Like a lot of other people, I wasn't very happy with the kingdom building rules presented in Rivers Run Red, so I drew up some alternative rules, presented below.
Complaints and Objectives
So my rules presented below. Nicely formatted Microsoft Word version available upon request.
A major part of the Kingmaker Adventure Path is the creation of a kingdom. These rules describe how kingdoms are created and evolve, including the resources, improvements and towns within a kingdom.
Running a kingdom also involves raising, maintaining and leading armies against your kingdom's enemies. Rules for these activities will be provided later, however items presented in these rules are useful to help your kingdom's military.
Kingdom activities are abstracted to occur in four phases, which together represent a month of game time. The four phases are upkeep, improvement, income and events, and are described below.
Establishing a Kingdom
You begin with a certain amount of BP in your kingdom's treasury, granted by the swordlords of Restov and other patrons, depending upon your success at attracting patrons at the time of the kingdom's founding. Check with your GM for the exact amount.
Your first task is to choose a system of government. It would be simplest to base your kingdom's government on the Brevic system, with which the PCs will be generally familiar. Brevoy is ruled by an absolute monarch who governs through laws and is assisted by a council of advisors. It is possible to choose an alternative form of government such as a constitutional monarchary, rule by committee, a theocracy, a government organized along feudal lines, a republican government with voting citizens or any number of other choices. If you choose a non-Brevic system of government, let your GM know your decision, and he will advise you of any rule changes. For simplicity's sake, the remainder of these rules assume your kingdom uses the Brevic system of government.
During your kingdom's first month, you will skip the upkeep phase (since you have settled no hexes) and proceed directly to the improvements phase. You should select leaders for your new kingdom from among the PCs and cooperative NPCs (who may need to be convinced to accept an office).
You will then settle the first hex of your kingdom. At the beginning, you should start modestly, building income-producing hex improvements like mines and logging camps, as well as plenty of farmlands to keep your consumption low. Be careful not to over-expand too quickly.
You will probably want to decide early on a location for a capital; some good choices would be Oleg's (if you can convince him), or some other location that may give free town improvements and has access to waterways. Remember that to establish a town, you will need a logging camp.
Kingdom Terms and Concepts
Alignment: A kingdom has an alignment that reflects its basic outlook manner of governing. A kingdom may have any of the same nine alignments as PCs (i.e. good/neutral/evil and lawful/neutral/chaotic). A kingdom's alignment does not need to be identical to the alignment of its ruler or other leaders, but some leaders may try to influence a kingdom towards their alignment.
A kingdom's alignment affects its statistics.
• Lawful kingdoms gain +2 to its economy modifier.
• Chaotic kingdoms gain +2 to its loyalty modifier.
• Good kingdoms gain +2 to its loyalty modifier.
• Evil kingdoms gain +2 to its economy modifier.
• Neutral kingdoms gain +2 to its stability modifier (a true neutral kingdom gains this bonus twice).
Automatic Income: Many hex improvements generate automatic income, measure in BP, every month for a kingdom. A kingdom will receive its automatic income during the income phase.
Build Points (BP): A kingdom's resources are measured in build points (abbreviated BP). BPs primarily represent durable physical capital such as timber, stone, metals, tools, livestock, seeds and money, but also intangibles such as goodwill, labor, favors, recruiting, social capital, etc. BPs are not resources that the kingdom's rulers own, instead they are the resources of the entire kingdom. BPs are not directly translatable into money, although PCs can deposit and withdraw gold pieces into the treasury to add or subtract BPs at the risk of increasing unrest. BPs are usually added to the treasury during the income phase and spent during the upkeep phase (as consumption) or the improvement phase (to build hex improvements or buildings).
Consumption: A kingdom's consumption indicates how many BP it costs to keep the kingdom functioning. If a kingdom is unable to pay its consumption, its unrest increases by 2. Normally, a kingdom's consumption is equal to (a) its population divided by 250 (round up any result of .5 or more) plus (b) its stagnation value, minus (c) 2 per farmland, and adjusted by (d) laws. However, during winter months, farmlands only reduce consumption only by 1 per farmland (instead of 2).
Control DC: A kingdom's control DC is 20 + its size; this value is the DC you'll be rolling against most often with your kingdom's stability, economy, and loyalty checks.
Defense: Defense modifiers are used with army combat (which are beyond the scope of these rules, but will be presented in later rules).
Economy, Loyalty and Stability Checks: An economy, loyalty or stability check is analogous to a saving throw. A kingdom will have economy, loyalty or stability modifiers, similar to how a character has fortitude, will and reflex saving throw modifiers. A natural 1 is always a failure for these checks, and a natural 20 is always a success.
Extra Income: Kingdom income, measure in BP, generated during the income phase if the kingdom succeeds on an economy check against your control DC. If the check is successful, divide your result by 4 (dropping any fractions) and increase your treasury's BP by that amount.
Hex Improvements: Hex improvements such as roads, farmlands, logging camps, mines, orchards and vineyards are located in a specific kingdom hex. Hex improvements have an immediate BP cost but provide ongoing benefits. Towns are a special type of hex improvement that allow you to build town improvements. Many hex improvements have special prerequisites or can only be placed in special hexes.
Improvements: See hex improvements and town improvements.
Income: See automatic income and extra income.
Leadership Roles: PCs or NPCs can take leadership roles for your kingdom. A PC or NPC can fill no more than one leadership role. Not all leadership roles must to be filled. Leaders can affect a kingdom's statistics, kingdom events and roleplaying activities.
Population: A kingdom's population is equal to 250 times its size plus the total population of each of its towns. The population of a town is 25 times the sum of its economy, loyalty, stability and defense modifiers. Population affects your kingdom's consumption.
Size: The number of hexes your kingdom has settled. This number affects a kingdom's population and its control DC.
Stagnation: A kingdom's stagnation value represents how much a kingdom's economy is diverted to non-productive uses such as protecting guild interests, bribery or tax avoidance. Stagnation is applied to increase a kingdom's consumption without any benefits. Stagnation scores are usually changed through kingdom events or roleplaying.
Town: A special type of hex improvement that allows you to build town improvements.
Town Improvements: Affect your kingdom's economy, loyalty, and stability modifiers or otherwise give special bonuses.
Treasury: A kingdom's treasury represents BPs available for future use. Generally, BPs are added to the treasury during the income phase, and spent as consumption during the upkeep phase or to buy improvements during the improvements phase.
Unrest: A kingdom's unrest value indicates how rebellious its people are. A kingdom's unrest score is applied as a penalty on all stability, economy, and loyalty checks. If a kingdom's unrest is above 10, it begins to lose control of hexes it has settled. If a kingdom's unrest score ever reaches 20, it falls into anarchy. While in anarchy, a kingdom can take no action and treats all stability, economy, and loyalty check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by the kingdom's would-be leaders, and may be impossible. Unrest can never go below 0—adjustments that would normally reduce unrest lower than 0 are wasted. If an improvement affects unrest, it does so once at the time it is created.
Vassal: A vassal, or fief, is a political subdivision that provides resources and support to your kingdom. Although a vassal may be part of your kingdom from a legal or political perspective, it is not considered part of your kingdom for purposes of the kingdom-building rules. Vassalage may be established on whatever terms are agreed upon between your kingdom and the vassal; typical terms would be for the vassal to give one-quarter of its BP to your kingdom and to provide an additional army during times of declared war.
Hex improvements such as farmlands, logging camps, mines and vineyards provide raw resources for your kingdom. Towns are a special type of hex improvement that allow you to build Buildings. Hex improvements are located in a specific kingdom hex. Except for roads, each hex can only have a single hex improvement. Hex improvements are purchased in the improvement phase. Many hex improvements have special prerequisites or can only be placed in special hexes. The number of hex improvements you can make during a single phase is limited by your kingdom's size; see the Improvements per Month table for these limits.
Hex Improvements Summary
Farmland: You can develop farmlands to help sustain your kingdom's consumption.
Fort: A sturdy structure that serves as a guard post and lookout for danger. It can also serve as a garrison for an army in the field (reducing army maintenance costs).
Knight's Estate: You can establish estates to support knights or other military retainers pledged to your service.
Logging Camp: You can establish logging camps in forests to supply your kingdom with timber. A logging camp is situated in a single hex, but it supports logging in adjacent hexes.
Mine (Base): You can establish mines in hills or mountains to supply your kingdom with base metals such as iron, tin and copper.
Mine (Exotic): You can establish mines in mountains to supply your kingdom with exotic metals such as mithril or adamantine.
Mine (Precious): You can establish mines in hills or mountains to supply your kingdom with precious metals such as gold and silver. Precious metal mines often increase unrest as miners rush to establish claims.
Orchard: You can grow fruit for your kingdom in orchards.
Quarry: You can establish quarries in hills or mountains to supply your kingdom with stone.
Peat Cutting: You can cut peat in swamps to supply your kingdom with fuel.
Road: You can build roads to speed communications throughout the kingdom, improving its economy and stability.
Stronghold: A structure that protects strategic points. It can also serve as a garrison for an army in the field (reducing army maintenance costs).
Town: Towns can host a variety of improvements that make your kingdom more sophisticated and effective. Your kingdom can, but does not need to, designate a town as its capital.
Vineyard: Vineyards grow grapes and process them into wine.
Towns and Town Improvements
Towns are essentially the sum of their parts, and their parts are town improvements. town improvements are created during the improvement phase by spending BP. Basic town improvements increase your kingdom's economy, loyalty and stability modifiers. Other town improvements can affect a town's defense, market for magic items, help implement laws, etc. The number of town improvements you can create during a single phase is limited by your kingdom's size; see the Improvements per Month table for these limits. Unlike a hex, each town can have many improvements; however, except for the basic improvement, a town can only have one of each improvement.
Town Improvements Summary
Economy/Loyalty/Stability Improvement: Create buildings and institutions that further your kingdom's economy, loyalty or stability modifier.
Guard Tower: The most basic of defensive fortifications. It may also serve as a gatehouse or prison.
Palisade Wall: A wooden wall surrounding the town.
Curtain Wall: A stone wall surrounding the town.
Castle: Incorporating a keep, walls and a gatehouse. A castle serves as a lord's residence, as well as the focal point of town defenses.
Royal Castle: An improved castle and palace that emphasizes the ruler's power and prestige as much as defenses.
Arena: A large public structure for competitions, demonstrations, team sports, or gladiator fights.
Cathedral: The focal point of a town's worship and religious activities.
Mint: This powerful institution converts precious metals to the kingdom's coins
Magic Item Improvements
Black Market: A network that sells or buys stolen, dangerous or illegal goods or services. Black markets attract criminals to your town.
Magister's Tower: A workshop and study for the kingdom's leading arcane spellcaster.
Market: An open area maintained by the town for small, temporary or itinerant merchants, or other outdoor mercantile pursuits.
Master Forge: A magical smithy specialized in powerful weapons and armor.
Sacred Precinct: A holy (or unholy) site blessed by the gods.
Buy Limit: A town's buy limit is an approximation of the value of magic items that can be found for purchase within that town. A town's basic buy limit is given by the table above, but can be modified by town improvements. There is a 75% chance that any item with a value equal to or less than the buy limit can be found for sale in the town with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 month. A town will likely have several magic items for sale that are more valuable than its buy limit.
Sell Limit: A town's sell limit is the most money that someone in the town can spend to purchase any single item from the PCs. Like the buy limit, a town's sell limit can be modified by town improvements. If the PCs wish to sell an item worth more than a town's sell limit, they'll either need to settle for a lower price, travel to a larger community, or search for a specific buyer with deeper pockets.
Spellcasting Level: A town's spellcasting for hire is limited by the level of the available spellcasters in town; the number shown is the highest-level spell generally available for purchase from spellcasters in the town. A town's spellasting level can be modified by town improvements. Specific NPCs (and the PCs of course) may be able to cast spells of higher level.
Rule of Diminishing Returns
At the GM's discretion, if your kingdom is becoming unbalanced because it has too many of a certain type of hex or town improvements, the next improvement of that type may provide half or no benefits. The GM will usually warn you if this will occur.
Your kingdom's Laws have several effects. Promotion, Taxation and Festival Laws increase your kingdom's Stability, Economy, and Loyalty modifiers. Other laws can help your kingdom deal with Unrest, change alignment or move the capital.
Promotion Laws: Promotion Laws can include recruitments, advertisements, and even propaganda campaigns.
Taxation Laws: Tax Laws are require payments from a kingdom's subjects to help pay for your kingdom's needs.
Festival Laws: Festival Laws, including parades and other public events, can increase the kingdom's happiness and loyalty.
Martial Law: While Martial Law is in effect, your kingdom's Unrest is reduced by 1 each month. However, while Martial Law is in effect, your kingdom cannot settle new hexes nor build new Hex or Town Improvements. Moreover, while Martial Law is in effect, and for an equal period thereafter, your kingdom's Loyalty modifier is reduced by 4.
Alignment Law: You can change your kingdom's alignment. If you change your kingdom's alignment by one step and no more than once per year, increase Unrest by 1. If you change your kingdom's alignment by more than one step increase Unrest by 1d6. If you change your kingdom's alignment more than once per year, increase Unrest by an additional 1d6 each time alignment is changed (after the first).
Capital Law: You can change your kingdom's capital. If changed to any larger town, Unrest will increase by 1. If you change your kingdom's capital to an equal size or smaller town, increase Unrest by 1d4.
A healthy kingdom has leaders filling a number of different roles. Each leader grants the kingdom different benefits; leaving a role unfilled can penalize the kingdom. Leaders can be grouped into three types: the ruler, essential leaders (the marshal, the master of the commons and the treasurer) and nonessential leaders.
In order for a leadership role to grant its bonus, the character filling that role must spend at least 1 week per month engaged in various leadership duties (and must be in appropriate places within the kingdom). For this campaign, it's best to have the party pick the same week to dedicate to their administrative duties so that all of the PCs are all available for "adventuring duty" at the same time. A single character can only occupy one leadership role at a time. Each leadership role has a benefit and, if the rule or essential leaders are vacant, may impose penalties on the kingdom.
Leadership roles also have one or more key abilities which are important for roleplaying reasons but do not directly affect kingdom management rules. For example, a besieging army may make a check opposed by the Master Builder's Knowledge (Engineering) check to find a weakness in town walls, or a Spymaster may make a Perception check to notice the signs of an impending drug epidemic.
Leadership Roles Summary
Master of the Commons: Sometimes known as the Chancellor. The Master of the Commons serves as the chief counselor to the ruler and is charged with the responsibility of ensuring that the will of the kingdom's subjects is represented. Often, this role is taken by heroes who capture the public imagination
Marshal: Sometimes known as the Lord Commander. The Marshal leads the realm's armies and militias. The Marshal may also serve as general of an army.
Treasurer: Sometimes known as the Master of Coin or Keeper of the Coin. The Treasurer manages the kingdom's finances, collects taxes and regulates economic activities.
Constable: Sometimes known as Border Warden or the Master of the Hunt. The Constable patrols the kingdom's borders and outlying areas, watching for incursion and dispensing frontier justice.
Grand Diplomat: The Grand Diplomat is in charge of a kingdom's foreign relations, meeting with diplomats posted to the kingdom.
High Justicar: Sometimes known as the Master of Justice. The High Justicar serves as the chief judge of the realm and is charged with the ensuring the administration of the law.
High Priest: The High Priest guides the kingdom's religious needs and growth.
Master Builder: The Master Builder is in charge of developing the realm's infrastructure.
Magister: The Magister supports the magical needs of the kingdom.
Royal Executioner: Sometimes known as the Royal Headsman or the Royal Assassin. His imposing presence inspires fear among the kingdom's subjects, but his methods are unpopular.
Spymaster: Sometimes known as the Master of Whispers. The Spymaster observes the kingdom's underworld and criminal elements and spies on other kingdoms.
Steward: Sometimes known as the Master of the Royal Household or the King's Hand. The Steward serves as the ruler's assistant and secretary. With a weak or foolish ruler, the Steward may serve as the "power behind the throne."
Verderer: Sometimes known as the Master of Gardens or the Forest Warden. The Verderer is charged with overseeing agriculture and natural resources.
PAIZO COMMUNITY USE POLICY
This ruleset uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This ruleset is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast,
Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
(b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f ) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document. © 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Adventure Path volume #32: Rivers Run Red. © 2010, Paizo Publishing, LLC; Author: Rob McCreary
Quickling from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Rock Troll from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene.
Scarecrow from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
Scythe Tree from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene.
Two-Headed Troll from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Oliver Charles MacDonald
Tome of Horrors II. © 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb, and Monte Cook.
Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene with Casey Christofferson, Eric Balsley, Kevin Baase, Lance Halvermale, Travis Halvermale, Ian S. Johnston, Patrick Lawringer, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb, and Bill Web.
Kingdom Tracking Sheet
Size: _____ [number of hexes settled]
Population: _____ [250 x Size + Town Population]
Control DC: _____ [20 + Size]
Consumption: _____ [Population/250 – Farmlands x 2 (1 in winter) – Adjust for Verderer]
Auto. Income: _____ [modifiers from Hex Improvements]
Economy: _____ [modifiers from Hex and Town Improvements, Alignment, Leaders]
Loyalty: _____ [modifiers from Hex and Town Improvements, Alignment, Leaders]
Stability: _____ [modifiers from Hex and Town Improvements, Alignment, Leaders]
Unrest: _____ [apply as penalty to all Economy, Loyalty, Stability checks]
Stagnation: _____ [increase Consumption]
Farmlands: _____ [Reduces consumption by 2 (1 in winter)]
Fort: _____ [Stability +1]
Knight's Estate: _____ [Stability +1]
Logging Camp: _____ [Automatic Income +1, Stability +1]
Mine (Base): _____ [Automatic Income +2, Economy +1]
Mine (Exotic): _____ [Automatic Income +4, Economy +1]
Mine (Precious):_____ [Automatic Income +4, Economy +2]
Orchard: _____ [Automatic Income +1, Loyalty +1]
Peat Cutting: _____ [Automatic Income +1]
Quarry: _____ [Automatic Income +1, Stability +1]
Road: _____ [Economy +1/4, Stability +1/8]
Stronghold: _____ [Stability +2]
Town: _____ [Special]
Vineyard: _____ [Automatic Income +1, Loyalty +1]
Alignment and Laws in Effect
Promotion: _____ [Increase Stability, increase Consumption]
Taxation: _____ [Increase Economy, decrease Loyalty]
Festival: _____ [Increase Loyalty, increase Consumption]
Martial Law: _____ [Unrest -1 each month, Loyalty -4 for long period, other ill effects]
Leadership Name Modifier
I'll admit, I've only looked through part of this...but I'm impressed. I particularly like some of the new hex improvement options. And the reduced building list - I'm going to have to play with this a bit to really wrap my brain around how it works, but I like the smaller-town feel.
With improvements like the mines ("exotic" or "precious"), was the intent that they can roll a % chance to be able to establish such a mine in a given hex, or were you going with the specified resource hexes from the adventures?
Also, can I get the word document?
cintrabristol at comcast dot net
Yup - I have to say the sheer amount of work/thought is impressive.
Movie plot spoiler:
mindbodysoul at xnet dot co dot nz
Cintra - don't know what the intention on mines was, but I think I'd
Cintra Bristol wrote:
I pre-selected locations for one precious metals mine and one exotic metals mine (the gold mine in Stolen Lands and a mountain hex from Varnhold Vanishing). All other hexes, the PCs can roll, or (since nobody yet has the right skills in my group), they might hire a surveyor to survey claimed hexes or travel with them. The % chance is mostly just to let them know that not every hill hex can be a mine>
from my initial overview perusal, this appears to be quite good, very well thought out, and some of it quite brilliant.
If you have the time, I would love to see a copy of the word-file that you have
You can email it to
I look forward to truly having the time to study this and use a portion of it.
Robert Brambley wrote:
Wow! That is a lot of work. It looks good so far. I'd appreciate the word file also. My email is in my profile. Thanks in advance.PJ
This looks wonderful! I also prefer the more rural side of kingdom building, so send me a word file, if you please.
Still.Quill at Gmail.com
For the non-town hexes, it is exactly the same.
For the town hexes, its a little hard to compare because the default rule bases the town population on districts. Each district can be wholly or partially filled with buildings. Because the number of buildings in a district can vary and the amount of modifiers for each building can also vary substantially, its very hard to do an apples-to-apples comparison.
However, I can say that my design goal goal was to give each modifier in my system about 25% more population than in the original system (except for special buildings which give about 50% more population). Given the very substantial variation in the original rules, I think it would be hard to spot the difference in population for towns with equal modifiers in my alternative rules vs the original rules.
Having said that, the alternative rules definitely prioritize settling more hexes instead of expanding towns. So I would expect kingdoms built using my alternative rules to have smaller towns (and thus smaller town populations) as compared to the original rules.
In part to compensate, I made it easier to increase the magic item buy/sell limits.
Brian McDaniel wrote:
I too would greatly appreciate a copy of the word file, if you please.
IgnusFireSpirit at gmail dot com
OK. Sent to all whop have requested. If you haven't received, let me know.
FYI, the current version of the rules has changed in some relatively minor ways from the rules first presented above. The biggest change is that my group prefers to do a fair amount of kingdom management online (instead of face to face) and the sequencing of the rules didn't facilitate online kingdom management. As a result, I've moved around the phases to make it more convenient for online play (essentially, all decisions are made, and then all rolls are made, instead of mixing up decisions and rolls).
We just started the second book and the group is going down the path of smaller settlements. This would help out a lot. I would love a copy of the word doc when you get the chance.
Loved the changes. Your original formatting didn't quite survive the transition to the boards, unfortunately. I'd love a copy of the document.
Could you send it to email@example.com?
The rules in the OP about population, size and control DC are a bit unclear.
1. Size = number of hexes. Does a town hex count as 0, 1, or will size of town affect it?
2. Control DC = 20 + size, so how do towns affect it?
Otherwise I'm loving the rules. I have made some of my own modifications, though. Would you mind if I post my own version once I've playtested it? (Crediting you, of course.)
Could you please send the Word file to me:
(temp email, works for the next month)
Impressive work. I especially like the hex improvements expansion you made.
Why not share the document through google doc/google site ? A simple link where to direct people would certainly be easier than sending dozen of emails, particularly with the interest your rules are raising. :)
Could I also get a word version? :)
jasharen a t gmail dot com
In case someone is interested, below is a link to my Google Docs spreadsheet for kingdom management, using my tweaked version of these rules. There are differences (mainly in town and hex improvements), but it should serve as at least a starting point for one with the OP rules.
To try it, you need to sign in to your Google Account and select File->Make a Copy...
Please let me know if there are questions, bugs or suggestions. I'm yet to come to the part in the campaign where I use these, so I've only used it when playtesting the rules by myself.
I'd love a copy please.
ricotj at yahoo
I know I'm a bit delinquent sharing my updated rules, but I'm right in the middle of play-testing revised army-building rules. I hope to have it done this weekend.
I would like a copy as well please.
More or less, I wanted it to be at the GM's discretion. Its mostly there as a way to prevent positive feedback loops from getting out of hand, if necessary. In practice, I haven't had to to use it so far.
Updated Kingdom-Building Rules Here:
In addition, not very user-friendly but here is my kingdom-tracking spreadsheet, which you might find useful:
* In addition, I wanted to down-play the role of cities. The flavor of my campaign is more rural, and I wanted the kingdom building rules to make cities less economically important (while maintaining their administrative and military roles). Also, I wanted to reduce the "fiddly"-ness of the city buildings. Conversely, I wanted to give the PCs strong reasons to explore and claim additional hexes, and to make hexes claimed more differentiated from one another.
* Within the army-building rules, there were some very obvious ways to abuse the army-building rules. Moreover, the rules seemed to encourage creating a single army which could be very customized as to tactics, equipment, etc. I wanted to reduce per-unit customization (treating it all as input into CR), but increase the number of units in any particular army. This was done to increase the tactical feel of mass combat.
* As a GM, I wanted some explicit tools to restrain "out of control" kingdoms, without feeling like it was pure GM fiat. (See "Law of Diminishing Returns" and "Stagnation" below.)
Please let me know if you are using these rules, and any input you might have.
Size is based just on hexes, so a town's presence or absence would not affect the kingdom's size.
Towns don't affect the kingdom's Control DC. The rationale for this is that towns are relatively easy to control/administer by local militia (being centralized and all that), while it can get difficult to administer a sprawling, loosely-connected kingdom.
Indeed, within my rules, the whole point of towns is that they allow Kingdoms to increase their Economy/Loyalty/Stability modifiers without raising the Control DC. As it works out, the larger the kingdom, the larger/more towns are necessary to effectively administer it.
Of course. Even more, I'd love it if you can post your playtesting results here in this thread.
Of course. Even more, I'd love it if you can post your playtesting results here in this thread.
The current version of my rules is based on your rules from the OP, but I changed a lot of things and incorporated some of the changes you made. The campaign is still in early stages, so not much to report yet.
Most of my changes were to cut down text and options to get the rules to a more manageable size, or encourage the kingdom to grow in directions I liked. Important changes below.
Additions and Highlights:
Self-Sufficiency: All settled hexes produce some food through subsistence agriculture, hunting or fishing. As long as consumption is lower than size, the kingdom is self-sufficient, meaning that it produces any food it consumes. This may become important in times of war. If there are no safe trade routes to non-hostile nations, consumption above size is doubled.
Landmark: A landmark is a natural or supernatural site you develop as a national symbol.
(The Statue of Erastil in Stolen Lands (N.) is an example of an undeveloped landmark. Landmarks replace Vineyards and Orchards that were cumbersome to use.)
Opportunities: Opportunities are improvements that are only available as a kingdom or game event as indicated by the GM.
Leadership: The Leadership feat allows some rulers to qualify the kingdom for opportunity improvements. Example:
Cathedral: The focal point of a town's worship and religious activities.
(These are available for leaders with no other special ability.)
Vassal: A vassal, or fief, is a political subdivision that manages a part of your kingdom. A vassal’s hexes are a part of your kingdom and affect its size, but not under your direct control. They don’t cause consumption or produce income, but provide a +1 Stability bonus. Vassalage may be established on whatever additional terms are agreed upon between your kingdom and the vassal; typical terms include a provision to field an army during times of declared war.
Vassal’s Estate: Estates to support knights or other military retainers pledged to you.
(All vassals are handled in basically the same way.)
Policing: Policing laws can include guard patrols in towns and rural areas or other public safety measures like training and promotion campaigns.
Laws: Changing any law that has already been changed in the past year causes +2 Unrest in addition to any from the law itself.
Granary: A storehouse for grain and supplies necessary to withstand sieges or poor harvest.
I like the direction that these rules are going - they look much more streamlined and I like the emphasis on structures built outside cities. It has a much more authentic feel to it, since concentration of population in large cities is a relatively new concept and decentralization of resources makes sense to me!
One thing I'm confused about - the granary is supposed to help during sieges? Maybe I'm not finding the rules, but where are the siege rules during which the granary will help?