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rules_background_and_cultures:campaign_rules:campaign_rules_overview

Campaign Rules Overview.

Basic Structure

Time: Once the game starts properly (ie once the first character reach L3) one year will pass every time the highest level character in the game goes up one level. This means that lower level characters should be able to ‘catch up’ levels, while more active, or longer serving, characters still get some extra benefits, because they have been round longer or done more.

Entourage: PCs may take one (NPC Class) secondary character to act as steward for their holdings. However, Players will be encouraged to NPC characters who can act as allies of other PCs. The potential allies will be created in conjunction with the DM. Leadership, and other similar feats, work the same way as normal - but please note that followers with (most likely) consist of the staff that you employ (as per my previous campaign rules).

Fuzzy Threads: Specific threads that represent downtime. Some will give you the opportunity to make background or personal development posts, others will cover specific non-combat scenarios. It gives you a chance to talk with allies, NPCs or members of other groups (if there are any) and makes more roleplaying opportunities for you. You get XP for good roleplaying in Fuzzy threads.

Development Basics

You can build personal holdings using game specific ‘Building packages’, or design your own buildings using the Paizo Rooms List or use buildings from the Paizo Buildings Lists for buildings not covered by Packages. However, you will have to do your own planning and calculations for each of these options.

You will be given the right to hold land when your Influence reaches the right threshold levels. Up until that point, you may develop buildings, but you pay rent on the land. Each venture company, family and individual will have a Development Pot to hold funds that are earmarked for future development. Every building or development must have a nominated owner, although that might be an Individual, Family or Venture Company, and the earnings listed below will accrue to the nominated owner. Developments may be transferred to an individual IF the whole family or venture company agree to the transfer, and the Governor doesn’t raise an objection.

Each room in a building has the potential for earning you either Gold, Goods, or Influence. This is listed against both the rooms and packages offered in game. If you use buildings that don’t come as a package - we will need to calculate the earnings separately.

Gold: Only commercial buildings earn you gold. Even if you build your own development from the Rooms pages, you still can’t earn gold from a something that isn’t a business. The business is assumed to cover the costs of unskilled staff, and pay any rents and taxes before you get your earnings. Gold is earned once a year. It can be used to pay for managers and other senior staff, although it is yours to spend as you see fit.

Influence: Influence come from your residential buildings and holdings. If you own a palace, you have more influence than if you live in a shack. It you control a small army, you have more influence than if you are a loner. Influence is used to earn titles, political positions, and land holdings, as well as to work out how much ‘tax relief’ you get from the Governor. This is a one-off effect - however, if you sell the development, you lose the influence that is associated with it.

Goods: Goods keep your settlements running costs and cover your living expenses and are generated once per year. While I haven’t worked out the values yet - I do know that if you don’t generate enough goods to cover costs, it costs 10gp to buy 1 unit of Goods. Goods are generated once a year and used to run holdings. Goods may be generated from agricultural of craft businesses. The business is assumed to cover the costs of unskilled staff, and pay any rents and taxes before you get your earnings.

Development Pot

The Governor wants to extend the Colony's holding on the mainland, and that will also help some other groups achieve their aims in the 'new world' as well - so they designed a system of rewards to encourage the right sorts of development.

Community Award- If you have been actively helping to defend or extend the colony, the Colonial Board will make an ex-gratia payment into your Development Pot of Levelx100 gp, every time you advance a level. This normally starts at Level 3 or 4. This is a personal payment and is not available to families or Venture Companies, and is intended as the main driver for campaign systems developments. However, you may transfer funds from your personal Development Pot into the Development Pot of a venture company or family at no cost.

The benefits and reliefs, listed below, will add a small bonus to the Development Pot of whoever owns the building in question - including Venture Companies and Families.

  • Influence - As you become more influential, you will find that people have heard of you and want to be associated with you - and some goods and services become a bit cheaper. While the benefits are small, you get 1gp? per influence point that you control, which is paid into your development pot annually, in the same way as gold and goods.
  • Tax Refund - Taxes in this new world are high - mainly because they fund the military and defensive forces that secure the colony. You do not get any tax relief for building in Finaroka or Stilton, you get a small Tax Refund (5%?) for developing in the Stilton Hinterland and a larger Tax Refund (10%?) for building in a new area.
  • Trade Relief - The FFTC is tasked with developing trade across the region and pays a small retainer for the right to use any piers that you build. While the retainer is small (50gp?), it is paid into your Development Pot every year.
  • Military Support- The Golden Billet will supply you with a unit of Elite Soldiers. You need to build a small barracks for them and gift it to them. In return, you get a unit of elite troops (free) to help guard your site, and the influence (25inf) for both the building and the troops. Just as important, The Golden Billet will manage up to twenty ordinary troops on your behalf (Watchmen, Guards, Soldiers or Archers - but not elite troops). This means you do not need to employ an officer to manage your holdings defences. In return, they get the building. The deal in Detail

Where to Build

You can pay for buildings with gold - either from your development pot or from your purse (ie the gold you have earned adventuring) and there are four places that you can try to build.

Finaroka - This is the main development, which is a well defended and desirable location. Building anything here costs 50% more than the listed price and does not get Tax Refunds, Trade Benefit or Military support. While you own the business, you only rent the land, and must get permission from the Governor before you make any amendments or alterations.

Stilton - This is the only mainland development so far, and it is reasonably secure, while there is space to build in Stilton it isn't extending the colony. However, it does make it a bit more robust and adds to the local economy. Buildings cost the published rate, but still don't attract Tax Refunds, Trade Benefit or Military support. While you own the business, you only rent the land, and must get permission from Lord Stilan before you make any amendments or alterations.

Stilton Hinterland - Stilton Hinterland still isn't completely secure, and if you are active and appear to be competent - Lord Stilton will offer you a piece of land to build an outpost, which will add, slightly, to Stilton's defences and security. This offer is normally made to a venturing Company or Family, rather than an individual. The outpost must be defended and have an economic benefit for the colony. This will make all of your buildings eligible for a small annual tax refund. You own the land and control developments in the outpost (normally a compound) and can assign building slots to whoever you like.

Outside - The real benefits come when you start to develop a holding outside of Stilton's Hinterland, but that is expensive and dangerous. You will need to find a secure place to build, you will need to build a well defended settlement, and you will need to find a way of making money from it. This probably means having 'arrangements' with local humanoids, monsters and tribes - and having the muscle to make sure that everyone keeps their side of the bargain. However, this will attract Tax Refunds at the higher level and be eligible for Trade and Military support. A simple trade post, that can also support a 'wilderness' style economy can work from a fort, but a more serious settlement, with agriculture or mining as an economic base, would need something more substantial, such as a castle. You own the land and control developments in the outpost (normally a compound) and can assign building slots to whoever you like.

rules_background_and_cultures/campaign_rules/campaign_rules_overview.txt · Last modified: 2023/08/03 09:19 by johnb