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Jürgen Hubert 09-24-2014 12:18 PM

Using the Pathfinder Kingdom Building rules with GURPS
 
Sadly, GURPS doesn't really have any rules for running a nation (though those would probably be far too complex anyway), so those of us who want to do something like this have to resort to other rules.

In my campaign, I plan on using the Kingdom Building rules for Pathfinder, which have the advantage that they are available for free online. My goal was not to convert these rules to GURPS, but to provide an "interface" between the two systems - so the charcters will be GURPS characters, but whenever rules matters move to the Kingdom level we'd be using the Pathfinder rules.

One important interface concerns the "roles" in the government of the nation. Normally, each role gives boni to one or more "kingdom attributes", depending on a specific attribute modifier of the character filling the role (as well as a lesser bonus from an appropriate proficiency). Since GURPS is a skill-based system, I decided to base these bonuses on the character’s skills instead.

It works like this: Each role has three associated skills. For the purpose of calculating kingdom attribute boni, the character picks the best of the three skill. If the role is filled by an NPC (which is likely - there are too many roles for them to be all filled by player characters), or the player is absent, then the bonus depends on the skill level - a +1 bonus for each two skill levels above 10 (i.e. +1 for a skill level of 12, +2 for 14, and so forth).

For (present) player characters, the bonus is calculated each month anew based on a skill roll:

Critical Failure: The role suffers the penalty for being “unoccupied”, and Interesting Things happen.
Ordinary Failure: +0
Success: +1 bonus, with a further +1 for each 2 points of Margin of Success.
Critical Success: +3 on top of the bonus for an ordinary success.

The roles and their associated skills are:

Ruler: Administration, Leadership, Politics
Consort: Diplomacy, Public Speaking, Savoir-Faire (High Society)
Councilor: Current Affairs (Own Nation), Politics, Propaganda
General: Savoir-Faire (Military), Soldier, Strategy
Grand Diplomat: Current Affairs (other nations), Diplomacy, Intelligence Analysis
Heir: Diplomacy, Public Speaking, Savoir-Faire (High Society)
High Priest: Propaganda, Public Speaking, Theology
Magister: Administration, Research, Teaching
Marshal: Area Knowledge, Intelligence Analysis, Law
Royal Enforcer: Criminology, Law, Interrogation
Spymaster: Cryptography, Intelligence Analysis, Streetwise
Treasurer: Accounting, Economics, Market Analysis
Viceroy: Administration, Leadership, Politics
Warden: Criminology, Law, Streetwise

Note: I intend to add two skills to each of these lists, and turn them into a Talent appropriate for each role. Do you have any suggestions on what skills to add?


For conversion purposes, each Build Point is equal to 4,000 gp… which is equal to 40,000 GURPS $/silver pieces.

Not included in the original campaign are salaries - the PCs draw salaries depending on their Wealth levels and pay according to their Social Status. The ruler of the smallest nation should probably start out as Social Status 2 (town mayor), and the characters with other roles should likely have a Social Status one level lower. In my campaign, I gave the PCs an additional 10 points in the Wealth advantage, and Social Status for free - and the non-ruler PCs got additional character points to spend on social advantage to compensate for their lower status. Each player could decide whether they wanted their wages to be “formal” (i.e. fixed monthly income) or “informal” (i.e. variable monthly income). Their job roll is based on the lowest of their three role-associated skills.

The players also asked me if they could fill out two rolls at once at the beginning of the game if they spent 14 day each month on running things, instead of 7 like the rules suggest. I allowed this, but enforced a -1 penalty for each hex grid field (defined as a hex with a distance of 10 miles from side to side) the nation has, which means that if they expand they will want to hire some additional guys in a hurry.

Finally, to encourage their megalomaniac tendencies, I promised the players one additional character point for each 2 hex grid fields they incorporate into their nation, to be spent on social advantages only (including Wealth).


What do you think of this conversion?

Qhaysh 09-24-2014 08:16 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
This looks great! I look forward to updates about how the actual game plays out! I'll be sure to test it with my group as soon as I get a chance.

Turhan's Bey Company 09-24-2014 08:47 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Jürgen Hubert (Post 1817594)
Sadly, GURPS doesn't really have any rules for running a nation

I think I've asked this before, but what about City Stats and the city management rules in Pyramid #54?

Qhaysh 09-24-2014 09:17 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Turhan's Bey Company (Post 1817792)
I think I've asked this before, but what about City Stats and the city management rules in Pyramid #54?

I've tried going this route a couple of times, but couldn't make it scale very well (my fault, evidently), and it quickly became too complicated. I'd pay a lot for something official, as I'm sure many would. *nudge nudge wink wink*

McAllister 09-25-2014 12:16 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
I'm one of those people Qhaysh is talking about. Sure, we've got city management rules, and farm-management rules, and mass-combat rules, and do any of them actually mesh with each other on a campaign scale? Grand Unified Kingdom Generation and Running would be money out of my pocket.

In the mean time, Jurgen's goal might not to be to convert these free rules (thanks Paizo!) to GURPS, but I just might... Anyway, my first comment is that almost all of these roles are administrators, so I'd say that Administration can be a complementary skill on any roll that isn't against Administration. So, add Admin to the skill list for most of the roles it's not on, and to flesh it out...

Ruler: Administration, Current Affairs (Several), Leadership, Politics, Public Speaking
Consort: Administration, Diplomacy, Housekeeping, Public Speaking, Savoir-Faire (High Society)
Councilor: Administration, Current Affairs (Own Nation), Politics, Propaganda, Sociology
General: Administration, Tactics, Savoir-Faire (Military), Soldier, Strategy
Grand Diplomat: Current Affairs (other nations), Diplomacy, Intelligence Analysis, Politics, Savoir-Faire (Several)
Heir: Administration, Diplomacy, Leadership, Public Speaking, Savoir-Faire (High Society)
High Priest: Administration, Propaganda, Public Speaking, Religious Ritual, Theology
Magister: Administration, Research, Teaching, Writing... Speed Reading or Savoir-Faire (Academia)? Something focused in a field?
Marshal: Administration, Area Knowledge, Intelligence Analysis, Law, Survival
Royal Enforcer: Criminology, Law, Intimidation, Interrogation, Streetwise
Spymaster: Administration, Acting, Cryptography, Intelligence Analysis, Streetwise
Treasurer: Accounting, Administration, Economics, Finance*, Market Analysis
Viceroy: As Leader
Warden: Administration, Criminology, Law, Savoir-Faire (Commoners), Streetwise

*Finance is probably better than Economics for the original. "It is a practical application of Economics (p. 189), much as Engineer skill is a practical application of Physics."

nondescript handle 09-25-2014 06:29 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Turhan's Bey Company (Post 1817792)
I think I've asked this before, but what about City Stats and the city management rules in Pyramid #54?

City Stats is very good at what it does (describing cities/settlements carefully designed by the GM), and I think it can be expanded to a more general system. But it is quite hard and frustrating to do so ad hoc for an GM. This is really more a task for a game designer and a playtest group.

Scaling City Stats down (i.e. for city quarters) is the easiest, but it relies heavily on GM fiat (e.g. what is the combined Corruption Rating? The average of all quarters? The one of the government quarter?).

Scaling City Stats up for nations is much harder. E.g. in City Stats you just pick a number for the population and there are some vague hints about the area this city then covers (CS p. 12). In nation building you often have the area first and have to come up with an appropriate population number. I bolted on the Carring Capacity rules from Space p. 91, but those are very granular and incorporating Environmental Quality ratings would make a big difference especially at low TLs.
I would also like some kind of system for natural resources (e.g. silver mines, etherwood forests, etc) and other physical/social features (natural harbors, way point at the silk road, etc).
And the RAW system of 'taxes depend on CR, CR depends heavily on Society Type' is a bit constricting for players and too granular for domain play.

Also: player often want to build their domains, since they are basically an extension of the PCs. A build system would be of great help: 'You have 100 City Build Points/12M$/whatever to build your barony, normal mana only, max TL3!'

On the other hand GMs often need to come up with several NPC-domains, so a random city/domain creation table would be GM-stress reducing.

McAllister 09-25-2014 07:08 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by nondescript handle (Post 1817915)
Also: player often want to build their domains, since they are basically an extension of the PCs. A build system would be of great help: 'You have 100 City Build Points/12M$/whatever to build your barony, normal mana only, max TL3!'

This is why I'm pulling for that Grand Unified Kingdom Generation and Running ruleset. I can pretend to be a game designer and a playtest group, but I'd love for the professionals to do it.

Jürgen Hubert 09-25-2014 09:41 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Well, the other reason why I am using the Pathfinder Kingdom Building rules is that while I am running most of this campaign with GURPS, I want to eventually release it as a Pathfinder product.

But yeah, a nation-building system for GURPS would be of huge interest to me as well.

Dragondog 09-25-2014 12:13 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
It might work to run a Kingdom, but as each plot is 750 by 750 square feet, creating a small town seem to give results that doesn't fit with the small fantasy towns I've seen created for RPGs.

Jürgen Hubert 09-25-2014 12:44 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Dragondog (Post 1818003)
It might work to run a Kingdom, but as each plot is 750 by 750 square feet, creating a small town seem to give results that doesn't fit with the small fantasy towns I've seen created for RPGs.

The population for a fully occupied district - one square mile - is about 9,000 people.

And now I am wondering: What is the population density for pseudo-medieval towns?

Turhan's Bey Company 09-25-2014 01:00 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Jürgen Hubert (Post 1818018)
And now I am wondering: What is the population density for pseudo-medieval towns?

Pseudo-medieval fantasy towns? Can be what you like. Actual historical settlements? Varies a lot and is exceptionally problematic. There's a possibly interesting paper here which discusses the issue of estimating civic populations, but it's best read not as a source for hard numbers so much as an overview of methods which are used to that end.

Dragondog 09-25-2014 01:54 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Jürgen Hubert (Post 1818018)
The population for a fully occupied district - one square mile - is about 9,000 people.

And now I am wondering: What is the population density for pseudo-medieval towns?

Which is my problem. If I count the number of plots I need, the town will cover more than two square miles, but with a population of less than 2000 people. So the plots are way too big.

Do you want an inn or a caters tower on a plot covering 562,500 square feet?

Jürgen Hubert 09-25-2014 02:22 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Dragondog (Post 1818051)
Which is my problem. If I count the number of plots I need, the town will cover more than two square miles, but with a population of less than 2000 people. So the plots are way too big.

Do you want an inn or a caters tower on a plot covering 562,500 square feet?

It should be assumed that the lots generally aren't filled by just that one building, but also generic minor housing and businesses.

Dragondog 09-26-2014 01:28 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Jürgen Hubert (Post 1818057)
It should be assumed that the lots generally aren't filled by just that one building, but also generic minor housing and businesses.

If that is what they want us to assume, they should say so. For housing they do. And ifw we do assume this, what is "generic minor housing and Businesses"?

Peter Knutsen 09-26-2014 03:27 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Jürgen Hubert (Post 1818018)
The population for a fully occupied district - one square mile - is about 9,000 people.

And now I am wondering: What is the population density for pseudo-medieval towns?

GURPS has some material on that. There is GURPS Fantasy and GURPS-Low Tech (or the Companions).

There is also "Medieval Demographics Made Easy" by S.John Ross.

fifiste 09-26-2014 05:39 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Just a note of interest if anybody would like to host a game like this on SJG PBP I would be soooo intrestested.
Otherwise the worked out systems and alll the logs you could care to make public would really be appriciated by me.

Dragondog 09-26-2014 06:32 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by fifiste (Post 1818361)
Just a note of interest if anybody would like to host a game like this on SJG PBP I would be soooo intrestested.
Otherwise the worked out systems and alll the logs you could care to make public would really be appriciated by me.

I would like that too. I'm considering going through process as i create the small town I've been talking about. Though the size of the town and actual population compared to the buildings i need may skew the results.

Dragondog 09-27-2014 07:22 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Jürgen Hubert (Post 1818057)
It should be assumed that the lots generally aren't filled by just that one building, but also generic minor housing and businesses.

Thinking about that a little, and considering that each lot represents about 250 people, I agree with you that it's not just the one building. You only get the bonus for the building you pick, but there is other stuff there too.

Unfortunately, d20pfsrd.com is not a Paizo administered site. Perhaps they have released an SRD like Hasbro did for d&d and someone reformatted the pathfinder SRD on their own site, like the d&d SRD was reformatted on d20srd.org, but this could be pirated information.

hal 09-27-2014 02:40 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
You may want to look at RUNEQUEST EMPIRES for something like this.

Jürgen Hubert 09-29-2014 02:43 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Dragondog (Post 1818735)
Unfortunately, d20pfsrd.com is not a Paizo administered site. Perhaps they have released an SRD like Hasbro did for d&d and someone reformatted the pathfinder SRD on their own site, like the d&d SRD was reformatted on d20srd.org, but this could be pirated information.

As far as I am aware, these rules are a direct copy of the rules from Paizo's "Ultimate Campaign" for Pathfinder, which I also own.

Pretty much all of the Pathfinder rules were released under the OGL license (which they had to, since they created those rules based on the OGL rules released by Wizards of the Coast). Unless I am very much mistaken, the site I linked to is perfectly legal.

Dragondog 09-29-2014 04:47 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Jürgen Hubert (Post 1819495)
As far as I am aware, these rules are a direct copy of the rules from Paizo's "Ultimate Campaign" for Pathfinder, which I also own.

Pretty much all of the Pathfinder rules were released under the OGL license (which they had to, since they created those rules based on the OGL rules released by Wizards of the Coast). Unless I am very much mistaken, the site I linked to is perfectly legal.

I just wanted to make sure we had all our ducks in a row.

And yes, I just found the Pathfinder site where they've published these rules. But the site you pointed to has made some minor changes, mostly cosmetic, but they've added some rules not in the original Paizo document.

Jürgen Hubert 09-29-2014 11:08 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Dragondog (Post 1819565)
I just wanted to make sure we had all our ducks in a row.

And yes, I just found the Pathfinder site where they've published these rules. But the site you pointed to has made some minor changes, mostly cosmetic, but they've added some rules not in the original Paizo document.

As far as I am aware, that is third-party Pathfinder content also published under the OGL.

Dragondog 09-30-2014 02:01 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Jürgen Hubert (Post 1819696)
As far as I am aware, that is third-party Pathfinder content also published under the OGL.

That is what I believe too, I guess this thread is just one of those times that the Lawful part of my alignment shines through.

Dragondog 10-02-2014 01:45 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
I was targeting a small town and what it would look like after 40 years, but allowing the rules to direct its growth in whatever way. The only house rule I made was to increase the chance of an event to 100% if there wasn't an event in the previous month.

After 25 years it has reached the upper limit of a large town and if I continued it would likely turn into a small city. But 300 turns should show you something of how these rules work.

I should probably add that changes to stats listed in parenthesis are temporary and changes listed in brackets are permanent.

Code:

1. BP+1. Terrain Improvements: Farm, Road. Build Monastery and Mansion. Holiday = 1. Promotion = Token. Taxation = None. Tax = 5BP.
2. BP+1. Terrain Improvements: Fishery. Build Pier. Tax = 12BP. Event: A wealthy immigrant built a noble villa.
3. BP+1. Build City Wall. Tax = 8BP.
4. Unrest +1, but the Royal Enforcer dealt with it. Tax = 6BP. Event: Boomtown (Economy +1; Corruption +2).
5. BP+1. Tax = 13BP.
6. BP+1. Tax = 14BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2)
7. Unrest +1, but the Royal Enforcer dealt with it. Tax = 12BP.
8. Unrest +1 and the Royal Enforcer failed to deal with it, Loyalty -1. Tax = 8BP. Event: Monster attack and the monster was dealt with. Noblesse Oblige built a park.
9. Unrest +1 and the Royal Enforcer failed to deal with it, Loyalty -1. Holiday =6. Tax = 10BP
10. Unrest +1, but the Royal Enforcer dealt with it. Tax = 10BP. Event: Natural Blessing (Stability +4). Justice Prevails on the criminal elements who have terrorized the town the last few months. [Law +1, Loyalty +1, Crime -1, Unrest -1]
11. Unrest -1. Tax = 13BP
12. BP+1. Tax = 10BP. Event: a Plague was dealt with. [Stability -2, Treasury -2BP]
- 1 year
13. Unrest +1, but the Royal Enforcer dealt with it. Tax = 11BP. Build Sewer System.
14. BP+1. Tax 14BP. Event: Unexpected Find (Medium Magic Item)
15. BP+1. The magic item found, turned out to be a Flame Tongue and was sold to one of the heroes in town. Tax 10BP
16. BP+1. Tax 14BP. Event: Smugglers [Corruption +2, Productivity -2, Treasury -2 BP].
17. BP+1. Tax 12BP.
18. BP+1. Tax 8BP. Event: Diplomatic Overture establishes a balanced alliance with a nearby small town, AT. [Stability +2, Fame +1].
19. Unrest +1, but the Royal Enforcer dealt with it. Tax 11BP.
20. BP+1. Tax 8BP. Event: Discovery [Fame +1, Lore +2].
21. BP+1. Tax 11BP
22. BP+1. Tax 11BP. Event: Inquisition is somewhat suppressed [Lore-1, Loyalty-1, Productivity-1, Stability-1].
23. BP+1. Tax 13BP. Event: Inquisition ends.
24. BP+1. Tax 8BP. Event: Vandals damaging the Pier [Society -1], but it was repaired.
- 2 years
25. Unrest -1. Tax 14BP.
26. BP+1. Tax 13BP. Event: Cult Activity was disbanded.
27. BP+1. Tax 9BP.
28. BP+1. Tax 14BP. Event: Building demand Caster’s Tower.
29. BP+1. Tax 10BP. Build Caster’s Tower
30. BP+1. Magic Item 1,000gp. Tax 8BP. Event: Localized Disaster – a fire threatened the areas surrounding the pier, noble villa, park, and caster’s tower; destroying the pier and the park. [Unrest +2]
31. Unrest -1. 1st level scroll 25gp. The Royal Enforcer dealt with additional Unrest. Rebuilding the pier. Tax 13BP.
32. Unrest -1. 3rd level scroll 375gp. Rebuild the park. Tax 6BP. Event: Public Scandal as the Treasurer was revealed having an affair with the Grand Diplomat’s husband. [Infamy +1]
33. Unrest +1, but the Royal Enforcer dealt with it. Design Boro Bead (1st) 1,000gp. Magical items sold to local adventurers [1BP]. Build Everflowing Spring. Tax 9BP
34. BP+1. 3rd level scroll 375gp. Tax 8BP. Build Moat. Event: Justice Prevails on another criminal operation. [Law +1, Loyalty +1, Crime -1, Unrest -1]
35. BP+1. Tax 13BP.
36. BP+1. 1000gp magic. Tax 13BP. Event: a Plague was dealt with [Stability -2, Treasury -2BP]
- 3 years
37. BP+1. +1 leather armor, 1000gp. Tax 9BP
38. BP+1. Tax 13BP. Event: Monster Attack was dealt with.
39. BP+1. Tax 13BP.
40. BP+1. Tax 13BP. Event: Noblesse Oblige builds a monument and the town became large.
41. BP+1. Tax 12BP.
42. BP+1. 1000gp minor magic item. Tax 7BP. Event: Bandit Activity was stopped. Outstanding Success and one of the citizens created an artistic masterpiece. [Fame +1, Treasury +3BP, Unrest -2] (Economy +4)
43. BP+1. Tax 7BP.
44. BP+1. Tax 10BP. Event: Land rush. A sawmill was constructed some miles away with a negative impact. [Productivity -1, Society -1, Stability -1, Unrest +1]
45. Unrest -1. Tax 9BP.
46. BP+1. 1000gp minor magic item. All magical items sold to local adventurers. Tax 7BP. Event: Political Calm [Loyalty +1, Stability +1]
47. BP+1. Build Guildhall. Tax 6BP. Event: Inquisition is somewhat suppressed [Lore-1, Loyalty-1, Productivity-1, Stability-1].
48. BP+1. Tax 13BP. Event: Monster Attack was dealt with.
- 4 years
49. BP+1. Tax 12BP.
50. BP+1. Tax 12BP. Event: Vandals were stopped.
51. BP+1. Tax 9BP.
52. BP+1. Tax 10BP. Event: Food Shortage.
53. BP+1. Tax 9BP.
54. BP+1. Tax 11BP. Event: Boomtown (Economy +4; Corruption +3).
55. BP+1. Tax 9BP.
56. BP+1. 200gp minor scroll. Tax 7BP. Event: Political Calm [Loyalty +1, Stability +1]
57. BP+1. Tax 10BP.
58. BP+1. 2000gp medium item. Tax 12BP. Event: Discovery [Fame +1, Lore +1]
59. BP+1. Tax 8BP.
60. BP+1. Tax 8BP. Event: Squatters were dispersed [Fame -1, Stability -1, Unrest +2].
- 5  years
61. Unrest -1. 200gp minor scroll. Build House. Tax 12BP.
62. BP+1. Tax 10BP. Event: Sensational Crime, serial killer on the lose [Unrest +1].
63. Unrest -1. 200gp minor scroll. Tax 14BP. Event: Sensational Crime, continuous, serial killer caught.
64. BP+1. 2000gp medium item. Both medium items sold. Tax 10BP. Event: Improvement Demand, destroy the farms.
65. BP+1. 2000gp medium item. Destroy the farms and rebuild them again. Tax 13BP.
66. BP+1. 2000gp medium item, both items sold. Tax 9BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2)
67. BP+1. Tax 13BP.
68. BP+1. Tax 11BP. Event: Inquisition somewhat suppressed [Lore-1, Loyalty-1, Productivity-1, Stability-1].
69. Unrest +1, but the Royal Enforcer dealt with it. 2000gp medium item. Tax 12BP
70. BP+1. 2000gp medium item, both sold. Tax 9BP. Event: Bandit Activity [Treasury -5BP]. Feud [Unrest +1].
71. Unrest -1. 2000gp medium item. Tax 12BP.
72. Unrest +1, but the Royal Enforcer dealt with it. 2000gp medium item, both sold. Tax 13BP. Event: Food Shortage.
- 6 years
73. BP+1. 2000gp medium item. Tax 11BP.
74. BP+1. Tax 10BP. Event: Squatters were dispersed [Fame -1, Stability -1, Unrest +2].
75. Unrest +1, but the Royal Enforcer dealt with it. 2000gp medium item, both sold. Build House. Tax 10BP.
76. Unrest -1. Tax 10BP. Event: Remarkable treasure. 3000gp item. All items sold.
77. Unrest -1. 2000gp medium item. Tax 12BP.
78. BP+1. Tax 10BP. Event: Localized disaster, a storm threatened the area around the guildhall, but nothing was destroyed.
79. BP+1. Tax 10BP.
80. BP+1. +1 Breastplate 1,200gp. Tax 10BP. Event: Visiting Celebrity [Fame +1, Treasury +17BP].
81. BP+1. Tax 13BP.
82. BP+1. 2000gp medium item, both sold. Tax 13BP. Event: Remarkable Treasure, 3000gp item.
83. BP+1. 2000gp medium item, all previous items sold. Tax 12BP.
84. BP+1. Tax 7BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2)
- 7 years
85. BP+1. Tax 10BP.
86. BP+1. Tax 12BP. Event: Festive Invitation (Society +1) [Treasury -3BP, Fame +1 vs. FT, Edict +2 vs. FT].
87. BP+1. 25gp potion. Tax 11BP.
88. BP+1. 25gp scroll. Tax 8BP. Event: Food Shortage.
89. BP+1. Tax 10BP.
90. BP+1. 25gp scroll. Tax 13BP. Event: Festive Invitation (Society +1) [Treasury -1BP, Fame +1 vs. FT2, Edict +2 vs. FT2].
91. BP+1. Tax 8BP. Event: Assassination Attempt on the Councilor.
92. BP+1. Tax 10BP.
93. BP+1. 2000gp item. Tax 9BP. Event: Boomtown (Economy +4; Corruption +1).
94. BP+1. 2000gp item, both sold. Tax 7BP.
95. BP+1. 2000gp item. Tax 11BP. Event: Plague was dealt with. [Stability -2, Treasury -2BP]
96. BP+1. Tax 12BP. Event: Natural Blessing (+4 Stability). Crop Failure was fixed.
- 8 years
97. BP+1. 2000gp item, both sold. Tax 10BP.
98. BP+1. Tax 9BP. Event: New Subjects [Society +1, Stability +1, Unrest -1, Treasury +1BP].
99. BP+1. Build Paved Streets. Tax 11BP.
100. BP+1. Tax 12BP. Event: Crop Failure (Consumption +1).
101. BP+1. Tax 11BP.
102. BP+1. 2000gp item. Tax 7BP. Event: Festive Invitation (Society +1) [Treasury -3BP, Fame +1 vs. FT3, Edict +2 vs. FT3].
103. BP+1. Tax 9BP.
104. BP+1. Tax 9BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2). Natural Blessing (Stability +4).
105. BP+1. 2000gp item, both sold. Tax 10BP.
106. BP+1. Tax 8BP. Event: Political Calm [Loyalty +1, Stability +1]
107. BP+1. Tax 11BP. Event: Outstanding Success [Fame +1, Treasury +1BP, Unrest -2] (Economy +4).
108. BP+1. 2000gp item. Tax 10BP. Event: Drug Den eliminated.
- 9 years
109. BP+1. Tax 2000gp item, both sold. 8BP.
110. BP+1. Tax 9BP. Event: Feud [Corruption +1, Unrest +2, continuous].
111. Unrest -1. The Royal Enforcer dealt with additional Unrest. 2000gp item. Tax 9BP. Event: Feud [Unrest +1].
112. Unrest -1. Tax 8BP.
113. BP+1. Tax 8BP. Event: Feud [Unrest +1].
114. Unrest -1. Tax 8BP.
115. BP+1. Tax 9BP. Event: Political Calm [Loyalty +1, Stability +1]
116. BP+1. 2000gp item, both sold. Tax 14BP.
117. BP+1. Tax 10BP. Event: Inquisition [Lore-1, Loyalty-1, Productivity-1, Stability-1].
118. Unrest +1, dealt with by the Royal Enforcer. Tax 9BP.
119. BP+1. 2000gp item. Tax 14BP. Event: Drug Den eliminated.
120. Unrest +1, dealt with by the Royal Enforcer. 2000gp item, both sold. Tax 13BP.
- 10 years


Dragondog 10-02-2014 01:45 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Code:

121. BP+1. 2000gp item, both sold. Tax 12BP. Event: New Subjects [Society +1, Stability +1, Unrest -1, Treasury +3BP].
122. BP+1. 2000gp item. Tax 9BP.
123. BP+1. 2000gp item, both sold. Tax 12BP. Event: Feud [Unrest +1].
124. Unrest -1. 2000gp item. Tax 12BP. Event: Bandit Activity stopped.
125. BP+1. Tax 13BP.
126. BP+1. 2000gp item, both sold. Tax 13BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2).
127. BP+1. 2000gp item. Tax 13BP.
128. BP+1. 2000gp item, both sold. Tax 12BP. Event: Food Surplus.
129. BP+1. Tax 11BP.
130. BP+1. 2000gp item. Tax 9BP. Event: Feud [Unrest +1].
131. Unrest -1. 2000gp item, both sold. Tax 10BP.
132. BP+1. Tax 8BP. Event: Assassination Attempt on the Councilor.
- 11 years
133. BP+1. Tax 14BP.
134. BP+1. 2000gp item. Tax 10BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2)
135. BP+1. 2000gp item, both sold. Tax 14BP.
136. BP+1. Tax 11BP. Event: Drug Den eliminated.
137. BP+1. 2000gp item. Tax 11BP.
138. BP+1. Tax 10BP. Event: Plague was dealt with. [Stability -2, Treasury -1BP]
139. BP+1. Tax 9BP.
140. BP+1. Tax 10BP. Event: Inquisition [Lore-1, Loyalty-1, Productivity-1, Stability-1].
141. BP+1. Tax 7BP. Event: Inquisition ends.
142. BP+1. 2000gp item, both sold. Tax 11BP.
143. BP+1. 2000gp item. Tax 11BP. Event: Assassination Attempt on Ruler.
144. BP+1. 2000gp item, both sold. Tax 9BP.
- 12 years
145. BP+1. Tax 12BP. Event: Food Shortage.
146. BP+1. Tax 7BP.
147. BP+1. 2000gp item. Tax 12BP.
148. BP+1. 2000gp item, both sold. Tax 10BP. Event: Natural Blessing (Stability +4). Visiting Celebrity [Fame +1, Treasury +16BP]
149. BP+1. 2000gp item. Tax 11BP.
150. BP+1. Tax 9BP. Event: Political Calm [Loyalty +1, Stability +1]
151. BP+1. Tax 7BP.
152. BP+1. Tax 9BP. Event: Discovery [Fame +1, Lore +3]
153. BP+1. 2000gp item, both sold. Tax 10BP.
154. BP+1. Tax 12BP. Event: Discovery [Fame +1, Lore +3]
155. BP+1. 2000gp item. Tax 9BP.
156. BP+1. 2000gp item, both sold. Tax 7BP. Event: Monster Attack dealt with.
- 13 years
157. BP+1. Tax 11BP.
158. BP+1. 2000gp item. Tax 7BP. Event: Crop Failure fixed.
159. Unrest +1, but the Royal Enforcer dealt with it. 2000gp item. Tax 11BP. Event: Inquisition is somewhat suppressed [Lore-1, Loyalty-1, Productivity-1, Stability-1].
160. BP+1. Tax 11BP. Event: Inquisition ended.
161. BP+1. Tax 9BP.
162. BP+1. Tax 8BP. Event: Sensational Crime, arsonist is caught.
163. BP+1. 2000gp item, both sold. Tax 11BP.
164. BP+1. 2000gp item. Tax 10BP. Event: Political Calm [Loyalty +1, Stability +1]
165. BP+1. Tax 10BP.
166. BP+1. 2000gp item, both sold. Tax 13BP. Event: Festive Invitation (Society +1) [Treasury -1BP, Fame +1 vs. FT4, Edict +2 vs. FT4].
167. BP+1. 2000gp item. Tax 10BP.
168. BP+1. Tax 13BP. Event: Visiting Celebrity [Fame +1, Treasury +3BP].
- 14 years
169. BP+1. 2000gp item, both sold. Tax 13BP.
170. BP+1. Tax 8BP. Event: Plague was dealt with [Stability -2, Treasury -3BP]
171. BP+1. 2000gp item. Tax 7BP.
172. BP+1. Tax 12BP. Event: Feud [Unrest +1].
173. Unrest +1, handled by Royal Enforcer. Built Cathedral. Tax 13BP.
174. BP+1. 2000gp item, both sold. Tax 9BP. Event: Natural Blessing (Stability +4). Feud [Unrest +1].
175. Unrest -1. Tax 12BP.
176. BP+1. 2000gp item. Promotion = Standard. Tax 12BP. Event: Pilgrimage
177. BP+1. 2000gp item, both sold. Tax 13BP.
178. BP+1. Tax 9BP. Event: Food Surplus.
179. BP+1. Tax 12BP.
180. BP+1. Tax 10BP. Event: Wealthy Immigrant builds a Mansion.
- 15 years
181. BP+1. Tax 12BP.
182. BP+1. Tax 11BP. Event: Natural Blessing (Stability +4).
183. BP+1. Tax 13BP.
184. BP+1. 2000gp item. Tax 11BP.Event: Vandals were stopped.
185. BP+1. 25gp potion. Tax 14BP.
186. BP+1. 750gp item. Tax 8BP. Event: Political Calm [Loyalty +1, Stability +1]
187. Unrest +1, Royal Enforcer dealt with it. Tax 12BP.
188. BP+1. Tax 9BP. Event: Boomtown (Economy +1; Corruption +4).
189. BP+1. Tax 12BP.
190. BP+1. 800gp item (1650gp total in minor items). Tax 12BP. Event: Pilgrimage.
191. BP+1. 2000gp item, both sold. Tax 10BP.
192. BP+1. Tax 14BP. Event: Vandals were stopped.
- 16 years
193. BP+1. 2000gp item. Tax 11BP.
194. BP+1. 2000gp item, both sold. Tax 14BP.
195. BP+1. Tax 9BP.
196. BP+1. Tax 8BP. Event: Visiting Celebrity [Fame +1, Treasury +2BP].
197. BP+1. 2000gp item. Tax 14BP.
198. BP+1. Tax 9BP. Event: Crop Failure was fixed.
199. BP+1. Tax 9BP.
200. BP+1. 2000gp item, both sold. Tax 8BP. Event: Festive Invitation (Society +1) [Treasury -1BP, Fame +1 vs. FT5, Edict +2 vs. FT5].
201. BP+1. Tax 8BP.
202. BP+1. 2000gp item. Tax 13BP. Event: Feud [Unrest +1].
203. Unrest -1. 2000gp item, both sold. Tax 11BP.
204. BP+1. Tax 13BP. Event: Inquisition [Lore-1, Loyalty-1, Productivity-1, Stability-1].
- 17 years
205. BP+1. Tax 14BP. Event: Inquisition ends.
206. BP+1. Tax 12BP.
207. BP+1. 2000gp item. Tax 12BP. Event: Smugglers stopped.
208. BP+1. 2000gp item, both sold. Tax 11BP. Event: Monster Attack was dealt with.
209. BP+1. 2000gp item. Tax 8BP.
210. Unrest +1, Royal Enforcer dealt with it. Tax 12BP. Event: Food Shortage.
211. BP+1. 2000gp item, both sold. Tax 10BP.
212. BP+1. Tax 11BP. Event: Plague was dealt with [Stability -2, Treasury -3BP]
213. BP+1. 2000gp item. Tax 11BP.
214. BP+1. 2000gp item, both sold. Tax 8BP. Event: Justice Prevails [Law +1, Loyalty +1, Crime -1, Unrest -1]
215. BP+1. Tax 13BP.
216. BP+1. Tax 8BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2)
- 18 years
217. BP+1. 2000gp item. Tax 11BP.
218. BP+1. 2000gp item, both sold. Tax 9BP. Event: New Subjects [Society +1, Stability +1, Unrest -1, Treasury +1BP].
219. BP+1. 2000gp item. Tax 9BP.
220. BP+1. 2000gp item, both sold. Tax 14BP. Event: Slavers dealt with.
221. BP+1. Tax 14BP.
222. BP+1. 2000gp item. Tax 12BP. Event: Bandit Activity stopped.
223. BP+1. 2000gp item, both sold. Tax 10BP.
224. BP+1. 2000gp item. Tax 11BP. Event: Inquisition [Lore-1, Loyalty-1, Productivity-1, Stability-1].
225. BP+1. Tax 12BP. Event: Inquisition ended.
226. BP+1. 2000gp item, both sold. Tax 12BP
227. BP+1. Tax 9BP. Event: Vandals were stopped.
228. BP+1. Tax 14BP.
- 19 years
229. BP+1. Tax 9BP.
230. BP+1. 2000gp item. Tax 9BP. Event: Feud [Unrest +1].
231. BP+1. 2000gp item, both sold. Tax 8BP.
232. BP+1. Tax 8BP. Event: Sensational Crime caught.
233. BP+1. 2000gp item. Tax 11BP. Event: Large Disaster prevented.
234. BP+1. 2000gp item, both sold. Tax 11BP. Event: Vandals were stopped.
235. BP+1. 2000gp item. Tax 12BP.
236. BP+1. 2000gp item, both sold. Tax 14BP. Event: Discovery [Fame +1, Lore +2].
237. BP+1. Tax 14BP.
238. BP+1. 2000gp item. Tax 10BP. Event: Outstanding Success [Fame +1, Treasury +1BP, Unrest -2] (Economy +4).
239. BP+1. Tax 8BP.
240. BP+1. 2000gp item, both sold. Tax 9BP. Event: Bandit Activity was stopped.
- 20 years
241. BP+1. Tax 13BP.
242. BP+1. 2000gp item. Tax 9BP. Event: Boomtown (Economy +1; Corruption +2).
243. BP+1. 2000gp item, both sold. Tax 8BP.
244. BP+1. 2000gp item. . Tax 12BP. Event: Political Calm [Loyalty +1, Stability +1]
245. BP+1. Tax 8BP.
246. BP+1. Tax 13BP. Event: Outstanding Success [Fame +1, Treasury +1BP, Unrest -2] (Economy +4).
247. BP+1. 2000gp item, both sold. Tax 9BP.
248. BP+1. 2000gp item. Tax 12BP. Event: Bandit Activity was stopped.
249. BP+1. Tax 8BP.
250. BP+1. Tax 13BP. Event: Economic Boom [Treasury +2BP].
251. BP+1. 2000gp item, both sold. Tax 13BP. Event: Bandit Activity was stopped.
252. BP+1. Tax 14BP.
- 21 years


Dragondog 10-02-2014 01:46 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Code:

253. BP+1. Tax 12BP. Event: Food Shortage.
254. BP+1. Tax 13BP. Event: Feud [Unrest +1].
255. Unrest -1. Tax 12BP. Event: Pilgrimage.
256. BP+1. 2000gp item. Tax 9BP.
257. BP+1. Tax 9BP. Event: Squatters were dispersed [Fame -1, Stability -1, Unrest +2]. Visiting Celebrity [Fame +1, Treasury +4BP].
258. Unrest -1, Royal Enforcer dealt with additional Unrest. 2000gp item, both sold. Tax 12BP. Event: Food Shortage.
259. Unrest -1, Royal Enforcer dealt with it. 2000gp item. Tax 13BP.
260. BP+1. Tax 10BP. Event: Noblesse Oblige built Monument.
261. BP+1. Tax 10BP.
262. BP+1. 2000gp item, both sold. Tax 12BP. Event: Large Disaster prevented.
263. BP+1. 2000gp item. Tax 11BP.
264. BP+1. 2000gp item, both sold. Tax 13BP. Event: Sensational Crime caught.
- 22 years
265. BP+1. Tax 11BP. Event: Natural Blessing (Stability +4).
266. BP+1. Tax 9BP. Event: Feud [Unrest +1].
267. Unrest +1, dealt with by Royal Defender. 2000gp item. Tax 13BP.
268. Unrest -1. Tax 11BP. Event: Political Calm [Loyalty +1, Stability +1]
269. BP+1. Tax 8BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2). Food Shortage.
270. BP+1. Tax 14BP.
271. BP+1. 2000gp item. Tax 13BP. Event: Festive Invitation (Society +1) [Treasury -4BP, Fame +1 vs. FT6, Edict +2 vs. FT6].
272. BP+1. Tax 9BP.
273. BP+1. Tax 14BP. Event: Pilgrimage.
274. Unrest +1, dealt with by the Royal Enforcer. Tax 14BP.
275. BP+1. 2000gp item, both sold. Tax 9BP. Event: Visiting Celebrity [Fame +1, Treasury +1BP].
276. BP+1. 2000gp item. Tax 14BP.
- 23  years
277. BP+1. Tax 8BP. Event: Festive Invitation (Society +1) [Treasury -4BP, Fame +1 vs. FT7, Edict +2 vs. FT7].
278. BP+1. Tax 14BP.
279. BP+1. Tax 9BP. Event: Good Weather (Economy +2, Loyalty +2, Productivity +2)
280. BP+1. Tax 12BP.
281. BP+1. 2000gp item, both sold. Tax 10BP. Event: Noblesse Oblige built a park.
282. BP+1. 2000gp item. Tax 12BP.
283. BP+1. 2000gp item, both sold. Tax 8BP. Event: Monster Attack was dealt with.
284. BP+1. Tax 14BP.
285 BP+1. 2000gp item. Tax 8BP. Event: Squatters were dispersed [Fame -1, Stability -1, Unrest +2].
286. Unrest -1. Royal Enforcer dealt with additional Unrest. Tax 11BP.
287. BP+1. Tax 14BP. Event: Visiting Celebrity [Fame +1, Treasury +4BP].
288. BP+1. 2000gp item, both sold. Tax 9BP.
- 24  years
289. BP+1. Tax 14BP. Event: Remarkable Treasure (3000gp item)
290. BP+1. 2000gp item. Tax 10BP.  Event: Food Surplus.
291. BP+1. Tax 13BP.
292. BP+1. Tax 12BP. Event: Political Calm [Loyalty +1, Stability +1]
293. BP+1. Tax 8BP.
294. BP+1. Tax 13BP. Event: Inquisition [Lore-1, Loyalty-1, Productivity-1, Stability-1].
295. BP+1. Tax 11BP. Event: Inquisition ended.
296. BP+1. 2000gp item, both sold. Tax 14BP.
297. BP+1. Tax 13BP. Event: Archeological Find [Lore +1].
298. BP+1. Tax 9BP.
299. BP+1. Tax 8BP. Event: Feud [Unrest +1].
300. Unrest -1. Tax 9BP.
- 25 years


fifiste 10-02-2014 07:15 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Where do you get the settlement size - from hamlet to small city etc. By the number of housing plots?

Dragondog 10-02-2014 09:08 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by fifiste (Post 1820623)
Where do you get the settlement size - from hamlet to small city etc. By the number of housing plots?

Yes. The easiest way to find the data is to click on Jürgen's link and search for "small town" without the quotation marks. The second hit is a nice little table going from number of lots to settlement size.

Jürgen Hubert 10-08-2014 12:56 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Interesting. How large was the Treasury at the end?

Dragondog 10-08-2014 01:25 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
I started with 50 and ended up with 3,076.

Terranaunt 01-28-2015 03:58 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by McAllister (Post 1817860)

In the mean time, Jurgen's goal might not to be to convert these free rules (thanks Paizo!) to GURPS, but I just might... Anyway, my first comment is that almost all of these roles are administrators, so I'd say that Administration can be a complementary skill on any roll that isn't against Administration. So, add Admin to the skill list for most of the roles it's not on, and to flesh it out...

Dunno why there is administration everywhere. Some changes, which, in my humble opinion, better represent roles:

General: Intelligence Analysis, Tactics, Savoir-Faire (Military), Soldier, Strategy
Spymaster: Current Affairs (something), Acting, Cryptography, Intelligence Analysis, Streetwise

And some questions:

Marshal: I don't understand what this roles intended to stand for.
Treasurer: Same. Looking at suggested skills, it is an attempt to merge into one an actual treasurer and an economics counsilor.

Dragondog 01-29-2015 12:01 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Terranaunt (Post 1864596)
Dunno why there is administration everywhere. Some changes, which, in my humble opinion, better represent roles:

General: Intelligence Analysis, Tactics, Savoir-Faire (Military), Soldier, Strategy
Spymaster: Current Affairs (something), Acting, Cryptography, Intelligence Analysis, Streetwise

And some questions:

Marshal: I don't understand what this roles intended to stand for.
Treasurer: Same. Looking at suggested skills, it is an attempt to merge into one an actual treasurer and an economics counsilor.

You can find info on the roles on Pathfinder's site, http://www.d20pfsrd.com/gamemasterin...adership-Roles.

Quote:

Originally Posted by Pathfinder
The Marshal ensures that the kingdom's laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom's borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can't deal with alone.

So I would call that head of the kingdom's police and customs.

Quote:

Originally Posted by Pathfinder
The Treasurer monitors the state of the kingdom's Treasury and citizens' confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.

And this head of the kingdoms organizations for treasury, taxes, and central banking systems.

Terranaunt 02-06-2015 02:01 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Dragondog (Post 1864753)
So I would call that head of the kingdom's police and customs.

Okay, so that:
"Warden: Administration, Criminology, Law, Savoir-Faire (Commoners), Streetwise"
is good as it is from my point.

Quote:

Originally Posted by Dragondog (Post 1864753)
And this head of the kingdoms organizations for treasury, taxes, and central banking systems.

And that guy:
"Treasurer: Accounting, Administration, Economics, Finance*, Market Analysis"
is in desperate need of Current Affairs (Business). Though there is no need for that to be included in talent.

Rigil_Kent 09-16-2015 02:49 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Sorry for necroing this thread, but it is very relevant to my current game and I like what you're doing here.

Question: in the original PF rules, Control DC for a check is "20 + the kingdom's Size in hexes + the total number of districts in all your settlements + any other modifiers from special circumstances or effects" - this makes larger kingdoms much harder to control. How would you reflect this using GURPS mechanics since we want lower numbers instead of high?

Friend of mine also had a neat idea regarding the kingdom stats: treat them similarly to a Stability Roll as in vehicles. So if you are just starting out and have a Stability of 6, then a control roll that fails by less than that is just a minor fail (increase Unrest by 1?) but a fail of greater than this triggers some sort of Unrest event?

The Benj 09-16-2015 05:00 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Rigil_Kent (Post 1937204)
Sorry for necroing this thread, but it is very relevant to my current game and I like what you're doing here.

It's only from 3 months ago. It's not like everyone will have grown old and died since then.

Quote:

Question: in the original PF rules, Control DC for a check is "20 + the kingdom's Size in hexes + the total number of districts in all your settlements + any other modifiers from special circumstances or effects" - this makes larger kingdoms much harder to control. How would you reflect this using GURPS mechanics since we want lower numbers instead of high?
Turn it into a penalty, rather than an increase to DC (which amounts to the same thing). Maybe -1 per ... 3? That sounds about right, off the top of my head.

Quote:

Friend of mine also had a neat idea regarding the kingdom stats: treat them similarly to a Stability Roll as in vehicles. So if you are just starting out and have a Stability of 6, then a control roll that fails by less than that is just a minor fail (increase Unrest by 1?) but a fail of greater than this triggers some sort of Unrest event?
That's a very good idea.

weby 09-16-2015 05:43 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Rigil_Kent (Post 1937204)
Sorry for necroing this thread, but it is very relevant to my current game and I like what you're doing here.

Question: in the original PF rules, Control DC for a check is "20 + the kingdom's Size in hexes + the total number of districts in all your settlements + any other modifiers from special circumstances or effects" - this makes larger kingdoms much harder to control. How would you reflect this using GURPS mechanics since we want lower numbers instead of high?

Something that is harder is a penalty to a skill roll.

A DC 10-12 of is about the same as no skill penalty in GURPS(Ie a minimally trained but still have skill average person will fail half the time if under stress) and a -2 is about DC 15, as a "normal person professional skill" is about 12 in GURPS and a "non adventurer professional skill" is about +5 in D&D, so the -2 and DC 15 will cause failures half the time under stress for a "basic professional"

After that it gets tricky as the scaling factor depends on your view of the power levels. But in lower power campaigns maybe half the DC raise works best so each +2 DC over the base is -1 to rolls.

In high powered campaigns(like my current fantasy campaign) I go with 1 to 1, that is each higher DC is -1 to the roll.

But note that a DC 25+ is something that in D&D/Pathfinder will "never" succeed for the average minimally trained person and DC 20 is failing almost every time.

Quote:

Friend of mine also had a neat idea regarding the kingdom stats: treat them similarly to a Stability Roll as in vehicles. So if you are just starting out and have a Stability of 6, then a control roll that fails by less than that is just a minor fail (increase Unrest by 1?) but a fail of greater than this triggers some sort of Unrest event?
In my own games I have a "fail by 5+" rule, so in any situation if you fail by 5 of more the result is worse than normal failure, but less than a critical failure. That has worked fairly well. So it might work for you too.

Rigil_Kent 09-16-2015 08:20 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by The Benj (Post 1937226)
Turn it into a penalty, rather than an increase to DC (which amounts to the same thing). Maybe -1 per ... 3? That sounds about right, off the top of my head.

This may actually be the way to go. Using a spreadsheet that auto-calculates this mess, I did the following: [d20 Kingdom Attribute]-[d20 Control DC]/3, which can then be applied to a simple 3d6 roll for kingdom attribute checks ...

Which sounds really convoluted when I type it out...

Jürgen Hubert 09-14-2016 02:07 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
My campaign using these rules ended earlier this year. Since it was requested by Private Message, here is some feedback.

First of all, the bookkeeping was too much. One of the players created a custom spreadsheet for this, but making domain turns took a lot of time out of the game, for little real gain. Furthermore, the colony quickly accumulated massive bonuses that made it pretty much impossible to fail any rolls - they built up their settlements while keeping their territorial expansion small, at least initially.

The problem was not so much with the GURPS rules interface, which IMO worked reasonably well, but with the Pathfinder Kingdom Building rules. These rules have a lot of good ideas, but in the end I wouldn't use them again.

GodBeastX 09-14-2016 07:04 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
I have actually been writing something similar recently and have peeked at the Pathfinder rules for inspiration. I'll present it soon enough. It uses City Stats, a few extra values to track civilian moods, and I try to use invention rules for construction projects.

We'll see where I get.

kendall 09-14-2016 09:21 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Jürgen Hubert (Post 2039395)
My campaign using these rules ended earlier this year. Since it was requested by Private Message, here is some feedback.

Many thanks for the feedback!

robertsconley 09-14-2016 10:55 AM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Jürgen Hubert (Post 1819495)
As far as I am aware, these rules are a direct copy of the rules from Paizo's "Ultimate Campaign" for Pathfinder, which I also own.

Pretty much all of the Pathfinder rules were released under the OGL license (which they had to, since they created those rules based on the OGL rules released by Wizards of the Coast). Unless I am very much mistaken, the site I linked to is perfectly legal.

Paizo has an official Pathfinder Reference Document. Of the two I generally prefer to use the PRD. However for the d20 rules the d20 SRD is the gold standard.

Rigil_Kent 09-14-2016 01:25 PM

Re: Using the Pathfinder Kingdom Building rules with GURPS
 
Quote:

Originally Posted by Jürgen Hubert (Post 2039395)
My campaign using these rules ended earlier this year. Since it was requested by Private Message, here is some feedback.

First of all, the bookkeeping was too much. One of the players created a custom spreadsheet for this, but making domain turns took a lot of time out of the game, for little real gain. Furthermore, the colony quickly accumulated massive bonuses that made it pretty much impossible to fail any rolls - they built up their settlements while keeping their territorial expansion small, at least initially.

The problem was not so much with the GURPS rules interface, which IMO worked reasonably well, but with the Pathfinder Kingdom Building rules. These rules have a lot of good ideas, but in the end I wouldn't use them again.

I tend to agree. I've sort of been using these with my Casus Belli campaign and the PF rules have turned out to be really, really klunky for it. I already dialed down the frequency of kingdom checks to four times a year (seasonly) instead of once a month, but even then, it was hard to maintain Player interest in this because it was just so clunky, especially since (in my case) the PCs were not all Leaders, which is interesting cause I'm playing in the Pathfinder: Kingmaker adventure path that uses these rules and it works wonderfully there. My own campaign is about to go onto hiatus after one more session and I think I'll probably phase out use of these rules and maybe replace it with something else. Really digging the HarnManor stuff ...


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