Kingmaker in a Mad Max way


Kingmaker


So a friend and fellow GM and I who switch back and forth running campaigns got to thinking how about running Kingmaker using the Moderpath rules and set in a Post Apocalyptic setting akin to Mad Max. Horse become Motorcycles, Monsters can be mutants, Staglord and his bandits are the Lord Hummungus and mauraders. I only have questions about how Briar and Nyrissa fit in.


Honestly, I'd take out Nyrissa and Briar. End the campaign with book 5 as that seems more appropriate for a Mad Max style of game. Instead of anyone being manipulated by Nyrissa it would be fairly easy to have Irovetti pulling the strings instead.


It might be easier tacking the Ultimate Campaign kingdom building stuff on to Iron Gods.


Casey Taylor, that sounds awesome! Lots of great imagery there. When creating a hex map for your post-apocalyptic world, make sure to include a sufficient number of resources (rivers, food resources, metal resources, etc.). I recommend counting up the number of resources found in the KM maps, and making sure that you have the same amount of resources on your maps. Or just copy the maps as is, but change the landmarks to their post-apocalyptic equivalents. The Temple of the Elk could be a crumbling cathedral. Nettles could be a hideous, regenerating mutant instead of a cursed undead. Most of the monster landmarks would be easy to update... if that's even needed. I wouldn't even change Frog Pond, for instance.

And I agree with Warped Savant. Don't even bother with the Nyrissa/Briar plotline. It doesn't even come into play until the players learn about it late in the AP. Replace it with something original, or end the campaign after book 5.


Mad Max-ified Kingmaker?

Sounds like what would happen if Nyrissa is successful in creating her snow globe. ;)


I think someone made up a version of the Warboys on the boards here.


Thanks for the advise

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