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GURPS 4th - Realm Management

GURPS 4th - Realm Management

Christopher R. Rice, Sean Punch
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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.
年:
2021
出版:
1
出版社:
Steve Jackson Games
语言:
english
页:
52
系列:
GURPS Realm Management
文件:
PDF, 2.09 MB
IPFS:
CID , CID Blake2b
english, 2021
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