Okay so continuing from my last post. What things do you think will need to have moves for a kingdom building game? So far I’m thinking diplomacy, war, taxes, economics, and happiness or moral.
Okay so continuing from my last post.
Okay so continuing from my last post.
I’ve been interested in running a game where the PCs are the owners/maintainers of a stronghold and charged with it’s defenses.
Some of it can be done with just Fronts and Grim Portents. Here’s a danger to your home, deal with it or suffer the consequences. You can also offer opportunities at a cost, such as potential alliances or resources up for grabs. Remember to fill the characters’ lives with adventure. Months of downtime spent being a politician amy not be everyone’s cup of tea.
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I’m not sure if you really need “kingdom” moves for this type of game. It could be cool, if you need moves for mass battles, invasions, political relations between countries,etc. But that all seems like “high level” stuff, meaning things that the PCs aren’t directly involved in. Like the relationship between kingdoms A and B over there, while the PCs are the rulers of kingdom C overe here.
As Peter Johansen said, everything that the PCs are able to influence (so most things in their kingdom) could be handled with Fronts. Instead of being external threats, Fronts can now be internal threats as well. For example, say people are complaining about the high taxes. The Grim Portents for that Front continue to get worse if things don’t change (as usual), and you go from peaceful protests, to minor acts of violence, and eventually might have an uprising to deal with. Meanwhile, those taxes are to equip and pay for the kingdom’s army so it doesn’t seem weak to its neighbors. Not paying soldiers mean they start to desert, perorm poorly in battles due to poor equipment, and maybe a greedy neighboring kingdom makes a land grab.
Just like “regular” Fronts, assume things get worse if the PCs don’t step in. Adjust the fronts as necessary due to PC involvement, and have them fade into the background (or disappear) if the PCs manage to “fix” them. Making custom “kingdom” moves seems a bit unnecessary, at least to me.
If you really wanted Kingmaker-style steading management, here’s my take on it. I tried to keep things as simple as possible while making choices that would keep driving the story forward.
https://drive.google.com/file/d/0BwbHes6iNuGrVWluc2wtUnVobWc/edit?usp=sharing
Peter Johansen Thanks for the help ill definitely take some inspiration from that. Though I think I might make the moves more situation depended maybe even make some base classes.
And here’s an example of how to do things with Fronts. Specifically, this is a danger that may be a part of the adventure front “Intrigue in the city”.
Rise of the Thieves Guild
Type: Ambitious Organization
Impulse: To acquire wealth
Grim Portents
* Shadowy figures are seen lurking in alleys after dark
* Pickpockets begin working the city
* A wealthy merchant’s home is robbed
* A few town guardsmen mysteriously disappear
* A trade caravan is ambushed on the highway near town
* A prominent person turns up dead in a public place
Impeding Doom: Usurpation (the town treasury is pilfered)
Yup. That example Front’s pretty much what I’m talking about, Peter Johansen
Shiny. I guess there’s different ways to accomplish this style, depending on which method you prefer. Different strokes and all.
Here is what I am working on Just some moves.
https://docs.google.com/document/d/1vMc-DS4q6PoXtzDKATOWM1JEnOcB78vSorXmGnUQ0uc/edit?usp=sharing
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