Running my first nation building campaign
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- kogwar
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Running my first nation building campaign
OK so my group through what started as a joke is now working to make a nation out of some homesteads in he eastern terrritory so as a gm to other more experienced gms what should i watch out from what so i stay clear of, so to some it up post any adivce/expiences you have with these kinds of campaigns.
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Working on: New West Rifter submission
Campaigns:
The Sons Of DustWater campaign
― George S. Patton Jr.
Working on: New West Rifter submission
Campaigns:
The Sons Of DustWater campaign
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Re: Running my first nation building campaign
kogwar wrote:OK so my group through what started as a joke is now working to make a nation out of some homesteads in he eastern terrritory so as a gm to other more experienced gms what should i watch out from what so i stay clear of, so to some it up post any adivce/expiences you have with these kinds of campaigns.
Never really done that kind of thing, although I've thought of it.
I'll be happy to give my input on any specific questions or problems that you encounter, though.
Good luck!
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- Razzinold
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Re: Running my first nation building campaign
rat_bastard had a pretty good thread going about making an entire city, you should give that a read.
Subject: Building a City
Subject: Building a City
Re: Running my first nation building campaign
The outcome of every decision will be determined by logistics.
I played something similar where the characters started a school. We traded goods and services with a nearby village for the food that we couldn't grow ourselves and as the school population grew, we ended up being the center of a village significant enough that we actually needed to plan for defence and for municipal services and government, all of which, of course, needed to be paid for.
Funding was the tricky part, of course. The school started out funded by the characters, but as those funds ran out, we needed ways to make the school sustain itself. We also had to play politics enough to make certain that none of the nearby powers would attempt to annex us (once you have income, suddenly everyone thinks they're entitled to tax you).
It was a lot of work, took a lot of time, but was a lot of fun.
--flatline
I played something similar where the characters started a school. We traded goods and services with a nearby village for the food that we couldn't grow ourselves and as the school population grew, we ended up being the center of a village significant enough that we actually needed to plan for defence and for municipal services and government, all of which, of course, needed to be paid for.
Funding was the tricky part, of course. The school started out funded by the characters, but as those funds ran out, we needed ways to make the school sustain itself. We also had to play politics enough to make certain that none of the nearby powers would attempt to annex us (once you have income, suddenly everyone thinks they're entitled to tax you).
It was a lot of work, took a lot of time, but was a lot of fun.
--flatline
I don't care about canon answers. I'm interested in good, well-reasoned answers and, perhaps, a short discussion of how that answer is supported or contradicted by canon.
If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
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Re: Running my first nation building campaign
Logistics, events, competition, uinity, group mechanics crashing alien space ships (happens alot these days) and doom sayers
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Chronicle
Cosmic Forge or bust.
Love me some Phood
Where is the wood in Wormwood.
"How Are you a Super Power" -Sterling Archer
- kogwar
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Re: Running my first nation building campaign
Ive been trying to decide weither to have the trade guild contact them what are the pros and cons to that.
“Don't tell people how to do things, tell them what to do and let them surprise you with their results.”
― George S. Patton Jr.
Working on: New West Rifter submission
Campaigns:
The Sons Of DustWater campaign
― George S. Patton Jr.
Working on: New West Rifter submission
Campaigns:
The Sons Of DustWater campaign
Re: Running my first nation building campaign
kogwar wrote:Ive been trying to decide weither to have the trade guild contact them what are the pros and cons to that.
It could end up being a lot of work depending on how fleshed out you want the trade guild to be.
For every power that you introduce, you should do the following:
1. generate the NPCs that will be the face of that power to the players
2. develop the history of that power so that you have a context for understanding who they are, what they want, and how they function
3. decide what their current agenda is
4. decide what resources are available to the power and how those resources are currently committed.
Deciding all this ahead of time will allow you to present the power consistently and "in character". #4 is of particular importance because not only does this provide you with the most hooks for the players to interact with the power, but it also sets the bar for how easy it is for the power to redeploy their forces in order to react to the players' actions.
--flatline
I don't care about canon answers. I'm interested in good, well-reasoned answers and, perhaps, a short discussion of how that answer is supported or contradicted by canon.
If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
- kogwar
- Dungeon Crawler
- Posts: 214
- Joined: Tue Jun 08, 2010 7:33 pm
- Comment: "Alea iacta est." The die is cast.
- Location: Colorado Baronies, Hope
Re: Running my first nation building campaign
flatline wrote:kogwar wrote:Ive been trying to decide weither to have the trade guild contact them what are the pros and cons to that.
It could end up being a lot of work depending on how fleshed out you want the trade guild to be.
For every power that you introduce, you should do the following:
1. generate the NPCs that will be the face of that power to the players
2. develop the history of that power so that you have a context for understanding who they are, what they want, and how they function
3. decide what their current agenda is
4. decide what resources are available to the power and how those resources are currently committed.
Deciding all this ahead of time will allow you to present the power consistently and "in character". #4 is of particular importance because not only does this provide you with the most hooks for the players to interact with the power, but it also sets the bar for how easy it is for the power to redeploy their forces in order to react to the players' actions.
--flatline
Very helpful but i mean the actual trade guild for the eastern territory
“Don't tell people how to do things, tell them what to do and let them surprise you with their results.”
― George S. Patton Jr.
Working on: New West Rifter submission
Campaigns:
The Sons Of DustWater campaign
― George S. Patton Jr.
Working on: New West Rifter submission
Campaigns:
The Sons Of DustWater campaign