jordangreywolf: Greywolf Gear (Default)
jordangreywolf ([personal profile] jordangreywolf) wrote 2018-07-17 02:39 am (UTC)

Yeah. That'd tie in nicely with the settlement/resources mechanics I tried developing for our last Unleashed campaign. That was at the request of Digital_Rampage, who was the GM. He wanted there to be a bit of "settlement-building" as the PCs took over a ruined castle and cleared it of monsters and such, to make room for a clan of Nyss [winter-elf] refugees. Basically, as time passed, we had resources in the form of labor, plus raw materials we got via adventuring, trades with nearby tribes, etc., and we could devote efforts toward building up the defenses, making more suitable housing, setting up a forge, workshop, etc. Different specific features could translate into useful benefits: work-spaces for the use of certain crafting skills, shelter for beasts, reinforced areas to keep warbeasts out of trouble, an arena for help with training, and so forth.

In some ways, it was pretty complex, but in other ways, it wasn't as hard to manage as our "Kingmaker" rules for developing a kingdom.

Anyway, I could see some value in a system where "favors" earned by completing quests, working out deals with other tribes, etc., could turn into benefits gained from something other than material things such as weapons, armor, magic items, etc.

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