I talked about the
settlement campaign a while back, and the idea has been percolating in my brain
since then. What I want to do is
outline, roughly, what game structures and information are necessary to run a
successful settlement campaign. Alexis
talks about players not choosing to settle (hah!) in favor of adventuring
because the supportive mechanics don't yet exist, but I think from the DM's
side of the issue, we have to know the kinds of things necessary to present
that option to our players - I gave my players a square mile of land and within
minutes I was scrambling to generate a whole lot of information about farming,
crop yields, sufficient caloric intakes, building times, and other stuff that I
hadn't prepared. They were patient as I
frantically researched and deferred answering questions, but that'd be enough
to dissuade most DMs from trying such a stunt again - the necessary knowledge
is probably no more to learn than what a well-researched DM knows about the
Medieval and Renaissance period, but because we don't know what we don't know,
it seems much more daunting. In many
ways it is an entirely new game because much of the rules we have do not apply
or cover the situations that will arise with land management.
So, it's time to
figure out what we don't know.
First, I think there
are two kinds of settlement campaigns, at least starting out. The first is to expand the frontier, moving
past the edge of civilization to create a new population hub. The community will still have strong ties and
frequent communication with the rest of the world and serve as an extension of
it. An example of this would be the
European colonization of Africa - once the Europeans had the technology to move
beyond the coasts, they'd gradually settle the land while keeping strong trade
and communication routes to the towns behind them. The second is like the American pioneers -
travelling for months before reaching their destination without a firm
connection to the rest of civilization.
It is about creating an entirely new, independent community.
There will be a lot
in common between the two, but the major difference is the expansionary
community still has access to the economic system of their community of
origin. The pioneer community doesn't -
they have to make, find, or do without.
That crucial difference will play out in a number of subtle ways - the
expansionary community will retain much of the customs and habits of their
origin, whereas the pioneer community, by necessity, will need to behaviorally
adapt to their new setting.
While I'm working on
an economic system similar to Alexis', I don't have one yet, and my world is
far less settled than his, lending more opportunities for parties to try the
pioneer campaign. Therefore, I'll focus my
attentions on the pioneer settlement campaign first, and come back to the
expansionary campaign after I've built a stronger framework. Now, the pioneers traveled in the early 19th
century, whereas the effective time period for many D&D worlds spans the
13th to 17th centuries. However, given
the technology of magic and somewhat more modern social infrastructure found in
most of these worlds, I don't think such a trek would be infeasible. Furthermore, I think the ability to build a
kingdom from the ground up would appeal to many, many players.
There are three main
phases to the pioneer campaign. The
first is the physical journey to the new digs, which includes surviving the
hostile wilderness and picking a good spot for the settlement. The second is the construction of that
settlement, and the third is creating a larger community (via alliances, war,
or just making babies and building more houses). Obviously, the community can and will develop
after that, but we need to be able to handle these three stages before we can
do anything else.
The physical journey
is just a hexcrawl, albeit one of extraordinary length. The Oregon Trail spanned just over 2,000
miles. Remember those 20-mile hexes on
my map? That's a 100-hex hexcrawl. Now, there were stops along the way, places
pioneers could resupply and recuperate, but at about the 1/3rd mark, these
supports fell away: Fort Laramie was, I believe, the last bastion of
civilization and left the pioneers some 1,400 miles to travel, with wagons
laden with all of the supplies they'd need.
They'd be expected to blaze much of the trail as they traveled, making
the wilderness a much more pervasive threat than most hexcrawls I've seen.
Remember Maslow's
Hierarchy of Needs? The final site
chosen has to provide some way of obtaining food, potable water, and a safe
place to sleep. Since this is still
D&D, it should also be a somewhat defensible site, and there should be a
number of monster dens and ruins nearby that the party will need to clear.
Once the resources
above have been harnessed and every person and animal has some kind of shelter,
the settlement has been established.
That's going to look very different depending upon what food and
building materials are easily available, and also the weather. Roofs are only necessary when precipitation
happens on a regular basis. Timber, sod,
and clay bricks are commonly-used building materials. Depending upon the area's climate, different
crops can be grown - rice paddies or wheat fields, root vegetables or vine
vegetables, berries or orchards.
At the third stage,
communities are self-sustaining and your players can look to expand their
influence, either by finding other communities settled in a similar way, making
the return journey to civilization to recruit more settlers, or waiting until
the next generation.
This is intended to
be a brief overview of the process, and I'll focus in-depth on each stage
drawing out more specific mechanical needs.
Just from this overview, though, we can make a list. We need a massive hexcrawl, the length and
hardship of which discourages casual travel back to civilization, we need to
know the climate of the settlement region as well as its ecologic, hydrologic,
and geologic makeup, we need to be able to generate a number of potential
settlement sites with advantages and disadvantages for each (which means we
need to find a way to mechanically evaluate settlement sites), we need to
determine the wild food resources available (to sustain the party until the
next planting season), we need to determine the threats in the area (dungeons,
lairs, large predators, etc.), and we need to determine what nonessential
resources are available (ore veins, cash crops, etc.) for trade or enrichment.
See, this is the
excellent thing about lists. Sure, it's
a lot to cover and we have barely started examining this process, but each of
these items is achievable and the whole process isn't quite as daunting
anymore, is it?
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