morkus
Goblin Refugee
Posts: 36
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Post by morkus on Nov 14, 2013 20:57:14 GMT 9.5
What kind of timeframe is this adventure path supposed to run over? If it's a long game in the vein of Kingmaker, what is our eventual goal with sandpoint? Maybe we should aim to get Virgil Barclay elected as mayor and reshape the town to our liking? I'd sure love to get some seaward defenses going as Morkus has some powerful enemies out there.
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Post by Shifty on Nov 14, 2013 21:28:59 GMT 9.5
The timeframe for Rise of the Runelords is kept deliberately vague in the book, but I expect it to be very very long. In order for you to finish the adventure path the party will need to be at least 18th level. And that sure as hell don't happen overnight. In 15 years of roleplaying, I've never had a party member get any higher than 14th level (I think?) And that took, what? 2 or 3 years? So, yeah, I expect the timetable to be pretty epic, in both game terms, and real life terms. If there's interest for incorporating the large scale kingdom building rules into the campaign, then I'm all for it. But nobody really seemed to enjoy the sheer amount of micromanagement of it all when I ran Kingmaker. Sure, maybe that was just because we had a very different group dynamic, but I don't know... Maybe the group can take a vote on it? Obviously someone has to become mayor first, so I guess we can just cross that bridge when we come to it.
Strangely enough, the downtime rules actually sorta conflict with the kingdom building rules. They're presented in the same book (Ultimate Campaign) but the two different systems vary in scope so much that they actually use entirely differents units of measurement. If we were to go the large scale city-building route, the glassworks would actually be sort of absorbed into the management of the town, and would instead produce "Build points" and whatnot, instead of money and goods. It's pretty odd, but it sorta makes sense. If you had a city of 1,240 people to look after, you wouldn't want to be rolling for the earnings of every single damn building in the town, would you?
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morkus
Goblin Refugee
Posts: 36
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Post by morkus on Nov 14, 2013 22:07:03 GMT 9.5
That's true, but I don't see why you couldn't do both. I really like micromanagement and side games so I would be happy to run the downtime of the glassworks and the city as well, maybe if you rolled really well on the glassworks you could put an extra BP in when doing the kingdom rolls or whatever. But obviously that's up to everyone else. I'd be just as happy to keep running the glassworks and handwave the rest.
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Post by rume2finguz on Nov 15, 2013 9:04:22 GMT 9.5
Maybe see what happens over the course of the first book or so; it might get to a point where it's not feasible or in keeping with the narrative to keep micromanaging the Glassworks. I really like the idea of running SimSandpoint but at the same time am keen for questin' and keen for violence. Getting Barclay elected as mayor sounds like a natural goal though so let's chip away at that.
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Post by Henric on Nov 17, 2013 9:43:44 GMT 9.5
Yeah, i'm interested to develop the glass works, but more so as a cover to our den of inequity below. Running the entirety of Sandpoint might bog down the fact there Malfeshanikor or whatever that demon's name is, is set on destroying the entire fucking town at the moment. We should probably make sure that doesn't happen before we start a political campaign to get Virgil elected...
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morkus
Goblin Refugee
Posts: 36
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Post by morkus on Nov 18, 2013 23:44:45 GMT 9.5
Good points raised. Besides if it gets to the point of town running/building maybe we can do our own. Some kind of pirate island in the shackles maybe?
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Post by Shifty on Nov 19, 2013 7:14:32 GMT 9.5
I don't know about you guys, but I quite like the possibility of a little miniature pirates den at the entrance to the smuggling tunnels further up the Varisian gulf. It would probably be much more manageable than trying to run an entire coastal town. Spreading our interests between Sandpoint and The Shackles is a helluvalot of travelling time between hideouts.
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