| Post/Author/DateTime | Post |
|---|---|
| #1brother_bearJul 28, 2009 7:07:13 | In the campaign I am currently running (3.5 ed) the players have just built their first castle. Small but secure. They want to start looking into setting up various commerce within. Specifically a mine (gems) and some farms. Now I vaguely remember that there were some rules in 2nd ed but I can't seem to find them and I don't think they'll enjoy it too much if I give them enough income to cover the costs of running the castle. Any ideas? Have not really found any home rules out there on the internets. |
| #2garner_adamJul 28, 2009 13:06:49 | I think the question you should ask yourself and your players before you move on to rules is this "How much minutia and resource managing do you and they want?". I'd make sure you got that answer down pat. In my games I treated a castle that generated income a lot like a magic item that would generate income. |
| #3brother_bearJul 28, 2009 15:37:52 | Yeah thats fair enough. Its what I was kind of thinking. But then again, how much is too much and too little? Any variance of condition? Effects for production? Stuff like that. I was looking for more than just a couple of rules for setup. I believe they wanted to do it so that it was more than an aesthetic item and something to add too the experience of playing. |
| #4garner_adamJul 28, 2009 16:34:20 | Well any base of operations like that could provide a whole wealth of roleplaying opportunities. My players weren't really in to bean counting but they did like making political decisions. So while they were out adventuring they had a steward who ran things while they were away. When they came back the steward would have a list of issues that came up. (Like farmers squabbles and what not) As far as money was concerned it generated surplus tax revenue seasonally which the players would come back and reap. It was usually a fairly significant amount. (Like a certain percentage of their character wealth per level perhaps? ) |
| #5brother_bearJul 29, 2009 3:30:51 | Hmmm, seasonal income sounds like a winner. It was surprising as I originally intended to just do something simple thinking thats what they would want, but as we talked about how they wanted to set it up they got more into it. I insisted that they hired a clerk who they had to give a decent wage to as he'd obviously be more than just a normal clerk (so definitely a steward of sorts) and I intend to add events so it spices things up a bit. Should have mentioned two of the five players have leadership feat. One of them has quite a large group of followers. The other tried to insist that his would be free as they were all family members from his dwarven clan. That's not happening :P |