As players level up, the play of the game starts to shift, allowing them to engage with the world on a higher level. They start as peons at the mercy of their environment, but through the acquisition of wealth, social connections, and personal power, they become the sharpers of that environment
I like this part of the game. What I don’t like is when players are expected to micromanage their world-shaping endeavors to the point that it completely consumes normal play. I sincerely do not care what color the rugs in the party’s castle are, or at what rate they’re taxing their peasants. I want to keep things simple and abstracted, so that the game can continue more or less unobstructed by spreadsheets.
Part of my preference for abstraction is a distaste for periodic money, no matter which way it’s flowing. I don’t like forcing my players to pay some set amount on a regular schedule to represent their lifestyle, or their investments. I’ve been a player. I find that shit boring, and difficult to keep track of. In the same vein, I don’t like my players to have a regular income, from something like taxes on their own lands. I prefer to maintain more control over the inflow of cash to my game’s economy.
With all that in mind, I’ve broken the endeavors of high level play down into 3 subsystems: Investment, Construction, and Domains.
If a player wishes to create an institution or business, they just need to describe it to the referee. Then, based on that description, the referee will determine some boons which may result from getting this venture off the ground. Each business has 3 potential boons, tied to different levels of funding.
The three levels cost 4,000, 10,000, and 25,000, using whatever the base currency is in your game. (For the purposes of this system, every venture costs the same). Those prices may seem high, but they are meant to include both the costs of initially establishing & furnishing the business, as well as the monthly operating costs for as long as it takes the project to become self-sustaining.
The boons can be anything that makes sense based on the type of business. Alex Chalk, who originated this idea, suggested that investing in an Inn might allow players to create new characters above 1st level. Putting money into a wizard’s tower might increase the efficacy of the potions she sells. Investing in a silver mine could allow characters to get their weapons silvered and re-silvered for free. And so on, and so forth.
If players wish, they may upgrade to a higher level of investment at any time by paying the difference between the level they’re at, and the one they wish to reach.
Some Haven Turn complications may require players to take action in order to maintain their businesses. Perhaps there was a fire, or other disaster which requires the business be rebuilt. Perhaps some dastardly NPC is attempting a hostile takeover of the business using some legal trickery. Most such problems can be taken care of by immediately paying 1/2 of the value of your current investment level.
Note that while the default assumption of the system is that the players propose new ventures to the referee, there’s no reason why the referee can’t make proposals of their own. If the players have a reputation for being wealthy, NPC businessmen looking to kickstart their own projects might show up to make a pitch now and then.
Note also that I allow players to use the traditional LotFP investment rules if they wish. (Page 52 & 53 of Rules & Magic). However, funds invested that way do not provide any boons, just as funds invested for boons do not accrue interest.
Here are some sample investments, taken from my ORWA campaign:
Don Harper’s Mutant Hospital
A free clinic which specializes in treating the many peculiar discomforts and maladies that afflict mutants. They cannot cure mutation, but if you’ve got stubby arms, they’ll help you with a prosthetic. And if you’ve got a swollen gland, they’ll schedule regular drainings for it.
- Level 1: Mutants who use the hospital have a +1 reaction to the party. Mutants encountered in the wild have a 20% chance of having used it.
- Level 2: PC and Hireling mutants get the best treatment available. They add +1 to their maximum hit points for each level. Also, mutants encountered in the wild have a 30% chance of having used the hospital.
- Level 3: The Hospital’s surgeons can reverse One mutation, per mutant, per lifetime. Also, mutants encountered in the wild have a 40% chance of having used the hospital.
Nrrk’s Writing and Propaganda
A writer who chronicles the party’s many adventures, always presenting them in the most flattering light possible. These leaflets are then distributed as a free periodical throughout the Dome.
- Level 1: The party has a reputation for getting their jobs done, and doing them with style. If they mention their quasi-celebrity status while negotiating pay for a job, they can get an automatic 10% increase in the amount they would be paid.
- Level 2: If the party does something they are worried will reflect poorly on them, they can cover it up. This only allows them to obfuscate a single action per session, but will not throw off any determined investigation. Instead, using this option will confuse the general public. Nobody will be quite sure what the facts are, and thus no united effort against the party will be able to form.
- Level 3: The party gets a +1 to their initial reaction roll with anyone who lives on the surface, is literate, and doesn’t have some reason to hate them. For each individual, there is a 50% chance that they’re literate.
Don Harper’s Fun Zone – Front of House
A place full of pinball, arcade machines, and other fun distractions. Also has an adult section with exotic dancer and drugs.
- Uses the RAW LotFP investment rules.
- Investment level is RISKY
- Current Investment amount is 20,000cc
- Investment was started in February 2517.
Don Harper’s Fun Zone – Back of House
The fun and games of the front-of-house is all just a lure, to get people in the door. Once they’re there, the Cult of Akiovasha will attempt to recruit anyone who seems like they might be dissatisfied with life. In the words of Don Harper “Kinda like the Foot Clan hangout in the TMNT movie.”
- Level 1: Each Haven Turn, there’s a 3-in-6 chance that the growth of the Cult of Akiovasha is improved by 1.
- Level 2: The potential extra growth increases to 2.
- Level 3: The potential extra growth increases to 3.
When players are managing investments or domains, it can be assumed that part of their funds are used to finance buildings. Obviously, businesses need a space to operate out of, and a populace will need houses to live in. Buildings exist, but the specifics are neither important, nor interesting. It’s enough simply to know that there are buildings.
If the players wish to construct a personal stronghold, however, they’ll likely be much more interested in managing the details. And so, a more granular system is required.
The first thing that is needed is a place to build. How the players acquire this will depend on the sort of game the referee is running, and where they want to build. If they’re building in a city, or a civilized land, they may need to purchase a deed, or earn a grant of land from a king. If they’re building out in a wilderness, they’ll need to make some effort to claim the area by clearing out any undesirables who would get in their way. However a territory is claimed, it should be handled through play.
The base cost of construction is 50 money. On the ground floor, each 10′ cube of space costs the base amount. For each floor above or below ground level, the cost of a 10′ cube increases by the base amount.
So, a 10′ cube on the second story (or on sublevel 1) would cost 100 money. A 10′ cube on the third story (or on sublevel 2) would cost 150 money, and so on, and so forth. Players are responsible for drawing out a map of what they would like to build, and calculating its costs.
The cost of construction includes basic furnishings. So the living spaces will have tables and chairs, the kitchens will have pots and pans, the bedrooms will have beds, etc. If the players wish for their furnishings to be of impressive quiality, they may pay the cost for their space as if it were one level higher (or lower) than it is. So a well-furnished ground level would cost 100 money per 10′ cube, and so on.
It should be noted that construction costs do not include the cost of labor. Hiring craftspeople to put everything together for you should be handled by whatever method of managing hirelings the referee uses. Each laborer can perform 250 money worth of construction in a month. So if you’re constructing a 20′ by 20′ ground-level building (four 10′ cubes, costing 200 money), a single worker can have it ready for you in a month. But, if you’re constructing a 30′ by 30′ ground-level building (nine 10′ cubes, costing 450 money), you’ll need 2 laborers if you want it done within a single month.
If the players want to place anything in the structure which requires special craftsmanship, that’s a flat 1000 money fee. That includes traps, secret doors, statues, or any particularly ornate bit of decorating. Anything too large to fit within a 10′ cube may cost more, as determined by the referee.
If the structure is being built by a Magic User, they will no doubt want to make it a magical place. They are free to create any purely cosmetic effects they wish, so long as those effects flow somewhat naturally from the spells the Magic User knows. So, if a Magic User knows any fire spells, they can cause their dragon statue to puff out bits of flame periodically. So long as it’s cosmetic, there is no cost.
However, if the Magic User wishes to imbue their home with any more substantive magics, such as a Cone of Cold trap, they’ll need to make some appropriate payment. In my game, I’ve been allowing players to turn their spells into permanent traps (with 24 hour resets) by performing a ritual that costs 1d4 * 100 experience points.
Most exterior constructions can be handled the same way. Moats, walls, and bridges can all be charged according to the base cost per 10′ cube rule. Roads, however, are a bit of a special case, since by their nature they are a simple construction meant to cover a vast space.
When players want to build a road, I charge them a flat 1000 money per mile.
First level characters have been pushed to the edge of society. That’s why they’re willing to to risk their lives delving into dungeons to search for treasure. Then, once they have treasure, they decide to make their OWN societies, in turn pushing a whole new generation of people to the edge, and perpetuating the vicious cycle that has allowed Dungeons & Dragons to persist through the ages.
The initial establishment of a domain is done through play. Usually it starts with the player’s citadel: they obtain some land, build a home, and gradually they invite people to live there. At some point, it stops being a single large household, and becomes a town.
Of course, players may also establish their domains intentionally by gathering together a group of settlers, and finding a space for them to live. This functions the same as acquiring a place to build a citadel. They need a tract of land, which they can reasonably claim to own, and which isn’t full of monsters who want to kill everyone. As above, this should be handled through play.
Once established, a player domain functions much like any other territory. It’ll have notable NPCs, shops, laws, etc. The difference is that the players can directly influence the shape and character of their domain. If they wish, they can write a code of laws. They can find NPCs they like out in the world, and offer them positions of authority. They can found industries, to ensure that certain goods or services are always available.
The possibilities inherent to running a domain are too infinite to be covered in 1/3rd of a blog post. A lot of it will need to be handled just by negotiation between the players and the referee. If the players decide to establish a universal basic income, the referee should figure out the upsides and downsides of doing so. If the players decide that all attractive residents of their domain must report to the castle for harem duty, that likewise should come with some consequences.
As a matter of basic structure, players can grow their domain by investing money into it. The more money a domain has, the higher level the domain becomes. The higher level a domain is, the more resources it will have access to.
The cost of leveling a domain is very high, but it is assumed that multiple high level characters are investing.
It should also be noted that the maximum extent of any domain is 1 hex. Once a domain reaches level 10, that hex contains a sprawling megalopolis, surrounded by well cultivated farmland. It has grown to its maximum extent, and if the players wish to continue improving their domain, they must expand by establishing a “new” domain in an adjacent hex, which will start at level 1.
||Cost to Reach
||Automatically achieved when a territory is cleared for settlement.
||Has a 1-in-6 chance to be able to provide any item or service which is mundane to the game world.
||Able to produce an army of 1d4 * 50
||Has a 2-in-6 chance to be able to provide any item or service which is mundane to the game world.
||Able to produce an army of 2d4 * 100
||Has a 3-in-6 chance to be able to provide any item or service which is mundane to the game world.
||Able to produce an army of 2d4 * 500
||Has a 4-in-6 chance to be able to provide any item or service which is mundane to the game world.
||Able to produce an army of 2d4 * 2000
||Has a 5-in-6 chance to be able to provide any item or service which is mundane to the game world.
Armies will function much as Fighter’s Armies do. However, they are not career warriors as those are. Domain armies are made up of farmers who will take up weapons in the name of their homeland, but can’t really be leveled up as fighters, and can’t be expected to stay away from home too long.
A domain army can be kept in the field for a number of months equal to the domain’s level, plus 2. After that, they’ll expect to be able to go home so they can be with their families, and tend to their own affairs.
Mundane Items & Services: If the players want something, this is the chance that their domain can provide it to them. This chance doesn’t include the most basic of items and services. There are some things that every domain will need to have in order to survive. So, if the players want food, or some simple blacksmithing, then that can be assumed.
However, if the players want their domain to provide them with access to siege equipment, casks of fine wine, or a warehouse of plate armor, that is going to require a roll.
Any time a roll is made, the result should be recorded. If a roll is successful, then the domain will always be able to provide that item or service. If it is unsuccessful, then the domain will not be able to provide that item or service until something changes.
The players can move something from the “unavailable” list to the “available” list in one of two ways:
- Each time the domain levels up, one item can be moved from one list to the other.
- The players may take direct action to to add new resources to the available list. For example, if they go to another land, find a skilled armorsmith, and convince them to set up shop in their domain, then full plate armor would become available.
Acknowledgement as a Person of Importance: As rulers, the players will be able to present themselves as visiting dignitaries in any land where their domains are known and respected.
To determine how far away from their territory the players can travel before they become nobodies again, add together the levels of all the player’s domains. Multiply that number by 5. The result is the number of hexes that a player can travel, and still assert their right to be treated as a visiting dignitary.
That’s all I’ve got to say about Domains for now. I’ve only just started having my players tinker with them, so I imagine I’ll have more to say once problems start cropping up. For now, though, I think this is a pretty solid basis for running a game.
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