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pathfinder:campaign_systems2:start

Campaign System

Overview

The campaign system is a Role Playing tool uses a number of mechanics to help players (and their characters) interact with the game world. It complements the games rules, rather than replaces them, and players who choose not to use this system won't suffer during the 'adventure' part of play. Drawing inspiration from Paizo's Ultimate Campaign tome, it also pulls together concepts that I have been using for years - into a system that is consistent, coherent and works as one.

Campaign play is pulled into one Campaign Round that represents a year's worth of activity for each PC and is a good time for the PC to have their birthday and add a year to their age. For my online campaign, I use the following calculations. If these rules are used in a different game, you might want to reconsider these times.

  • A year has 350 days (Which makes calculations easy)
    • 100 days are spent adventuring. This includes exploration, resting up and other associated time.
    • 100 days are spent working for Henry. You are expected to help supervise settlers, keep order, enforce the law and generally be a leader in the new state.
    • 50 days spent as 'weekend' days.
    • 50 days doing the everyday training, gear repairs and other stuff that we all need to do.
    • 50 days down time that is available for crafting and other activities.

People & Society

Relationships with other characters are covered by Noble Families, Contract Law and Entourages. Noble Families deals with family ownership and aspirations - and what legacy you can leave for the next generation. You can use Contract law to formalise an ‘Adventuring Company’ or any other type of joint business venture and Entourage explains the ways that you can incorporate NPCs into your Role Play.

Ranks and Titles deal with PC relationship to society as a whole, and normally come with rights and responsibilities that aren’t enjoyed by everyone – and they are often a mark of respect. They can be fairly easy to implement, and can be used as a simple analogue for influence.

Influence is a pain to manage and gives little benefit. It is only here because I use it in my Stolen Lands game - once that is finished, these influence rules will be deleted.

Links
Main people page

Quick links
Noble Houses
Entourage Rules
Contract of Incorporation

Ranks and Titles

Influence


World Building

Over the years, many D&D variants have had 'guidance' on setting set up Cults, Businesses, Strongholds as part of the game, or as campaign rewards. I enjoyued 1st edition AD&D guidance on strongholds and building costs, and the Merchant-Rogue from Al Qadim - and was excited by Paizo's campaign rules. Then disappointed when they didn't hang together. This is my attempt at a more integrated version of the rules. They are based on a concept called BP as a form of super currency.

I have also listed Housing and Hamlets in this section - both are associated with the worldbuilding rules, either could be used as rewards or RP elements - without using the World Building rules.

Links

Build Points

Hamlets
Homes
Homes (Old)


Business and Organizations

These are the most straightforward of the 'World Building' rules and allow your PCs to take an active part in structure of your world. These simple rules cover a range of business, religious organizations, schools, colleges and guilds.

Academic and religious organizations are the easiest to play and are generally welcomed by city Councils and stronghold owners. Businesses are a bit more difficult and the PC will need to negotiate to get permission to build.

The Guilds rules can be used for Wizards' Guilds, Scholars' Guilds, Trade Guilds, Merchant Guilds, Mercenary Guilds, Adventurers' Guilds or even a Thieves' Guild. However, if one of my PCs were really building a Thieves' Guild in secret - I think I would probably want to double all the costs. You can use these rules for just about any type of group or society. You could even use the Guild Rules used to build a jointly owned base for an Adventuring Party, a Members' Club, Fraternity or Sorority.

The quick links make it look like there are lots of different systems - but there aren't. They all follow the same rules, but are categorised differently to make them easier to work with.

Links

Businesses and Organizations

Quick links


Merchant Houses

These are a more sophisticated, and more complicated, version of the business rules, that allow a PC to build a Merchant Empire. Mule trains, caravans, Shoipp and boats travel between settlements carrying goods and spreading culture and news. A good merchant tries to exert some control over the settlements they frequent - with offices, warehouse and shops.

Merchants need to negotiate with the leaders of every settlement they want to trade with - however, that could be difficult because merchants have ways to avoid taxes - and the towns folk know that.

Links
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Quick links
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Strongholds

The Stronghold Rules lets your PCs build to build strongholds, towns and cities. Built around player interaction, low level politics and planning the rules can cope with everything from a ranger's Wilderness e estate, right the way through to a City State or Metropolis - and covers just about everything in between.

However, they are also the most complex rules in the campaign system. Stronghold owners need to balance the needs of their people by keeping Economy, Loyalty and Stability in balance - while striking deals with Business Owners and Churches and other organizations. These rules are designed to work with the people and Society Rules (the make stronghold building easier) as well as the Business, Organization and merchant House rules.

These rules are designed to be incremental. Your PCs are not going to be rule of a city state by the time they are L6. However, they might achieve that, if they use the rules well, by the time the character is 16th level.

Links
World Building Rules

strongholds

Quick links


Down Time

These downtime rules are designed to work with the World Building rules, which imply huge amounts of down time. However, parts of that non-adventuring time are taken up with World Building tasks and it isn't quite so clear-cut as it might appear. This system just clarifies the way characters can use the Crafting Rules, or Employment Skills to make extra money during their down time.

Alternatively, Players can write an Extended IC post, describing their downtime instead. While this won't earn money or items for their Character - it does win some Role Playing XP.

Links
Down Time Rules

Quick links

pathfinder/campaign_systems2/start.txt · Last modified: 2020/05/24 18:40 by johnb