GURPS 4th - Realm Management
Book information
Description
GURPS already has rules for describing cities as adventuring locations (GURPS City Stats), and for organizations and how they relate to adventurers (GURPS Boardroom and Curia) – but what about for ruling a kingdom? Give the game’s propensity for realism, gameability, and adaptability, that shouldn’t be too hard . . . with the right rules. GURPS Realm Management provides such a system, with mechanics for running a realm, tables for disruptions and windfalls, new uses for skills, and much more. It should be noted that this supplement estimates the statistics of certain modern-day polities to the best of the author’s ability, as a way to help readers visualize fictional or historical realms. No offense is meant in pursuit of this goal! My Own Kingdom by My Own Hand Though this supplement presents a kind of a mini-game that one could, if so inclined, use to run simulations of kingdoms and nations, that isn’t what it’s for! It’s meant for campaigns that emulate certain types of fiction and pop culture, and shouldn’t be trotted out as yet another thing on the players’ “to do” list. The easiest campaigns into which to insert this material are those centered on nation building and growth – but the PCs might run kingdoms between adventures in GURPS Dungeon Fantasy, build post-apocalyptic settlements in GURPS After the End, and so on. In short, as with GURPS Mass Combat, think carefully about whether the added complication improves the entire campaign or merely fits the interests of a player or two. Contents Introduction My Own Kingdom by My Own Hand Publication History About the Author About GURPS 1. Building a Realm Designing the Realm Realm Size Table Glossary Resources Resource Point Assignment Guidelines Example of Realm Creation: The Necro-Kingdom of Zarthus Priorities for Resource Points Optional Rule: Splitting Agriculture Points Optional Rule: Splitting Workforce Points Agriculture Points Workforce Points Nonhuman Labor and Exotic Resources Natural Resources Points Example of Realm Creation (cont’d) Luxury/Precious Goods Points Technology Level (TL) Cultural Traits Realm Inhabitant Racial Traits Population Citizen Loyalty Infrastructure Rating Power and Privilege Conformity Rating (ConR) Splitting Hairs: Split Realm Ratings Openness Rating (OR) Government Types Example of Realm Creation (cont’d) New, Merged, Variant, and Weird Government Types Optional Rule: Non-Independent Realms Join the Revolution! Economy Types Defense Bonus and Terrain Education Rating Management Skill Realms of Faith Habitability Example of Realm Creation (cont’d) Reaction-Time Modifier Realm Modifiers Realm Enhancements Realm Limitations Example of Realm Creation (cont’d) Finalizing the Realm Realm Description Off the Map Social Resonance Realms as Patrons or Enemies Starting Reaction Rolls for Realms Income Resources Realm Value Military Resources Optional Rule: Characters and Realm Value Optional Rule: Time to Found a Realm Optional Rule: PC-Founded Realms Revenue Starting Revenue Inhabitants’ Status Example of Realm Creation (concluded) Inhabitants’ Wealth 2. The Wheel Maneuvers for Realm Resolution Free Actions Internal Maneuvers Multiple Maneuvers Allocate Resources Bluff Demolish Do Nothing Who Rolls? Nuanced Maneuvers Gather/Extract Improve Optional Rule: Significant Assistance Actions Manufacture Marshal Manpower Negotiate The Wheel and GURPS Boardroom and Curia Plan Reconnoiter Sabotage Threaten Trade Buying/Selling Resource Points in Play Optional Rule: Non-Scaling Resources Wait Managing a Realm Happenings Within a Realm Disruptions Table What Do Adventurers Do When Not Running a Realm? The Four Horseman Writ Large Windfalls Table Where the Black Swan Flies Expansion and Growth Revolution and Dissolution Dissolution Appendix: Examples The Necro-Kingdom of Zarthus The Hegemony The New Venetian Republic Index Realm Modifiers Realm Design Form
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