Multi generation Kingmaker AP spanning through the decades


Kingmaker


Has anyone attempted to play the Kingmaker AP spanning through several generations?
We're mid way through RRR and a PC had a child and two other babies are on their way.
I've got a twist plot planned for the first baby and thought that in order to develop the Brevoy plot, I could weave a blood feud between Rostlandian nobles and Issian Houses (all of them in conflict with each other).

So I thought: could it be possible to use both things together? Now, the thing is that I don't know where to put the "nothing happens" years fast forward. Where would it make sense plot wise (related to the AP). Also how would it be justified with regards to the expansion of the realm (which would have to slow down, as they have become three times the original size of the realm in a little over a year, so if more time goes on, I should explain why it has stagnated)?
Would it mess things up too much? Any experiences with it?
I was sort of inspired by the Pendragon Great Campaign playing style, although "domain turns" there take a full year so it might not translate.


I'm doing something similar; not actual generational changes, but looking to put several years between books 3 & 4. I'm changing to simply changing the rules from a kingdom turn lasting 1 month, to lasting 6 months, with a guaranteed event each turn. Mostly so that the kingdom can still change, just more slowly.

As to the why - the Kingdom started as a boom town, where anyone could come to seek their fortune and start a new life. And that's just not sustainable. After a few years, the influx of new settlers has slowed to a trickle and the kingdom becomes more settled, with most immediate needs filled. When I want to drop back to the usual timeframe, such as when Book 4 starts, I'll just have the civil war in Brevoy really kick off and cause a new wave of immigration. Or another Crusade kicks off near the Worldwound, with similar effects.


Adventure Path Charter Subscriber; Starfinder Charter Superscriber

My PC has 8 kids, with the eldest triplets being 19 now. None of the other PCs have any children.

You could easily hand wave several years to a decade between each book if you want to, accompanied by whatever amount of Kingdom building you want or need. Those are the major built-in pauses in the AP.

There is no real time limit in the AP concerning how fast or slow the Kingdom should grow, but I would give the players whatever amount of time they need to accomplish any story goals they're working on.


I didn't do a multi-generational thing but it would be fairly easy, I would think.
Give a few years between books 2 & 3 (have the players meet the neighbors to the east and west so that the coming books mean something). You could give some time between books 3 & 4 (maybe have Fort Drelev start off really well at the beginning of the AP but it's dwindled down for the book they're in due to raids and what-not, pretty much as written). Between books 4 & 5 would allow you to pass as much time as you would like, same as between books 5 & 6.

I like Morrigan's idea of having a kingdom turn taking 6 months. (Because, yeah, the kingdom gets ridiculously huge and I think the players would get bored of expanding for all that time.) And you could use the reason that, sure, by the rules they could keep growing stupidly fast, but there's not enough people o fill the buildings they're making.


I had 5 years pass between books 2 & 3, and might add in a smaller gap between books 4 & 5. Or maybe 5 & 6 (we just finished book 4). The issue with the big gap that I found was the kingdom turns; it's just a chore to do so many at once, even with some handy software to speed the process. That's why I'm thinking of having shorter gaps in the future.

The party's ruler has 2 kids, and a retired PC (now NPC) has 1. They're still pretty young yet, though. Running the AP with generations of PCs would be kinda like making new, higher-level PCs for each adventure, or wherever you put the generational breaks. The increasing level structure of the AP works against the concept in that way. I do think the generations idea would be great for "the continuing adventures of <kingdom name>", though. Play through the AP with the original group of PCs and then come back X years later as their kids or grandkids take the stage with whole new adventures. That would be a neat way to go if the players became really attached to the kingdom.


I had quite a bit of fun with the rulers child.... I increased the amount of green haired items throughout the stolen land so when the baby had green eyes that sure got their attention for a little bit. The better payoff, however, was (out of game) months later and they realized that the child's first word, briar, actually had some meaning behind it.

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