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Old 01-16-2013, 03:07 PM
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Tombot Tombot is offline
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Join Date: Jan 2011
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Quote:
Originally Posted by Adm.Lee View Post
Here's something that has flitted through my mind off and on for years. Has anyone devised in-game mechanics for rebuilding communities?

Traveller seems to have had rules for everything at one point or another, has anyone seen anything over there? I've heard of Trav games where the PCs rise from tramp freighter to multiship corporations and nobles ruling a whole planet, is there something we could swipe from there?
True, true
Traveller had lots material for the rebuilding-topic!
F.e.; "World Builders Handbook" from DigestGroup for Megatraveller, and the "World Tamers Handbook" for TNE.
And i saw a preview of a newer book called (it think) "Dynasties" (Moongoose?) which had guidelines for group-/faction-based campaigns, which you easily modify for something like the Markisz of Slesia, etc.
I guess, you dont need it, but sometimes its nice to have a table about agricultural output, religious habits, political events, and other highlevel-gaming ingredients.

I agree with Legbreaker about the mass of variables, so these sources should be screened by the GM for the individual game.
Which elements do my players prefer ? Which do we really need, which make a good mini-game (like the Trade-Rules for a typical Traveller-Setting) in itself ?
And what kind of an attitude (provided by the leaders of the relevant factions) does rule in a specific location ?
Be flexible; provide new ideas between sessions. Listen to players input. Have some inspirations (i was watching "Tour of Duty", "Deadwood", "Rome", "Sons of Anarchy", playing "GTA IV", etc. to steal my ideas!).

Rebuilding is fun!
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