Random thoughts on Kingmaker [spoilers]


Kingmaker

Sovereign Court

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So I'm currently running two different groups through Kingmaker, fairly different styles, but both a lot of fun. One is currently in Ch 4 and the other in Ch 5. I've started looking back and thinking about how I'd do things differently if I were to ever run Kingmaker again. Some thoughts (and feel free to add your own):

0) I'd fudge the map and make Restov farther away. Oleg's is only a couple of days away by the highway. I'd want it to be a week or two. I might even double the size of each hex, making them 24 miles across (about 500 sq miles.). I'd also sprinkle a couple of existing settlements, thorps really, around the Stolen Lands.

1) I think starting off, I wouldn't make the PCs the center of attention. They'd be hirelings for a more notable petty-noble who was setting off to conquer the Stolen Lands. I'd ramp up the expedition-member roles some of us have played around with, like cartographer, naturalist, medic, etc. More focus on just how hard exploring really is, effects of terrain and weather, more random encounters, etc. Then this leader guy would turn out to be a looser and might hide from combat or might just die early in the story, during or soon after the first couple of bandit encounters. Might be cool to make him die by the Stag Lord's hand. Give the PC's a moment of ... uh, what do we do now? Then they have to nut up and finish the job without the boss. Restov might be in a bind and might not want to recognize the PCs claims to the territory but not have any choice. facts on the ground.

2) Before the PCs leave Restov, I'd have a party or something where they'd meet Meager Varn, Drelev and the Iron Wraiths. They just knew too little about their neighbors until it was action time. I'd want them to know what's going on and have relationships (good or bad) with these folks from the beginning. It's would make later events more meaningful.

3) Pretty soon after establishing their kingdom, say the end of Ch 2 or after exploring the west side of the mountain in Ch 3, maybe level 6 or 7, I might have the players create 2nd characters. It just seems odd to me that the duke/duchess is running around doing odd jobs like gathering eels and roc eggs. Not very dignified. Also, my players obviously want to be at the center of all the action, but would a real ruler really be out there fighting and exploring like that? It also means that the base-line encounters have to scale up with the PCs, so by Ch 3 and 4, just walking around the Stolen Lands is potentially pretty epic deadly from the perspective of an NPC commoner or warrior. If players rolled up a second character, 1st or 2nd level, the second string could work for the original PCs, the rulers. The new guys could continue exploring (at lower levels of danger, making the Stolen Lands a bit more even) and the ruler characters could engage in political stuff and come out of "retirement" to deal with the really hard stuff.

4) Find ways to elongate the timeline, especially in the beginning. They've risen in levels in 2 or 3 years. I'd like to see them age a bit more before they become rules of a huge kingdom.

5) Work in more hints about the final BBG earlier. I tacked on the Fellnight Queen module between Ch 2 and 3, and I think that kept the fey theme going a bit more. Actually both of my groups used the Fellnight Queen's scrying mirror to survey the surrounding lands and discovered the surprise in Ch 3! They had to hightail it over there.

6) I'd like to lower the magic level quite a bit. Moving Restov helps with that a little (limiting access to purchasable magic items), as would limiting or eliminating Craft Magic Stuff feats. I'd be hesitant to completely ban them, but maybe require unique components they'd have to side-trek to acquire. Jack up the cost of special materials like adamantite and mithril. Replace the Magic Item Economy in kingdom building with some other means of generating regular BP. Consider limiting travel magic like teleport, or making it a ritual that takes hours to prepare or something. Be a lot stricter on scrolls they can find for purchase.

7) Really consider a level cap like E6 or E8. My players are pretty experienced, and it just gets silly around 11th or 12th level what they can do.

Anyway, I'm really enjoying Kingmaker and it'd be a great intro AP for players new to the game. I'd love to hear other folks' thoughts on my thoughts, or maybe some changes you'd make if you were to start over. Thanks!


My group has gotten through Chapter 1, but became bogged down with the kingdom building rules and we eventually moved on to a different campaign. The Kingdom rules are interesting but they are really far removed from the typical table top gaming that we know and love. We'll be restarting the game again at chapter 2 and I'm planning on making a much more streamlined kingdom building system, something like resource points from significant assets like those mines.

I've considered several of your ideas myself, the lower level pc's are especially compelling. I'd like to involve Brevoy a lot more in my game so a second set of characters that can leave the fledgling nation for an extended period of time would be a welcome thing.

I also love your idea of making the hexes larger. Makes everything a bit more epic, and I'll also be stealing the idea for a smattering of thorps throughout the Stolen lands. Makes for a more solid foundation of a kingdom.

Your idea for making the pc's hirelings to some petty lord to start the game is also very interesting. Far too late for my players but a good twist none the less.


I must mirror the statement a little on the kingdom building rules. While we have pushed through almost 4 books now, the kingdom building rules have been very messy to deal with.

Roleplaying as the rulers and making up fun events that only happens when you are the person of ultimate authority in an area is a very unique playstyle. But the endless grinding of making new buildings and rolling economy all the time gets boring very fast, as the rules are not that deep, and are quickly broken.

At this point, I am just going to stop using them, and handwave the kingdoms growth with my players. Not entirely sure how I will handle the army rules of the 5th book as it is tied pretty closely to the kingdom rules.


In my first Kingmaker campaign, all the players independently decided to take the Leadership feat at 7th level, and of course they all wanted their cohorts on the ruling council. Shortly thereafter, as the PCs were out adventuring and discussing how they would have to cut their dragon hunt short to get back in time for a kingdom turn, they came to the decision that they (the PCs) should resign from the council and that their cohorts should take over the most important jobs (Ruler, Grand Diplomat, Treasurer, Spymaster). That way, the players were still running the Barony, but the heroes got to spend their time being, well, heroes.

Splitting things up that way worked so well I insisted on it for my second campaign, granting all the players Leadership as a bonus feat after founding their Barony.


I'd recommend that you simply use other army rules. 'Warpath' has army rules that work a lot better in my opinion, so you would just need to create a way for paying for armies... it could be easy to fit it in any system you use for kingdom development.


Bigrin da Troll wrote:

In my first Kingmaker campaign, all the players independently decided to take the Leadership feat at 7th level, and of course they all wanted their cohorts on the ruling council. Shortly thereafter, as the PCs were out adventuring and discussing how they would have to cut their dragon hunt short to get back in time for a kingdom turn, they came to the decision that they (the PCs) should resign from the council and that their cohorts should take over the most important jobs (Ruler, Grand Diplomat, Treasurer, Spymaster). That way, the players were still running the Barony, but the heroes got to spend their time being, well, heroes.

Splitting things up that way worked so well I insisted on it for my second campaign, granting all the players Leadership as a bonus feat after founding their Barony.

Now that's an interesting idea. I'd however suggest another variation. Instead of using cohorts on the Council, what about using followers? They are low level and unsuited for adventuring, but to rule the kingdom? It's not like most nobles are high level adventurer; they are low level aristocrats. So if one or two took leadership, their followers would sit on the council and manage the bureaucracy, while the character and cohort could still go adventuring. Nominally the PCs would still be in charge, but like with real life politicians, they are just a front for the bureaucrats that do the actual work.


My players are far too paranoid to allow 1st and 2nd level followers on their council. That's like asking someone to Charm Monster your kingdom out from under you.


Interesting, but how relevant is that? They might be harder to charm, but how closely do they watch their bureaucrats? Almost all of the bureaucrats will be first or second level guys and they run your kingdom. How difficult would it be to insert false orders at any level? To corrupt the system?

So what difference would it make is you used cohorts or followers as stand in? It would still be next to impossible to notice a clever infiltration/corruption. You'd need a very powerful magical counter intelligence section - a magical KGB, if you will - to be certain your government actually does what it's supposed to.

I guess universal geas for all public employees could solve the problem, now that we finally have geas with teeth again, but even that just kills the victims and provides no protection... but at least stops infiltration/corruption.

Scarab Sages

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Mosaic wrote:


0) I'd fudge the map and make Restov farther away. Oleg's is only a couple of days away by the highway. I'd want it to be a week or two.

I did this with my second group - it significantly added to the tension, especially in the early books. Another plus to doing so is that if it comes to war with Restov, their major city isn't right on the border!

Mosaic wrote:
1) I think starting off, I wouldn't make the PCs the center of attention. They'd be hirelings for a more notable petty-noble who was setting off to conquer the Stolen Lands.

I also did this with my second group, and it provided a solid base to explain where the PCs got supplies and rewards, what the other expeditions might look like (though they never met, see below), and also increases the conflict with Restov when things go south.

Mosaic wrote:
2) Before the PCs leave Restov, I'd have a party or something where they'd meet Meager Varn, Drelev and the Iron Wraiths. They just knew too little about their neighbors until it was action time. I'd want them to know what's going on and have relationships (good or bad) with these folks from the beginning. It's would make later events more meaningful.

I wish I had done that, but it does add a bit to the mystery if they don't know the exact competition. But the advantages outweigh that - having them meet means the PCs want to enter Varnhold/Fort Drelev without being prompted, and like you said makes certain scenes more dramatic.

Mosaic wrote:
3) Pretty soon after establishing their kingdom, say the end of Ch 2 or after exploring the west side of the mountain in Ch 3, maybe level 6 or 7, I might have the players create 2nd characters. It just seems odd to me that the duke/duchess is running around doing odd jobs like gathering eels and roc eggs. Not very dignified. Also, my players obviously want to be at the center of all the action, but would a real ruler really be out there fighting and exploring like that?

I kind of like the idea of a warrior-king, it's worked well in my game. However, I do agree that the nature of the campaign makes PC death rather traumatic, so eventually I encouraged every player to take Leadership to have an easy substitute and backup. I also played up the NPCs that the party befriended, so they wouldn't feel stupid turning over the kingdom to them. If a player is not available, an NPC takes their place to keep things moving.

Mosaic wrote:
4) Find ways to elongate the timeline, especially in the beginning. They've risen in levels in 2 or 3 years. I'd like to see them age a bit more before they become rules of a huge kingdom.

This is something I never got around to doing. I suppose the easiest way would be to do kingdom building bi-annually or annually. But that might discourage some players.

Mosaic wrote:
5) Work in more hints about the final BBG earlier. I tacked on the Fellnight Queen module between Ch 2 and 3, and I think that kept the fey theme going a bit more. Actually both of my groups used the Fellnight Queen's scrying mirror to survey the surrounding lands and discovered the surprise in Ch 3! They had to hightail it over there.

Ugh. I agree. Worst example of a tacked-on ending in any AP series. My first group is enjoying the encounters, but even they were a bit confused when things started happening (and they dealt with it swiftly and spared the kingdom). I can only imagine the frustration a group would feel if the blooms started wiping out their kingdom and there is no way to see it coming.

Mosaic wrote:
6) I'd like to lower the magic level quite a bit. Moving Restov helps with that a little (limiting access to purchasable magic items), as would limiting or eliminating Craft Magic Stuff feats. I'd be hesitant to completely ban them, but maybe require unique components they'd have to side-trek to acquire. Jack up the cost of special materials like adamantite and mithril. Replace the Magic Item Economy in kingdom building with some other means of generating regular BP. Consider limiting travel magic like teleport, or making it a ritual that takes hours to prepare or something. Be a lot stricter on scrolls they can find for purchase.

I actually like that by adventure 3 or 4 the PCs find exploration trivial. It changes the focus of the game, and makes them feel like they have achieved something meaningful. Both groups noticed the grind of exploration at about the time teleport became available. Plus, many of the encounters are unforgiving, lowering the magic has the potential for a TPK and a ruined campaign.

As for other changes I would do or have done?

1) Run the Rushlight tournament every year (I'm starting this in my second game, but its already been over 2 years).

2) Increase the number of events involving Pitax.

Sovereign Court

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Jal Dorak wrote:
1) Run the Rushlight tournament every year (I'm starting this in my second game, but its already been over 2 years).

Yes! It's too late by the time it falls in the AP. No one trusts Pitax by that point. Earlier in the story, when the PCs are just becoming known would be a better time.

This one also points to why I'd want a group of non-ruler PCs - why are a king and his ministers going to be entering in a contest. That picture of Valeros getting knives thrown at him is cute, but makes me cringe. Isn't he like the High General or something? Get some dignity, man. Send an underling to win the contest for you!

Jal Dorak wrote:
2) Increase the number of events involving Pitax.

I'd say the number of non-conflict events. My PCs haven't trusted Pitax from the start, largely because Pitax has been hassling them from the start. So whenever anything happens, it's "Let's go get Pitax!" No surprise at the end, and it messes up the Pitax-making-friendly-overtures stuff near the end. Irovetti is smart enough to keep his friends close and his enemies closer.


Jal Dorak wrote:
Mosaic wrote:


0) I'd fudge the map and make Restov farther away. Oleg's is only a couple of days away by the highway. I'd want it to be a week or two.
I did this with my second group - it significantly added to the tension, especially in the early books. Another plus to doing so is that if it comes to war with Restov, their major city isn't right on the border!

War with Restov? Restov is the border city that wants to break away from Brevoy and therefore starts the whole line of events in this AP. I don't see how the story (or history) would work without Restov at the border.

I'm not even sure you need to change the distance... simply make the 'road' a glorified path that's difficult for wagons to follow (requiring more than a day per hex). Until the players claim the hexes and build a real road, supplies take weeks to arrive.

3) I don't think a second party would work for my campaign, but it might for others. But once they have reached a certain size, I'd let them simply send out mapping teams to explore/map hexes and will get the full maps the next turn, unless the teams were killed.

4) I'd never make a kingdom turn more than a season, and I'd even hesitate with that. Removing magical items from the kingdom phase would slow things down a lot; you need to replace it with something or rework the army supply rules, but it certainly would slow development.

On the other hand Civ is a fun game and has nothing to do with how things would really have happened. You might have to accept that or completely rewrite the rules. I for one would include more skill checks for the council members to see how well they handle their duty, construction times for most buildings, and stuff like that... but turns would become even more complex and would the players have fun?

I'm not sure fun and realism can be had at the same time.

An idea that would slow down development would be an early war. Maybe evil fey, maybe an attack from the trolls, or an attack from Galt with an army pushing north through the River Kingdoms. The fey could also serve as a warning that there are fey plotting against them. Brevoy (or Restev) may loan the players money and they'd then need to repay it, with interest (interest rate between 12% and 20%, I think). The kingdom might make a lot o money with the magical item sales, but most would go to the debt.

6) Lower magic means complete rewrite of the adventures. I personally like low magic campaigns, but APs do not fit that mold at all.

1) I wouldn't run the Rushlight tournament every years; given the travel times involved, how many nobles could afford to spend a tenth of each year on a tournament?
2) Pitax... I'm assuming you're talking about kingdom events. I don't think there need to be more; Irovetti isn't about to draw more attention to himself than needed. If the players ignore foreign relations, then let that come back and bite them in the ass. I wouldn't go beyond a few rumors that they might hear.

Scarab Sages

Old Drake wrote:
Jal Dorak wrote:
Mosaic wrote:


0) I'd fudge the map and make Restov farther away. Oleg's is only a couple of days away by the highway. I'd want it to be a week or two.
I did this with my second group - it significantly added to the tension, especially in the early books. Another plus to doing so is that if it comes to war with Restov, their major city isn't right on the border!

War with Restov? Restov is the border city that wants to break away from Brevoy and therefore starts the whole line of events in this AP. I don't see how the story (or history) would work without Restov at the border.

I'm not even sure you need to change the distance... simply make the 'road' a glorified path that's difficult for wagons to follow (requiring more than a day per hex). Until the players claim the hexes and build a real road, supplies take weeks to arrive.

Sorry, miswrote Restov, what I meant was Brevoy. However, the AP hints that as the campaign progresses Brevoy starts cracking down on Restov's rogue actions. It's not far fetched that political turmoil would force Restov into conflict on behalf of Brevoy.

Moving the city further away from the border doesn't change the fact that Restov was expanding in order to solidify border disputes, resources, and alliances (all things that Brevoy did not appreciate).

Changing the road means two things: 1) Unless you change the rules for travel, there's no reason a road (even a poor one) would take more than a day to travel 12 miles on. 2) It would also require removing or changing all of Restov's settlements on the road.

It was much easier to just say Restov is 10 hexes NE of its actual location and be done with it.


The magic item economy is too much too fast from my experience with it. Were I to run Kingmaker again, I'd definitely mine quite a few of the ideas presented in this subforum and implement them.

The KM kingdom rules and *especially* the army building rules do not hold up well at all past certain points. They do the job, no question. I've heard of Warmaster (I think is the name) plugging into KM with little or no fuss.

Grand Lodge

Turin the Mad wrote:

The magic item economy is too much too fast from my experience with it. Were I to run Kingmaker again, I'd definitely mine quite a few of the ideas presented in this subforum and implement them.

The KM kingdom rules and *especially* the army building rules do not hold up well at all past certain points. They do the job, no question. I've heard of Warmaster (I think is the name) plugging into KM with little or no fuss.

I'm going to try it with the magic item economy before I just get rid of it.

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Agree. For a rough and tumble area, the River Kingdoms sure has nice, tightly-defined borders, all right up against each other. I prefer to think of it as zones of control scattered around large areas of unclaimed wilderness.

Just moving Mivon south a couple hundred miles works too.


In the Guide to the River Kingdoms the map on the inside cover shows pretty much just that. Moving Mivon further south won't really work to well - and it is an ideal "southern front" threat to develop for any given campaig. Pitax to the west of me, Mivon to the south of me, Brevoy to the north of me ,.. possibly centaurs to the east if you make them mad enough ...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I like the idea of starting the PCs as underlings, as it were.

The obvious choice seems to me to be to have Kesten Garess be the one in charge. He sends the PCs down ahead of time, so they're forced to deal with the initial bandit attack at Oleg's.

Then when he comes down, he just sends them out, since he can't be bothered/is too depressed. Eventually, the PCs learn of some further political trouble with Brevoy, putting them in charge/setting them up to be the rulers of the new kingdom.


One thought: If the PCs are dukes and whatnot, would it make sense to repurpose the roc eggs and the eels into something marriage related? The catch is that they have to be gathered by the wedding party ... "wedding party" meaning the PCs.

The quest could take these forms:

1) If the ruler's intended consort is an NPC, then the consort's family demands that the PC ruler produce the eggs and eels (and whatever else) as a dowry. The PCs have to gather it themselves, though. If they send underlings to do it, it demonstrates to the consort's family that the PC lacks the strength/will/smarts/whatever to be head of a household.

2) A priest of Erastil is to perform the wedding. To show that they are capable of raising a family together, the priest requires that husband and wife work together (perhaps with their household (i.e., the other PCs) to gather the ingredients for a ceremonial meal.

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