Suggestions for rivers run Red


Kingmaker

Dark Archive

Ok so I've started RRR and a problem has arisen that I was expecting with my group.
I knew they would run back out and explore even after being given the charter. I keep having npcs stress that there is no rush, but they figure it would be smart to know what lies in the areas (hexes) around the fort. I can't really fault them for it, but so far it's only been 2 months that have passed and they've explored around 10 hexes since receiving the charter to colonize.

What can I do to keep them at home?


Koriatsar wrote:

Ok so I've started RRR and a problem has arisen that I was expecting with my group.

I knew they would run back out and explore even after being given the charter. I keep having npcs stress that there is no rush, but they figure it would be smart to know what lies in the areas (hexes) around the fort. I can't really fault them for it, but so far it's only been 2 months that have passed and they've explored around 10 hexes since receiving the charter to colonize.

What can I do to keep them at home?

Well, I think an important thing to do is to first get down to the root of what their rush to explore is. If they just like the exploration aspect of the game better than the kingdom building, well, that's something you'll have to deal with as a GM.

You also should explore your reasons for wanting them to settle. I know that the adventure says it's best to wait six months to a year before heading on with the adventure, but that's just a suggestion. There's nothing there that's strictly time sensitive.

If you want to *force* them to settle, you can simply state that the first few months of kingdom building require their full attention, since resources and builders are so limited they themselves are actually getting their hands dirty (or at least supervising). Eventually (I'd say, no more than three to six months after,) they should have enough built up that you can tell them they're free to do whatever again. This'll show them that they can take time off, and there's nothing in the adventure that's strictly time sensitive.

Ultimately, perhaps you just have to have a talk with them Out of Character and figure out if there's a miscommunication issue. They should be focusing on kingdom building from here on in, not exploration.


I think the AP is designed to allow groups to vary their focus on exploration or kingdom-building, as suits their preferences. If your PCs enjoy exploration, there's plenty of that written in the modules, plus lots of random encounters to fill in the gaps.

As Atrus implied, it sounds like you, as a DM, have a strong preference for kingdom-building (and I don't blame you; it's a brand new system just begging to be used).

To meet everyone's needs, remind your party that they need to spend at least 1 week per month in their kingdom (you could house-rule this to specify that it be the capitol city instead). Then, during that week of governance, take the time to explain the upkeep system, and show them how fun it can be to make decisions about expansion, politics, etc.

If all else fails, bring on a punishing winter. Then the PCs will be forced to curtail exploration for a few months (unless, like me, you have a masochistic druid who enjoys a bout of frostbite).

Dark Archive

thank you both for the advice.
Maybe I am pushing the building aspect too much, but in past campaigns everything always seems to move along so quickly (oh look I'm level 20 in less than a year of game time)

I do however think my group is more than capable of taking on the kingdom building aspects.
I think they'll need to be told by an advisor that the people need to look to them for guidance, but it's kinda hard when they're out exploring.

Gonturan I really like your idea of a harsh winter. (that'll put a damper on road-building too)

we'll see how it goes!

Dark Archive

I instituted a simple "you can't be away from your kingdom duties for more than a week per month rule" or unrest starts piling up. And if a negative event occurs that month that would require the PCs attention then they can't go out exploring because they are needed at home. Its worked out really well. They've just completed Varnhold Vanishing and are a little more than 6 years removed from receiving the original charter. They are very prosperous with the suggested hexes claimed to start the 4th module.

RPG Superstar 2011

Koriatsar wrote:

Ok so I've started RRR and a problem has arisen that I was expecting with my group.

I knew they would run back out and explore even after being given the charter. I keep having npcs stress that there is no rush, but they figure it would be smart to know what lies in the areas (hexes) around the fort. I can't really fault them for it, but so far it's only been 2 months that have passed and they've explored around 10 hexes since receiving the charter to colonize.

What can I do to keep them at home?

Here's what I did:

I talked to my players OOC and said "hey guys, one of the cool things about Kingmaker is that it takes place over the course of several years. So although I know you guys want to keep exploring like crazy, how would you guys feel about only exploring say 1 hex per month for the first year - we'll assume the rest of your time is spent governing; that way we'll have time for the kingdom to grow and the characters to develop as leaders a bit before we blow through this adventure?"

Asking players to buy into the assumptions of the module is the easiest way to do things. Mine were happy to agree, and RRR has run smoothly so far.


I built up the early part of the kingdom building, impressing on them how many people they were getting, how they had no real law enforcement, only a handful of builders, an insufficient watter supply and all arround just not enough things established. I described how the varrious people in town were expanding and growing and chipping in, and then asked the players what they were doing. This let me go 6 months easy before players were interested in a more exploration.

I also encouraged them to start at Oleg's instead of the Castle, for this reason. If you start at the castle, you can impress on them the vulernability of their supply line until they claim up to Oleg's. Have an adventure where an Owlbear takes out a convoy and they need to deal with it, and then have some of the peasent comment on how they have no real protection bringing supplies to the castle.

Also, give them adventures in their sprawling city. The werewolf does not need to be 6 months in. He could be 2 months in if you need it. It will get the players to stay close to home a little longer if bad things can happen there. Edit: you don't want to do this too much though, because then you will have the problem someone else had where their players never wanted to leave because only they could deal with stuff.


Interesting post. After thinking about it, I don't think you have a real problem. The AP was deliberately written to give the PCs a lot of control over the pace of what happens. So my first recommendation would be to just go with it. If they are enjoying the exploration, let them have at it. The charter has a geographical llimit, so eventually they will run out of new places to explore.

However, if you still feel they are spending too mucyh time away from home, do remind them of the one week per month they have to spend at home. Try to engage them in roleplaying with town members, and maybe introduce a few more things to reward them from spending time at home. For example, there's no reason Grigori has to be the only one trying to destabilize their little barony. If bad things happen every time they are gone for a long period, they may get the message. Ironically, I remember another GM complaining that his group never wanted to explore because every time they did a disaster was waiting when they got back.

Just recently my daughter and I drew up a map of their town with considerably more detail, including street names and names for shops and other important buildings. I wrote up a brief key explaining who the various owners of the shop and other important NPCs are. This helps me to provide some depth to their in town activities, and makes the town more personal and less anonymous.

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