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Gold and Kingdom Building


My next campaign is going to be similiar to kingmaker. The players are going to be dumped into a wilderness and get to build their own kingdom(s). However because of this they will have access to lots of gold/trade goods, particularly once the economy starts producing.So my main question is how do I keep them somewhat in line with wbl while still giving them the resources to build a kingdom? They will start off with access to teleport and at least a few crafting feats so they will be able to purchase/sell most anything. I can't think of anything other than dm fiat making there be difference between character and kingdom gp; a stretch that everyone (including myself) finds a bit to far detached from reality

Lastly if anyone who has played this style campaign before has any other problems specific to it please point them out and let me know how you handled it. Thanks in advance

Separate the WBL and Kingdom wealth. Explain that the PCs are welcome to invest WBL into the Kingdom but cannot do the reverse. The simple answer is that the Kingdom money is incorporated into the infrastructure.

One of the campaigns I'm in started out something like this. In our case, the PCs were minor nobility shunted off to the frontier lands with a writ from the local king to help expand the kingdom's borders. We got a starting amount with which to get structures/businesses/whatever up and running and divided our attentions between expanding/defending those properties and exploring the frontier. Let's just say that (a) embezzling is frowned upon in this kingdom and (b) the area was dangerous enough that pilfering the coffers would likely leave the kingdom (and the PCs' investments) in dire straits.

The PCs invested some personal capital and got a return on said investment over the course so long as they surmounted challenges commensurate with said investment. (Example: My gunslinger built a research lab to improve the kingdom's defenses, first with early firearms and then with invented siege weaponry. Part of this involved acquiring materials from mainland guilded merchants, and to keep this going a general trade system was set up between the frontier kingdom and said guild. Between that and selling firearms along with training courses to the frontier populace, there was ample opportunity to invest in the venture.

The GM set up the system such that we could make "riskier" investments by increasing the challenge rating/frequency of periodic events that occurred on site. For example, a low-risk investment might occasionally pop up with a minor trade dispute or some of our black powder being pilfered, while a high-risk investment might be "oops, your chief researcher's experiments with mixing magic and powder resulted in him blowing a hole into <insert plane here> where the north wall of the lab used to be, and now outsiders are running amok in the countryside".

It was pretty fun while it lasted, but then we ended up on a more long-term adventure that precluded us overseeing our properties in person, so that stuff all ended up delegated to subordinates while we went a-questing.

D&d long ago had both a computer game and separate paper rules for setting up and running a kingdom.

Additionally, living greyhawks town projet might be a very useful guide.

Withdrawing funds from the treasury for your personal use causes Unrest; 1 point per BP/2000 gp. This is a pain, especially if you're getting some Unrest from other sources. As the GM you can arrange this. (This assumes you're using Kingmaker or Ultimate Campaign rules.)

Whether withdrawing funds is a problem depends on the player personalities too. I've seen the reverse, depositing enough money in the treasury to reduce wealth below the standard WBL.

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