04-06-2021, 04:36 PM | #31 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Realm Management examples
I just want to say these are all so shiny. *_*
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04-08-2021, 11:48 PM | #32 |
Join Date: Jun 2008
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Re: Realm Management examples
Here's a writeup of an RL country, with specific area, population and Realm Value redacted.
If it's easy to figure out what country I'm thinking of, then that should be a positive test for the system. Any guesses? Realm Size Value: +16 Resource Points: Not listed TL: 8 Citizen Loyalty: Good (15) Cultural Traits: Humble Infrastructure: 4 CR: 3/4[1] Conformity: 4 Openness: 4/3[2] Government Type: Bureaucratic Representative Democracy[3] Economy: Capitalism Education: 5 Management Skill (+15%): 15 Habitability: Poor (9) RTM: +1 Realm Enhancements (+114%): Able Populace, Advanced Infrastructure, Appearance (Beautiful), Conventional Populace, Educated Populace, Higher Quality of Life, Loyal Citizenry Realm Limitations (-45%): Hated 2, Only Toward Neighbors (-50%)[4], Hostile Climate, Infertile Territory, Soft-Power-Oriented, Uninhabitable Land Social Resonance: +0, -2 with neighbors Patron Value: 30 Enemy Value: -40 Inhabitants' Status: -2 to 7 Inhabitants' Wealth: Poor to Multimillionaire 4 Notes: [1]De jure, and for taxation purposes, 3. Socially and de facto, 4; the rules for "normal behavior" are restrictive enough that the increase from ConR effectively applies at all times. [2] Openness 3 to immigration and inclusion of outsiders. Openness 4 to visitors and adapting outside ideas. [3] I could say Oligarchy, but I'm not going to. [4] The country is seen as a reasonably good global citizen, but they have a lot of longstanding disputes in their own neighborhood. |
04-09-2021, 01:14 AM | #33 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Realm Management examples
Quote:
Total Area: Population: Pulling out wikipedia's List of countries and dependencies by area the realm is between Nicaragua at 130,373 km^2 (50,337 mi^2) and Philippines at 300,000 km^2 (120,000 mi^2). That still leaves us with 20+ realms to work with. It is isn't a fair test of the system if you don't give us as much information is possible especially when it would make things easier.
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04-09-2021, 01:35 AM | #34 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Realm Management examples
I have two thoughts here as the author about how this thread can serve others.
1) I think that if you're stating up real countries you're probably going to need to be really careful. I think we're all adults here but I would be extremely sad if this devolved into politics for the sake of politics. I know I can't tell anyone here what to do, but please don't bring the banhammer down. Be responsible, be careful, be good netizens. Please. 2) I'm not against guessing countries or realms...but that seems like a separate thread to me. This thread serves to give ready examples for the GM to use in their campaigns and I'd like it to stay that way. Could someone start such a guessing game thread and take this there please? Thank you.
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04-09-2021, 01:48 AM | #35 | |
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Re: Realm Management examples
Quote:
Or we could try our hand at stating out Realms from other RPGs. Whatever is in Grayhawk and the Forgotten Realms comes to mind there.
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04-09-2021, 01:51 AM | #36 | |
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Re: Realm Management examples
Quote:
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04-09-2021, 01:52 AM | #37 |
Join Date: Apr 2013
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Re: Realm Management examples
It's area is right at the top of SM+16 (which is from 71,000 to 150,000 mile^2), it's very rich with a dense population despite the mountains, and the northern portion does have a colder climate. Despite being well behaved for several decades it's relationships with its neighbors remain poor.
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04-09-2021, 03:26 AM | #38 |
Join Date: Aug 2004
Location: Udine, Italy
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Re: Realm Management examples
NAME: The Pirates
Total Area: 3,000 sqm Realm Size Value: +10 Resource Points: 10 (1 Agriculture Points, 2 Luxury/Precious Goods Points, 3 Natural Resource Points, 4 Workforce Points) TL: 3 Cultural Traits: None Realm Inhabitant Racial Traits: None Population: 20,000 Citizen Loyalty: Neutral (12; 0) Infrastructure Rating: 3 Control Rating: 1/2 * Conformity Rating: 4 Openness Rating: 4 Education Rating: 1 Government Type: Anarchy Economy Type: Capitalism Defense Bonus and Terrain: 3; Hard-to-access islands † Management Skill: 12 Habitability: Poor (8; -1) ‡ Reaction Time Modifier: +5 Realm Enhancements (+45%): Defensible Terrain 2 (+20%); Independent Revenue Stream 5 (+5%); Quick Deployment 1 (+20%) Realm Limitations (-35%): Hated 2 (-10%); Hostile Climate 1 (-10%); Uninhabitable Land 1 (-10%); Unrecognized (-10%) Social Resonance: -2 Patron Value: 15 Enemy Value: -20 Realm Value: $9,240,000 Starting RP Cost: $420,000 Military Resources: $140,000 * Revenue: $176,000 § Starting Revenue: $92,400 Inhabitants’ Status: -1 to +4 Inhabitant’s Wealth: Poor to Very Wealthy Notes: This being an anarchy, the military resources are privately owned by the pirate captains. Mustering all of them at the same time only happens in the face of an impending invasion or similar threat, and even then there might not be a common strategy. This is not, technically speaking, a realm: nobody rules or owns it. It’s a series of small rocky islands where pirates hide in barely accessible coves. There is a main seaport which also is the only market. Each pirate ship is a law unto itself; they are usually owned and lorded over by the captain, but there are a few cooperatively-owned ships, too. The whole place is an anarchy, with no rules – even though social conformity and customs tend to prevent a few things. In particular, blatant violent crimes against other citizens, and, above all, any attempt by any powerful, ambitious captain to proclaim himself king; the others will gang up against him. For all their bad reputation and unrecognized status, these islands only derive a small part of their income (the additional 5% represented by the Independent Revenue Stream) from pirating. For most of the year, the inhabitants are independent-minded fishermen and farmers (although their hardscrabble land is not the best in the world), and they also engage in trade, which is what really brings profits in. This is probably why their economy can be considered a proto-capitalist one. The Kingdom, their most important neighbor, whose merchant ships are the most frequent victims of the Pirates, would happily get rid of these fellows. But the waters around these islands are treacherous, the weather conditions often bad, and the pirates better sailors than the Kingdom’s navy. * CR2 for criminal activities against citizens, due to ConR4; CR2 for military spending. † Includes +2 from Defensible Terrain 2. ‡ Includes -1 level from Uninhabitable Land 1. § Includes +5% from Independent Revenue Stream 5. |
04-09-2021, 08:06 AM | #39 | |
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Re: Realm Management examples
Quote:
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04-09-2021, 08:52 AM | #40 | |
Join Date: Aug 2004
Location: Udine, Italy
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Re: Realm Management examples
Quote:
Being a realm (or state, or country) or not has always been chiefly a thing in the minds of (most of) the subjects (or citizens, people). If the Pirates think they are a separate realm, albeit so vaguely structured that their government is an Anarchy, then they are. That's the reasoned argument. Now for the argument from authority: note that their islands have - a permanent population, - a defined territory, - a government (even though it's in the form of an anarchy, ship captains may occasionally agree on common policies), - the capacity to enter into relations with other states. Note no other state is enforcing its will on the population, or the territory, or the government (such as it is) of the Pirates. If this sounds like I'm pedantic, it is because - I often am, and - I'm quoting from international law :-) (the Montevideo Convention). That the other states don't recognize the Pirates (yet) doesn't make them less of a state (again quoting). |
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