campaign_systems_kingdombuilding:world_building
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campaign_systems_kingdombuilding:world_building [2023/07/04 11:57] – removed - external edit (Unknown date) 127.0.0.1 | campaign_systems_kingdombuilding:world_building [2023/07/04 11:57] (current) – ↷ Page moved from campaign_systems2:world_building to campaign_systems_kingdombuilding:world_building johnb | ||
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+ | ====== World Building Rules ====== | ||
+ | In some respects this is one massive rule-set that will allow your characters to take a chunk of wilderness and turn it into a city. In another way, it is a whole series of interlinked rule-sets that will let characters develop their own small piece of the world. | ||
+ | |||
+ | This was heavily influenced by Paizo' | ||
+ | |||
+ | ==== Build Points ==== | ||
+ | |||
+ | Build Points are used across the Campaign Rules as a form of currency. However, BP is not money - nor does 1 BP relate directly to a given amount of money, so there isn't a straightforward way to sell BPs for GPs. See [[build_points| this page]] for a more detailed explanation. | ||
+ | |||
+ | [[build_points| Build Points in detail.]] | ||
+ | |||
+ | ==== Strongholds ==== | ||
+ | |||
+ | **This is the most complex part of the World Building Rules and can incorporate elements from any of the other World Building sections!** | ||
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+ | Strongholds represent areas that have their own ruler. | ||
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+ | In "The Stolen Lands" game at RPoL these rules have been used to build the province of Midmarch (under a governor), the city of Tusk (controlled by a three person council) and the town of Ringbridge - a Lord's Holding. | ||
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+ | [[.strongholds: | ||
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+ | ==== Merchant Houses ==== | ||
+ | |||
+ | **These are the second most complex part of the World Building Rules. | ||
+ | |||
+ | Merchant Houses are the lifeblood of the land. If strongholds represent the bones that allows a community or nation to grow – Merchant Houses are its blood. | ||
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+ | The Merchant Rules allow the PC to set up trade networks and control some elements of trade in their main towns. | ||
+ | |||
+ | Merchants start off small, often just bringing goods to town from the surrounding towns and villages. | ||
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+ | |||
+ | [[Merchant-House|Rules for Merchant Houses]] | ||
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+ | ==== Business ==== | ||
+ | |||
+ | The Business Rules allow the PC to set up a business empire, and can cater for everything from a Slum Landlord, through Craftsmen and Professionals to top class Hoteliers and Magic Shops. | ||
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+ | [[.busorgs: | ||
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+ | ==== Shrines, Churches & Religion ==== | ||
+ | |||
+ | This is among the easiest of Rule Sets to use, as you rarely need to get involved in Economic negotiations with the local land owners. | ||
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+ | [[.busorgs: | ||
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+ | ==== Schools Colleges and Education ==== | ||
+ | |||
+ | This is the easiest rule set to play, as all the developments are designed with balanced Economy, Loyalty and Stability - which means most land owners are pleased to have them, so long as there is space for them. It is probably the simplest way to take part in Kingdom building aspect of the game. | ||
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+ | [[.busorgs: | ||
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+ | |||
+ | ==== Estates and Secondary Settlements ==== | ||
+ | |||
+ | The Estates and Secondary Settlement rules allow a PC to develop private estates and rural businesses without using the Stronghold Rules. | ||
+ | |||
+ | Estates and Secondary settlements can be an easy way to set up a small business and build yourself a home. It isn't quick and won't make the PC hugely influential - but it lets them 'stay in the game', if that is what they choose to do. It will work well in built-up areas where the Characters are working for the local lords. | ||
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+ | |||
+ | [[hamlets|Rules for Estates and Secondary Settlements]] | ||
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+ | |||
+ | ==== Clubs, Societies and Guilds ==== | ||
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+ | These rules follow the same basic principles as the other World Building Rules, but they are private, not-really-for-profit, | ||
+ | |||
+ | It could be used for: | ||
+ | * Secret Organisations - Such as ++The Bellflower Network| (If you haven' | ||
+ | * A semi-secret society - Such as ++The Loyal order of the Water Buffaloes|(Features in The Flintstones)++ or ++The Stone Cutters|(Featured in The Simpsons)++ | ||
+ | * A Charitable Organisation - Such as the Real Life Rotary Club. | ||
+ | * A social Club - Scouts, Guides, WI, U3A etc etc. | ||
+ | * Guilds - Merchant-Venturers, | ||
+ | |||
+ | It has lots of possibilities, | ||
+ | |||
+ | [[.busorgs: | ||
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+ | |||
+ | ===== Rewards ===== | ||
+ | |||
+ | ==== Cost of Living ==== | ||
+ | |||
+ | The main reward for taking part in the Campaign Rules is that the PC's cost of living expenses are met. Even a mid-level PC, who has taken part in the World Building Rules, will have nice apartments, a house or possibly even a mansion - along with servants and a choice of Courtier' | ||
+ | ==== Titles ==== | ||
+ | |||
+ | As the PCs go up in levels, they become leaders in their community. | ||
+ | ==== Influence ==== | ||
+ | |||
+ | As PCs grow richer and more powerful, and they start to get titles and mansions to their name - they become more influential in their community. | ||
+ | |||
+ | Note that this is a measure of LOCAL influence. |