sadly my friend and artist for the Dice Brew comic has decided to ghost me, and that project has been put on hold.
However, my worldbuilding bone is still itching and my kingdom-management urge has not been met, which led me to come up with this project that I would like to share with you now, whether you are an invested player looking for more info or a curious on-looker.
While I was absent-mindedly creating locations for my current Pathfinder 2e campaign players’ origins, I quickly realized that it was very hard and time-consuming to create in-depth places.
I came up with a few regions for my players, scratching the surface but not really fleshing them out, which is better than nothing if you ask me, and can always be changed.
Then I randomly picked up this amazing book, which blew my mind.
Of course, the level of depth is unmatchable, since this is based on real history. The amount of details given is just great for a world-building nerd like me, and I quickly realized I was missing key ingredients in my own world:
Different people with different visions, an evolution of locations, and a complex trading system.
In the hopes of creating an ever-evolving setting where my or your RPG players could explore and influence, I’ve decided to add a new micro-continent to my world map. I decided to use this continent generator: https://www.rangen.co.uk/world/continentgen.php for some help and decided on a map I found interesting. I even kept the name!
Then I set off to find players. I’ve been reaching out to my nerdiest friends to try to get the ball rolling and after a few days of solicitating, I now have three tentative factions and one adventurer.
Here is the project idea, as I see it in my head at the moment:
Players create a faction and represent their ruler and start the game with a set amount of resources (typically a few boats, a few troops, a handful of followers and some gold).
They must choose a place to settle on the revealed portion of the map and then start developing their land. What they do with it or how they go about it is totally up to them. Dice rolls will also influence the weather and how well they land, for example.
Players should always communicate privately with the GM, even when attempting to contact other players, to maintain a level or realism and a fog of war. If two players wish to parley in real-time, a voice call should be organized, with the GM present.
Players should explain in detail what their goals are (I want to build a church, made of stone, on a hill over-looking my village) so that the GM can let them know how to proceed (you will need to get stones from a quarry or trade with another player, and you will need x laborers to complete the task).
Once the process is agreed on (GM has final say), the GM will update the resources inventory of the faction and update the player’s known map, and the GM’s general map (only accessible by the GM).
Events will also happen, decided by a player’s weekly dice roll. For example, a bad roll might have the players deal with an epidemic or a goblin attack, while a good roll might result in a good harvest or the visit of a deity’s patron. How the players deal with it is again, up to them.
What I find really fascinating however is that they could hire heroes to take care of problems, and then this kingdom-manager game would turn into a classic DnD or PF session, where real people roll adventurers and go out in the world to right some wrongs (or create more chaos).
As of a ruleset, I’m heavily borrowing from Pathfinder 1e at the moment, more specifically from the book Ultimate Campaign.
And the table:
If you find this concept interesting, if you have any suggestions of reading material for me, or would like to run your own micro-continent, don’t be shy and contact me!
Thanks a lot for reading!