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#1 | |
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Join Date: Jul 2009
Location: Berlin, Germany
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Quote:
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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#2 |
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Join Date: Jun 2013
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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.
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#3 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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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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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#4 |
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Never Been Pretty
Join Date: Jan 2005
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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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#5 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Quote:
And now I am wondering: What is the population density for pseudo-medieval towns?
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#6 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Quote:
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#7 | |
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Never Been Pretty
Join Date: Jan 2005
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Quote:
Do you want an inn or a caters tower on a plot covering 562,500 square feet? |
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#8 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Quote:
__________________
GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#9 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
There is also "Medieval Demographics Made Easy" by S.John Ross. |
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#10 |
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Join Date: Aug 2012
Location: Estonia
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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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| Tags |
| conversion, pathfinder |
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