Kingmaker as a 'living' campaign


Kingmaker


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So I tend to view the Kingmaker AP as more of a story of a kingdom than of any specific people in that kingdom, and because of that there are always more stories to tell. So what I'm thinking of doing is introducing elements of a living style campaign into Kingmaker as outlined below:

  • Players can take turns being GM with me, the normal GM, rotating in as a player.
  • Players will create/find and run a one-short or short (8-10 hours play time max) adventure.
  • Before they can run, players will need to either pitch me the adventure hook (so I can decide if it'd be appropriate) or pick a from a list of hooks that I've come up with.
  • After the adventure is done, I'll decide whether or not the results of it will be integrated into the campaign's canon.
  • The adventures will need to be relatively mundane type affairs. Semi-obviously, if it were really important the main PCs would probably handle it, not some nobodies.

Thoughts? Anybody have any experience with this type of thing?


It's a neat idea. If you want it to be rewarding, though, be sure to allow adventure hooks that are significant enough to have a real impact on the kingdom at large.

I bet it's gonna be quite easy to ask the players to develop some of the secondary storylines that have been left behind by the authors (the Brevic civil war, the cult of Gyronna, the tower of Candlemere).

I know some GMs, at about book 4-5, asked their players to create another team of lower-level adventurers, and while the main PCs were at home leading the kingdom, the new PCs would accomplish these kind of 'lesser missions'.

What I like about this idea is that while it will be entertaining tu nrun these min-games, it can still have a strong impact on the "real game" and the "main PCs" (gaining or losing Loyalty, Stability and Economy, get an alliance with another nation, defeating a monstrous trive who threaten thee kingdom, gain control over delicate hexes...)

Scarab Sages

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After my PCs finish the AP, I am going to use their new kingdom as the starting point for our next campaign. Sort of let them enjoy seeing what they built from a new perspective as "the little guy".


I was about to point out how a rotating GM in Kingmaker is very easily going to spoil the core plot for the players, but then I noticed that all the guest-star GMs' games will basically be one-shots, in which case I think it could work out just fine.

And like Redcelt, I'm planning on running at least one (if not more) future campaign in the PC's kingdom's future.


As the two heavyweights just above me, same here. We'll probably continue this into the Worldwound Adventure Path. Many ideas have already been formed, and the baron/duke/king (greatsword fighter) is looking forward to retiring some day when he's old enough, leaving the kingdom to his sons and going for one last hunt, to keep the Kingdom safe!

It will be epic! :)


So here's the email I sent my players tonight about doing this.

Spoiler:
Alright all, here's the down low on making secondary characters and what's going on with it:

On occasion, I will be handing over GM'ing to one of you to let you tell a story inside the kingdom involving a different set of characters than your main ones. There are a couple of reasons for this, but they pretty much boil down to the following:

1. With an entire kingdom running in the background, there are plenty of opportunities for stories that don't involve the main characters that flesh out the kingdom and main story.
2. Sometimes things need to be done and the main characters are unavailable or it's not important enough to justify dragging them away from their business of running the kingdom.
3. I want a break from GM'ing sometimes to just play.

I'll be leaving the specifics of each story up to whoever is running - sometimes (like this first one) I'll have a basic outline of a story I want someone to run, other times it'll be up to one of you to do the whole story. How much effect the side story has on the main story will vary from story to story but, as a general rule of thumb, if the outcome was good the kingdom will benefit mechanically (and bad may be a penalty).
Generally speaking, most of these adventures are going to be done by characters at least 4-5 levels behind the main ones and, because different stories may require different level characters, you should expect to have multiple secondary characters eventually.
Rules for building secondary characters (with differences from main ones noted):
1. 15 point buy for stats (instead of 25)
2. Races available are the standard core 7, Aasimar, Fetchling, Ifrit, Oread, Sylph, Tiefling, and Undine, as well as two additional races: Kobolds and Skinwalkers.
3. Non-evil alignments only
4. Any core or base class is allowed. Alternate classes (Ninja, Samurai, and Antipaladin) are not allowed.
5. Characters do not receive any bonus skills
6. Two traits, no campaign type traits are allowed
7. Characters start with average gold for their class (instead of max) at level 1. Use wealth-by-level table for characters starting at higher levels.
8. XP progression will be handled on a case-by-case basis
9. Characters will be non-Mythic

Sorry for the wall of text, if anyone has any questions please let me know.

Shed.

I've got their main characters going off to the Rushlight Tournament (I'm introducing it in Book 2 as an annual event and to introduce Drelev and Varn), and one of my players is going to run a variant of Dudemeister's Assault on the Faerie Nest taking place while they're out of the kingdom. I'll post back here in 2-3 weeks (after we've done it) on how it went.


This sounds great. I love the idea as a way for the GM to have a break.

I would not suggest needing your approval. You never know where the campaign could go if your PCs are given the opportunity to tell a story. That organic evolution could be a hell of a lot of fun and provide a very unique campaign. Plus, it prevents you from learning too many spoilers about the side arcs told by other players.

I would welcome any diversion in such a LONG campaign, and you as a GM can always find a way to weave their story in the campaign after the story was told.


This is pretty much the same Idea I had.. Kingdom runs, using the PFS scenarios as a basis for the side-missions, the Ruling PCs can spend BP to hire a group of lower level adventurers to go on missions.. they can level up and everything, and the higher the level.. the more BP they cost.

If they succeed in their missions (make them difficult so there's a real risk vs reward) then the Kingdom earns bonus BP... which could be explained as increased moral and workforce due to national pride.

Adventurers cant be be higher level than the PCs, and the main GM determines the amount of BP won.


I like the idea of PFS Scenario's. Consider it yoinked!


:)


This does sound like a great idea for a variety of reasons. The OP spells out most of them in his email, but some others that come to mind:

1. One or more players cannot make a particular session (or two).
2. Players start to get tired of their current character and want to try something else -- let's face it, if it ends up anything like most of my campaigns, you'll be looking at 2-4 years at a minimum to run everything (especially if you go on side treks, etc.)
3. Gives the players an opportunity to see how their decisions and actions are affecting the rest of the kingdom (a sheriff who has to hire adventurers for a particular mission because the Duke/King won't provide him with enough soldiers, or a caravan that needs protecting because it has to travel through wild lands that don't even have a road yet, etc.)
4. Potentially provides a nice way of introducing a replacement character should one of the primary characters die -- though in that instance I would probably suggest using the same, or substantially same, generation method.

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