability) are based on the Ruler's Knowledge (Statecraft) skill, which is based on Smarts. Much like the resolution of Mass Battles, characters in specific roles may make an appropriate skill check to assist in one of the three kingdom checks for the month.

Alignment: As Savage Worlds does not have alignment, kingdoms do not recieve any bonuses to kingdom checks based on alignment.

Size: A Kingdom's size remains equal to the number of hexes comprising the kingdom. Kingdom checks suffer a penalty equal to half the kingdom's size, rounded down.

Leadership: Penalties to kingdom checks for missing a particular leadership position are halved from the article itself. (i.e. if the kingdom has no Councilor, then the Loyalty kingdom check suffers a -1 penalty.) Instead of granting bonuses to a kingdom check based on a statistic, each leadership role is allowed to make a single skill check to aid the appropriate kingdom check each month (+1 with a success, +1 per Raise). The skills for each leadership role are defined in the Skill By Leadership Role table below.

Table: Skill By Leadership Role
Leadership RoleSkill
CouncilorKnowledge (Statecraft)
GeneralKnowledge (Battle)
Grand DiplomatKnowledge (Linguistics)
High PriestKnowledge (Religion)
MagisterKnowledge (Arcane)
MarshalKnowledge (Battle)
Royal AssassinIntimidation
SpymasterStreetwise
TreasurerKnowledge (Statecraft)
wardenKnowledge (Battle)

Other Bonuses and Penalties: All other circumstances that impact a kingdom check provide a bonus or impose a penalty that is half that described in the article, round toward the most negative number. Thus, a -1 penalty in the article still grants a -1 penalty, while a +1 does not grant a bonus to the kingdom check, and a +3 only grants a +1 bonus on the kingdom check, etc.

Kingdom Check: Stability
The Ruler makes a Knowledge (Statecraft) skill check in Step 1 of the Upkeep Phase, modified by the kingdom's size as discussed above, the Stability check modifiers as determined per the article (and modified herein) and the skill check results of the appropriate leadership roles. If successful, he reduces Unrest by 1 (or gains 1 BP if Unrest is at 0). On a failure, Unrest increases by 1; on a result of 1 or less, Unrest increases by 2.

Kingdom Check: Loyalty
The Ruler makes a Knowledge (Statecraft) skill check in Step 2 of the Income Phase, modified by the kingdom's size as discussed above, the Loyalty check modifiers as determined per the article (and modified herein), the skill check results of the appropriate leadership roles, and half the BPs being withdrawn, rounded up. On a failure, Unrest increases by the number of BPs withdrawn.

Kingdom Check: Economy
The Ruler makes a Knowledge (Statecraft) skill check in Step 3 of the Income Phase, modified by the Economy check modifiers as determined per the article (and modified herein), the skill check results of the appropriate leadership roles, and an additional penalty based on item rarity (-4 for moderate items and -8 for major items). On a failure, nothing sells. With a success, the Ruler increases the kingdom's treasury by 2 BP (minor items), 8 BP (moderate items) or 15 BP (major items.)

In addition, the Ruler makes a Knowledge (Statecraft) skill check in Step 4 of the Income Phase, modified by the kingdom's size as discussed above, the Economy check modifiers as determined per the article (and modified herein) and the skill check results of the appropriate leadership roles. On a success, increase your kingdom's treasure by a number of BP equal to 1 for every 2 points on the trait check result above the base of 4.

Kingdom Checks: General
In addition, certain events call for kingdom checks in order to minimize or remove any negative impact. Those are simply a Ruler's Knowledge (Statecraft) check, modified by the kingdom's size as discussed above, the Economy, Loyalty or Stability check modifiers as determined per the article (and modified herein) and the skill check results of the appropriate leadership roles.

I think the rest of it could stand as is, at least for the time being. Some experimentation would be necessary. If I had a group interested in carving out a kingdom within the Madlands, I'd definitely try this out. If someone else gives these thoughts a try before I'm able to, any feedback would be greatly appreciated.

With Regards,
Flynn

Tuesday, August 23, 2011

Savage Kingmaker: Exploring Hexes...

Good Morning, All:

Sorry for the side trek, but I felt the need to chat about something else for a post or two. I've been playing most of the summer in a Kingmaker campaign using the Pathfinder rules. While I've enjoyed the experience, I still find the D20 System, even in its Pathfinder incarnation, to be overly complicated. While I'd run MyD20 Light if I had to Referee a D&D-like system again, right now my gaming group prefers Savage Worlds. Being the itinerate tinkerer that I am, I have recently been considering how to convert the basic experience of exploration and kingdom building to Savage Worlds. Below are some of my initial thoughts, in case you are interested.

Travel Times
While Pathfinder breaks down travel times by the party's speed on multiple levels, I prefer the more simplified approach promoted by Savage Worlds. In essence, I'd probably do something like this:

Table: Travel Times
Terrain (Obstacles)Cross The HexExplore the Hex
Grasslands/Plains/Road (Unobstructed)1/2 Day1 Day
Forest/Hills (Average)1 Day2 Days
Mountains/Swamps (Difficult)1 Day3 Days
Note: Characters moving at less than Pace 6 must make a Vigor roll to avoid taking a level of Fatigue from pushing themselves to make that distance. Characters (or mounted characters) moving at a Pace of 9 or higher may half the time listed in the table above.

Order of Exploration
Whenever characters explore an unknown region, I would suggest the following order of operations.

  1. Entering The Hex: When entering the hex, the characters should become aware of any landmark sites. These are sites that can be seen at a great distance on the horizon, such as cities, sizable geographic landmarks or even large structures. The landmark site can be avoided or explored at the explorers' desire.
  2. In addition, the GM should check for Wandering Monsters upon entering a hex, as well as every day or night spent exploring or camping in the hex. (Alternately, you could use a Survival check to avoid such encounters, if you prefer that system, which I personally do. For details, check out Fantasy Flight Games' Wildscape.)
  3. Exploring The Hex: If the characters take the time to explore the hex, the characters should automatically become aware of any standard sites. Standard sites are somewhat secluded, but are immediately identifiable when the explorers come within bow shot range, if not sooner.
  4. In addition, if the characters succeed in a Notice skill check while exploring the hex, they discover any hidden sites that might exist in the hex. Hidden sites are those that are very secluded or hidden, and thus not immediately obvious, even when within bow shot range.

I have yet to tackle "savaging" the Kingdom Building rules, but I've got some thoughts. I'll probably post something later if my thoughts coalesce. In the meantime, enjoy!

Happy Savaging,
Flynn