Tell me how to Nation-Build the Cold Frontier with GURPS

vendredi 13 mars 2015

So far, GURPS 4E has the supplements "Mass Combat", "City Stats", "Social Engineering", and now "Boardroom and Curia". Which seems to begin to approximate a nation-building system for GURPS - but I haven't looked too closely at these systems yet.



And as it happens, I actually am running a nation-building game at the moment - my "Cold Frontier" campaign. You can read a lot of background material here, but the gist of it is that the PCs started as explorers at a remote northern "wilderness" continent (think Pacific Northwest/Northern Canada/Alaska) and are now building up a colony for the local equivalents of the British East India/Hudson Bay Companies.



At the time being, I decided to use the Pathfinder Kingdom Building rules for the nation-building aspects (I have discussed a GURPS "interface" for these rules elsewhere on this board), and I am not going to switch those rules in mid-campaign.



However, I have recently started to hunt for a new job, and once I find one I will likely move to a new city - which means that I will have the opportunity to "reboot" the campaign. If I can convince my hypothetical future group to use GURPS, I would like to use this opportunity to try out all these new rule-systems for the nation-building parts.



So... walk me through these system, tell me what I need to use and how to use them, about the stuff that's still missing, and I might be able to give you ongoing reports on how these work out in play.



Sounds like a deal?





So, what's needed for this campaign? Well, the mission statement for the Colony is basically: "Go forth and make us some serious money!"



Initially, the PCs start out with a trade outpost, but once the Company gets serious about establishing a colony, they will send a number of shiploads of colonists and resources. There are ample of natural resources in the area, but these have to be extracted. There nearby tribes which need to be either negotiated with, traded with, or defended against. There are hostile monsters which the colony needs to protect itself from. The initial settlement needs all sorts of infrastructure projects to expand and grow (the Pathfinder rules have a huge list of those). The colony will also need to claim and hold new territory (I am using a hex grid map with a side-to-side diameter of 10 miles). New settlements will have to be founded to support that territory.



And once some of the deeper secrets of the continent become revealed, the colony needs to invest in serious scientific research for figuring out the previous civilizations whose ruins can be found in the area (some of which were more advanced, and not all of them human). And in the endgame they will have to build a railroad network spanning more than 200 miles into the interior in order to control and restore an ancient ruin which has the power to truly change the world.



So... where do I start?

Tell me how to Nation-Build the Cold Frontier with GURPS

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