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? |
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.
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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." |
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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. |
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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. |
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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.
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And now I am wondering: What is the population density for pseudo-medieval towns? |
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Do you want an inn or a caters tower on a plot covering 562,500 square feet? |
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There is also "Medieval Demographics Made Easy" by S.John Ross. |
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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. |
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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. |
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You may want to look at RUNEQUEST EMPIRES for something like this.
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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. |
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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. |
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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. |
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121. BP+1. 2000gp item, both sold. Tax 12BP. Event: New Subjects [Society +1, Stability +1, Unrest -1, Treasury +3BP]. |
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253. BP+1. Tax 12BP. Event: Food Shortage. |
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Where do you get the settlement size - from hamlet to small city etc. By the number of housing plots?
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Interesting. How large was the Treasury at the end?
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I started with 50 and ended up with 3,076.
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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. |
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"Warden: Administration, Criminology, Law, Savoir-Faire (Commoners), Streetwise" is good as it is from my point. Quote:
"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. |
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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? |
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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:
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Which sounds really convoluted when I type it out... |
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. |
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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. |
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