Preparing my next session of Splittermond
Aloha altogether,
time flies by and I have less than one week left to finish everything for my next session. Phew, when I went to college I had so much time for preparing everything... well but that's how it rolls, in college, you have time and no money and after that, you have money but no time xD.
So let's get started. I wanted to create a timeline with some events which I can use to guide the adventurers or use as a main-/sidequest for them. And I wanted to create some rules for simulating the landlord stuff. And I wanted to create a simple and old looking map that I can give to the players. I finished none of these points ... well but there are still 6 days left.
Ok, I will start with some rules for their land.
The land they own is called Barastie and it has roughly 10,000km² and there are living ~12,500. It has two small cities, 5 bigger villages, some smaller villages and one castle (from where he rules over his land).
The land will have some attributes which will change depending on the actions they take. At the moment I am thinking about having 5 different attributes and each having a value between 0 (very bad) and 10 (the best of the best)
Wealth
Military
Moral
Magic
Reputation
Wealth
This attribute represents how much money the land has. If it drops too low compared to the other attributes it will create some disadvantages: for example, there is not enough money to pay the soldiers --> the value in military or moral will decrease because some soldiers will desert or start to complain.
It can also be used to increase other attributes either permanent or temporary. For example, using some money to organize a big feast for everybody which can boost the moral. Or use some money to hire more soldiers which would increase the military rating. They can also use wealth to build stuff like a better forge in the castle so that the blacksmith can make them better equipment.
Military
This represents the number of soldiers they have and their quality. A big amount of these soldiers has to guard the cities, the people and also the castle but some can be used for whatever they want. If there is a pack of gnolls terrorizing a village the adventurers can either take care of it themselves or they send some soldiers to get rid of these gnolls well and maybe the gnolls get rid of the soldiers ^^.
Moral
This represents the mood of the inhabitants. If they like their ruler they will work harder and earn him more money. If they hate him they will probably stop working for him and start some revolts.
Magic
This is the department of research and development and magic. When they want to analyze some artifacts they found in some old ruins, create some bigger magic rituals to ward of evil ghosts or create mighty artifacts then this is the attribute for them.
Reputation
This represents how other landlords react to them. They can ask other counts for help if their reputation is good enough. But maybe the counts will choose to fight them if their reputation is too bad.
These are the attributes and what they represent. Now I need to create some rules and numbers for them and what they can do to improve them. There will be a lot of improvisation because I can't think of everything they maybe want to do but that's ok. So I now need to crunch some numbers and balance it a bit.
Next time I can hopefully post some rules and numbers.
Until then
Bye
Interesting - that kind of game play I never encountered before in Splittermond. Reminds me a bit of Pathfinder's Kingmaker Adventure Path or The Dark Eye's "Von eigenen Gnaden" - the players have to make a lot of decisions that are not part of everyday adventure play. Looking forward to reading more about it!
I really like to implement a kind of strategic simulation in my games. It starts small and in the end, if they were good at managing everything, they have a small army for the final battle.
And it's great to have something like that in a campaign because it makes it easy to connect all the small quests to a big story when they are trying to improve their county.
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