I am in a kingmaker game and I actually like Kingdom turns. We’ve done over 50 turns and with the foundry module, it’s buttery smooth. I don’t understand the “hate” thrown towards it.
Thanks for adding this positive feedback. My group is 2 years into play and just about to start Kingdom building - albiet all in person, not foundry. I've tried my best to be prepped to make this flow nicely with imput from V&K and others. My group seems excited for it - and it seems pertinent to make it work to help with Warfare later down the road. Glad to finally hear from a a group enjoying it!
@@Ripgardian the main reason the foundry module works well is that it lays out all the options. The rolls themselves are pretty straightforward. The DC is always the same-ish. Unlike the video game, the kingdom does not use the players’ stats so who is in which role is mostly cosmetic. It does take 2-5 turns to get the flow of things and if you do them back to back, the first 2-5 turns will take most of one 3-4 hour session. Once you understand the flow, it goes by rather quickly. It did help that we as players really read all our options and didn’t need the GM to do much handholding. @DiceAsylum agreed, some people like it some don’t. I’m still glad you liked the module enough to rank it high and play with multiple groups.
For my group, it was basically council meeting time lol. We spent many hours determining what would be the best thing for the kingdom and if it was viable, mostly in character. The kingdom's infrastructure project never quite finished though
Thanks! It’s free form roleplay with a lot of improvisation. Maybe I’ll make a video on it; the long and short of it is pick a kingdom event and just run with it. Again, it’s not perfect. But we enjoyed it more than the kingdom turns.
Good video! I plan on running KM when my group gets back together (soon.... D:), so I found your insight very useful! I'll have to check out the Kingdom Rules fixes, I've heard horror stories about them.
Great video. I played a Kingmaker table where the GM decided to use Sine Nomines "An Echo, Resounding: A Sourcebook for Lordship and War" supplement. The rules for mass warfare and making a kingdom are extremely simple and intuitive. I recommend checking it out.
One very specific class-focused issue with the hexploration and travel is that if it's raining or snowing, then RAW after 4 hours of travel everyone gets fatigue. Generally this isn't a huge deal, except for Barbarians, who cannot access their rage at all if they are fatigued. It's a wrinkle to those rules that feels like it punishes one class disproportionately.
I've been looking at alternate kingdom systems to homebrew in, and Worlds Without Number's faction system is my plan going forward. It's lightweight enough to background if needed, but provides just enough to make management decisions feel useful. Whereas Kingmaker's kingdom building is very micro-focused, WWN keeps the focus on the big picture and generating roleplay hooks.
I think the Leadership subsystem is much more what people would want from the titles in the Kingdom system. Instead you HAVE to fill all but 2 positions and those positions only matter during War, then you HAVE to fill those. I was so excited and so disappointed, I tried to get people to make a theme. Lets use the Undead PC rules and build our own Geb! or lets use the Battlezoo Dragon rules and make our own Chroma Conclave!
Heya! Some examples: -An abandoned iron mine that was the spot for a short quest and had all sorts of creepy crawlies. -An old dwarven ruin, that was actually already looted/searched by the other party, and had interesting architecture and lore. - An entire manor that was the subject of someone's backstory that ended up having a rift to the river of souls split open and there was an entire event that was prevented by the players so that they didn't destroy the stolen lands. It's a whole story. - A traveling carnival.
Kingmaker is for those of us who missed out on the original eradication of the thylacine population. Here in this premium AP, you, dear reader, can know what it's like to hunt an extinct species into extinction!
I'm running the Kingdom rules using Vance / Krenshara rules and it's working okay. One of our players hates it though, but others like it. We've moved the Kingdom turns online so she doesn't have to sit around the table and be bored but we can fill her in on what happend 10 min before game time. That seems to be working okay. The biggest problem for me is that vast amount of travel time. I just don't want to run random encounters every time the players want to travel from their capital to a quest location. It bogs down the game so much, but I feel if I don't run them, the world doesn't feel dangerous like it should. What do you suggest I do?
@@lergof0202 as for travel time, i used roads that you build during kingdom turns as “fast travel” and handwave away camping at higher levels. Also, for areas already visited I don’t do random encounters (especially places they’ve been in for a while). Hopefully this advice helps!
@@LunaticDice yeah, my party is level 6 now and I think I’m about done camping. They have enough healing resources to make any random encounter we get just a time sink. Once they are solidly into tier 2, basic survival shouldn’t be an issue for them and they are starting to move into regional heroes whose time should be spent dealing with regional problems. Not hunting and setting up watches.
Did you had any procedures to scale the fail or critical fails (or sucesses) in the homebrewed version of kingdom turns. I am playing a solo sandbox game and i am testing compatible systems (bfrpg, wwn)? how did you manage warfare turns? PD. i was too overwhelmed by all the kingdom rules.
We're not to the warfare part of the AP yet, but I'll probably be narrating things and getting ideas from "Kingdom in the Background". We won't be able to do proper warfare rules, as that needs Kingdom rules to function.
As per your other question, it’s still a work in progress personally. I just know we don’t really like the rules but we are still trying to figure out something better. The freeform role play stuff has been working so far though; at least for 5 month’s worth of kingdom turns
PSA: Crossing rivers in the rain is the deadliest enemy you can encounter in the early levels
Bridge to Terabithia definitely showed us that!
I liked & commented because of the crown! Royal!
I am in a kingmaker game and I actually like Kingdom turns. We’ve done over 50 turns and with the foundry module, it’s buttery smooth. I don’t understand the “hate” thrown towards it.
It didn't work out for my group! I'm glad it's working out for you though. Let me know how you all are running them!
Thanks for adding this positive feedback. My group is 2 years into play and just about to start Kingdom building - albiet all in person, not foundry. I've tried my best to be prepped to make this flow nicely with imput from V&K and others. My group seems excited for it - and it seems pertinent to make it work to help with Warfare later down the road. Glad to finally hear from a a group enjoying it!
@@Ripgardian the main reason the foundry module works well is that it lays out all the options. The rolls themselves are pretty straightforward. The DC is always the same-ish. Unlike the video game, the kingdom does not use the players’ stats so who is in which role is mostly cosmetic. It does take 2-5 turns to get the flow of things and if you do them back to back, the first 2-5 turns will take most of one 3-4 hour session. Once you understand the flow, it goes by rather quickly. It did help that we as players really read all our options and didn’t need the GM to do much handholding.
@DiceAsylum agreed, some people like it some don’t. I’m still glad you liked the module enough to rank it high and play with multiple groups.
For my group, it was basically council meeting time lol. We spent many hours determining what would be the best thing for the kingdom and if it was viable, mostly in character. The kingdom's infrastructure project never quite finished though
Very good overview! Would love to see more on the kingdom system you use
Thanks! It’s free form roleplay with a lot of improvisation. Maybe I’ll make a video on it; the long and short of it is pick a kingdom event and just run with it. Again, it’s not perfect. But we enjoyed it more than the kingdom turns.
Pathfinder once again shows more love to fans of D&D campaign settings like Birthright than Dungeons and Dragons.
Good video! I plan on running KM when my group gets back together (soon.... D:), so I found your insight very useful! I'll have to check out the Kingdom Rules fixes, I've heard horror stories about them.
Great video. I played a Kingmaker table where the GM decided to use Sine Nomines "An Echo, Resounding: A Sourcebook for Lordship and War" supplement. The rules for mass warfare and making a kingdom are extremely simple and intuitive. I recommend checking it out.
Great suggestion! Thank you!
One very specific class-focused issue with the hexploration and travel is that if it's raining or snowing, then RAW after 4 hours of travel everyone gets fatigue. Generally this isn't a huge deal, except for Barbarians, who cannot access their rage at all if they are fatigued. It's a wrinkle to those rules that feels like it punishes one class disproportionately.
I've been looking at alternate kingdom systems to homebrew in, and Worlds Without Number's faction system is my plan going forward. It's lightweight enough to background if needed, but provides just enough to make management decisions feel useful. Whereas Kingmaker's kingdom building is very micro-focused, WWN keeps the focus on the big picture and generating roleplay hooks.
I think the Leadership subsystem is much more what people would want from the titles in the Kingdom system. Instead you HAVE to fill all but 2 positions and those positions only matter during War, then you HAVE to fill those. I was so excited and so disappointed, I tried to get people to make a theme. Lets use the Undead PC rules and build our own Geb! or lets use the Battlezoo Dragon rules and make our own Chroma Conclave!
more gold at lvl 1 isn't an issue if the shop is in shortage of striking rune 😅
or other lvl 4 items also.
I'd love to see some of the additional content you added in terms of hexploration and encounters... :)
Heya! Some examples:
-An abandoned iron mine that was the spot for a short quest and had all sorts of creepy crawlies.
-An old dwarven ruin, that was actually already looted/searched by the other party, and had interesting architecture and lore.
- An entire manor that was the subject of someone's backstory that ended up having a rift to the river of souls split open and there was an entire event that was prevented by the players so that they didn't destroy the stolen lands. It's a whole story.
- A traveling carnival.
Kingmaker is for those of us who missed out on the original eradication of the thylacine population. Here in this premium AP, you, dear reader, can know what it's like to hunt an extinct species into extinction!
Just reached level 3 in our Kingmaker game. Lots of fun so far. I’m thinking we might skip the kingdom rules, or otherwise run them out of session.
That map looks good. It's from the Foundry mod, I assume?
Yes, it's from the official Foundry Kingmaker mod!
I'm running the Kingdom rules using Vance / Krenshara rules and it's working okay. One of our players hates it though, but others like it. We've moved the Kingdom turns online so she doesn't have to sit around the table and be bored but we can fill her in on what happend 10 min before game time. That seems to be working okay. The biggest problem for me is that vast amount of travel time. I just don't want to run random encounters every time the players want to travel from their capital to a quest location. It bogs down the game so much, but I feel if I don't run them, the world doesn't feel dangerous like it should. What do you suggest I do?
@@lergof0202 as for travel time, i used roads that you build during kingdom turns as “fast travel” and handwave away camping at higher levels. Also, for areas already visited I don’t do random encounters (especially places they’ve been in for a while). Hopefully this advice helps!
@@LunaticDice yeah, my party is level 6 now and I think I’m about done camping. They have enough healing resources to make any random encounter we get just a time sink. Once they are solidly into tier 2, basic survival shouldn’t be an issue for them and they are starting to move into regional heroes whose time should be spent dealing with regional problems. Not hunting and setting up watches.
Did you had any procedures to scale the fail or critical fails (or sucesses) in the homebrewed version of kingdom turns. I am playing a solo sandbox game and i am testing compatible systems (bfrpg, wwn)? how did you manage warfare turns? PD. i was too overwhelmed by all the kingdom rules.
We're not to the warfare part of the AP yet, but I'll probably be narrating things and getting ideas from "Kingdom in the Background". We won't be able to do proper warfare rules, as that needs Kingdom rules to function.
As per your other question, it’s still a work in progress personally. I just know we don’t really like the rules but we are still trying to figure out something better. The freeform role play stuff has been working so far though; at least for 5 month’s worth of kingdom turns