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Old 12-12-2019, 10:19 AM   #1
AllenOwen
 
Join Date: Apr 2012
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Default Land Management

By which I mean, is there anything about managing land, a la Pendragon, for a feudal/medieval setting in GURPS? Like if you are playing a landed knight, is there more detail about developing your manor and land, other than the stuff in the Basic Set or GURPS Middle Ages I?
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Old 12-12-2019, 10:20 AM   #2
whswhs
 
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Default Re: Land Management

There is some discussion in GURPS Low-Tech Companion 3, which is available as a PDF from the online store.
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Old 12-12-2019, 10:33 AM   #3
AllenOwen
 
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Default Re: Land Management

Quote:
Originally Posted by whswhs View Post
There is some discussion in GURPS Low-Tech Companion 3, which is available as a PDF from the online store.
BOOM! And I have that! Ugh why didn't I think to look there? Thanks, man!
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Old 12-12-2019, 10:43 AM   #4
AlexanderHowl
 
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Default Re: Land Management

If you want it to be a secondary objective, it is not a bad set of rules. If you want it to be a primary objective though, you may want to do some research.

If you want a simple system though, you could have land producing the equivalent of ([TL+1] × 5) bushels of grain per acre per year (assuming normal rotation). Animals produce 1/5th that amount in meat and 1/5th that amount in other products such as eggs and milk (you can shift production to favor meat or favor other products). Woodland products are 1/5th that amount in cords of wood, 1/10th that amount in meat, and 1/10th that amount in other products such as herbs.

You would determine total production as the result of a management skill, with the margin of success or failure modifying the results by 10% × margin of success/failure. You could also add a quality modifier, ranging from -10 to +10, which would modify the relevant managing skill. Furthermore, managers could modify their skill at the benefit or cost of quality (conservation versus exploitation), every -1 to skill would increase quality by one for next season and every +1 to skill would decrease quality by one for next season. When the total negatives to skill from conservation reach -10, the overall quality would increase permanently by +1. When the total positives to skill from exploitation reach +10, the quality would decrease permanently by -1.
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Old 12-12-2019, 11:00 AM   #5
Turhan's Bey Company
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Default Re: Land Management

Quote:
Originally Posted by whswhs View Post
There is some discussion in GURPS Low-Tech Companion 3, which is available as a PDF from the online store.
There's more detail added on to that in Pyramid #3/33, and there's stuff gesturing in the direction of domain management based on all of that in Pyramid #3/52.
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Old 12-12-2019, 11:08 AM   #6
ericthered
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Default Re: Land Management

Quote:
Originally Posted by Turhan's Bey Company View Post
There's more detail added on to that in Pyramid #3/33, and there's stuff gesturing in the direction of domain management based on all of that in Pyramid #3/52.
This is really good stuff for dealing with individual farms. If you want to deal with whole communities, you want Pyramid #3/54, which has "City Management" in it. The City Stats book and the Curia and Boardroom book are also useful there. Some bloggers have written about the domain management stuff, And I made a chart about how it all works.

You may be looking at farm management rather than community management, but Its worth mentioning the more abstract options.
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Old 12-18-2019, 02:38 AM   #7
Christopher R. Rice
 
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Default Re: Land Management

I wanted to point out that GURPS Realm Management is calling for playtesters. Might be relevant to your interests.
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