Kingdom play, use Kingdom Building rules for roles and starting up. Teams may decide what government type they wish to have for their kingdom.
Dual kingdoms, three items needed to be recognized as king. 1 crown, 1 scepter, 1 sword. 3 macguffins to locate and contest.
Hire heroes/villains to locate and contest relics and perform other duties. Scouts can reveal the map locals that they explore when they return to the kingdom. Workers can build structures and each kingdom will have one upgrade building of their choice and a village to supply food.
The end of the game is the final siege of the enemy kingdom, convincing the other city-states of rightful rule with the royal relics, or by eliminating the other team members via Manifest Destiny.
Main characters rule kingdom as council members. Social thread is used for interactions between PCs. Two separate threads for their story elements.
Honor system is paramount!
Prep needed: Suitable grid map, locations, other possible city-states, misc. treasures, world events, contestable geographical points. Tribes of monster races. Fog of war for the map and between the two starting points, each with 3 hexes and the capital city. Likely a medium sized map.
Manifest Destiny: Each character will have a favored enemy bonus vs. one other character. This is for both teams and is randomly determined. PCs are to be unaware, but have certain hints when near their chosen target. The same is true with the prey, they will receive hints on having the hunter nearby. If a PC dies to anyone but the chosen hunter, they may be resurrected using their kingdom's funds.
Character Creation:
Use same array for all characters.
Use tier system and allow teams of 12 points each.
Ban Summoners.
Ban Archetypes, except for martials.
Map Notes:
Hex grid of 8 by 12.
"Good and Bad side"
Good side has gnolls as starting enemies. Bad side has Hobgoblins.
Dual kingdoms, three items needed to be recognized as king. 1 crown, 1 scepter, 1 sword. 3 macguffins to locate and contest.
Hire heroes/villains to locate and contest relics and perform other duties. Scouts can reveal the map locals that they explore when they return to the kingdom. Workers can build structures and each kingdom will have one upgrade building of their choice and a village to supply food.
The end of the game is the final siege of the enemy kingdom, convincing the other city-states of rightful rule with the royal relics, or by eliminating the other team members via Manifest Destiny.
Main characters rule kingdom as council members. Social thread is used for interactions between PCs. Two separate threads for their story elements.
Honor system is paramount!
Prep needed: Suitable grid map, locations, other possible city-states, misc. treasures, world events, contestable geographical points. Tribes of monster races. Fog of war for the map and between the two starting points, each with 3 hexes and the capital city. Likely a medium sized map.
Manifest Destiny: Each character will have a favored enemy bonus vs. one other character. This is for both teams and is randomly determined. PCs are to be unaware, but have certain hints when near their chosen target. The same is true with the prey, they will receive hints on having the hunter nearby. If a PC dies to anyone but the chosen hunter, they may be resurrected using their kingdom's funds.
Character Creation:
Use same array for all characters.
Use tier system and allow teams of 12 points each.
Ban Summoners.
Ban Archetypes, except for martials.
Map Notes:
Hex grid of 8 by 12.
"Good and Bad side"
Good side has gnolls as starting enemies. Bad side has Hobgoblins.
Moderators: TimTowtiddy Rivine Talverin Miss Ghoster Aine Krispythekritter