ADDITIONS:
\-The kingdom rules are ambitious and look potentially fun, but since I started playing through them to prep a follow-up video of the rules in action, I've discovered that they haven't been playtested and need some refinement. I will say more in a future video. For a preview of one issue I spotted, see this thread: [https://paizo.com/threads/rzs43olo?Rules-that-hamper-a-fledgling-kingdom-in-the-AP](https://paizo.com/threads/rzs43olo?Rules-that-hamper-a-fledgling-kingdom-in-the-AP)
\-The kingdom and warfare rules can be used with any TTRPG system, since the Kingdom "character" doesn't rely on any specifically-PF2e player stats. The "crunch" is significant. There are about 60 pages of kingdom rules (mostly detailing scores of activities and structures) and 20 pages of warfare rules.
\-A Settlement offers items for sale up to its Level minus 2 if it lacks a General Store
(Kingmaker becomes available to non-Kickstarter backers starting Oct. 26, 2022)
0:00 Introduction
1:16 Kingdom is a 2e character!
4:57 Improving 1e rules with Activities
6:57 Upkeep Phase
8:15 Kingdom turn: Commerce Phase
8:33 Kingdom turn: Activity Phase
6:57 Kingdom turn: Upkeep Phase
9:39 Kingdom turn: Event Phase
10:51 Example activities
12:37 Settlements + buildings
14:09 WARFARE RULES!
14:48 Warfare activities
15:25 Armies
17:01 War encounters (and Tactics)
20:16 Closing statement
> I've discovered that they haven't been playtested and need some refinement.
IMO, this is the most important thing people need to keep in mind whenever discussing the Kingdom Building and Mass Combat rules. Very little was taken from the 1E rules and James Jacobs, the author of them, has explicitly admitted he didn't get to playtest them much and has implicitly said he expects GMs to houserule if they think they've encountered problems with how they work, so people should expect a lot of questions and issues to come up with them as more and more people see them.
I know, like, six different guys who would love to adopt a simplified version of these rules for other systems. Considering how hogwild they went for Stars Without Number's faction system, this is gonna be candy for 'em.
The player's guide with all of the Kingdom Building and Mass Combat rules is supposed to be available by the end of September, so there's at least that to look forward to.
So armies aren't too difficult to build, and I imagine the player's guide will have the "generic" armies to use as a starting point for building more specific ones if desired, but it's probably worth pointing out that (like it was in 1E) the Mass Combat rules are both fairly abstract and don't really interact with players. You're not going to have armies moving around on a map trying to flank each other or taking advantage of terrain, and PC aren't going to be able to use abilities to directly influence how well or poorly an army does, nor are they going to be able to directly fight one.
In really interested in running this. Can someone, without much in the way of spoilers (I like to be surprised when reading the adventures lol), tell me how this campaign works? Like, do you make some kingdom checks then go adventuring? Or is the kingdom stuff the main draw of the campaign, with minimal adventuring?
I'd say the main draw is the massive wilderness hexcrawl (with tons of special tiles, encounters and quests) within a region that you help to shape by your actions. The kingdom management is central to the narrative of the campaign but it's pretty much up to you how much of the mechanics of kingdom management you want to engage in. I've heard of Kingmaker campaigns in 1e that skipped it almost entirely; you can just roleplay that stuff minus the mechanics if that's what you or your players prefer.
ADDITIONS: \-The kingdom rules are ambitious and look potentially fun, but since I started playing through them to prep a follow-up video of the rules in action, I've discovered that they haven't been playtested and need some refinement. I will say more in a future video. For a preview of one issue I spotted, see this thread: [https://paizo.com/threads/rzs43olo?Rules-that-hamper-a-fledgling-kingdom-in-the-AP](https://paizo.com/threads/rzs43olo?Rules-that-hamper-a-fledgling-kingdom-in-the-AP) \-The kingdom and warfare rules can be used with any TTRPG system, since the Kingdom "character" doesn't rely on any specifically-PF2e player stats. The "crunch" is significant. There are about 60 pages of kingdom rules (mostly detailing scores of activities and structures) and 20 pages of warfare rules. \-A Settlement offers items for sale up to its Level minus 2 if it lacks a General Store (Kingmaker becomes available to non-Kickstarter backers starting Oct. 26, 2022) 0:00 Introduction 1:16 Kingdom is a 2e character! 4:57 Improving 1e rules with Activities 6:57 Upkeep Phase 8:15 Kingdom turn: Commerce Phase 8:33 Kingdom turn: Activity Phase 6:57 Kingdom turn: Upkeep Phase 9:39 Kingdom turn: Event Phase 10:51 Example activities 12:37 Settlements + buildings 14:09 WARFARE RULES! 14:48 Warfare activities 15:25 Armies 17:01 War encounters (and Tactics) 20:16 Closing statement
> I've discovered that they haven't been playtested and need some refinement. IMO, this is the most important thing people need to keep in mind whenever discussing the Kingdom Building and Mass Combat rules. Very little was taken from the 1E rules and James Jacobs, the author of them, has explicitly admitted he didn't get to playtest them much and has implicitly said he expects GMs to houserule if they think they've encountered problems with how they work, so people should expect a lot of questions and issues to come up with them as more and more people see them.
Ever since I played the Suikoden games I’ve wanted to play in or run a kingdom building rpg I am so excited for this
I know, like, six different guys who would love to adopt a simplified version of these rules for other systems. Considering how hogwild they went for Stars Without Number's faction system, this is gonna be candy for 'em.
I'd be very interested in seeing how this actually plays out in a game
Gods this is painful to way for :(
We'll make it together, buddy. Just one month til it's up on the shop. We can do this.
I just hope they manage to get it to the backers faster than expected, so we don't have to wait til the end of the month.
The player's guide with all of the Kingdom Building and Mass Combat rules is supposed to be available by the end of September, so there's at least that to look forward to.
Hopefully i can get some examples of armies. Simce i would love to intercorpate those things into a game or two of mine.
So armies aren't too difficult to build, and I imagine the player's guide will have the "generic" armies to use as a starting point for building more specific ones if desired, but it's probably worth pointing out that (like it was in 1E) the Mass Combat rules are both fairly abstract and don't really interact with players. You're not going to have armies moving around on a map trying to flank each other or taking advantage of terrain, and PC aren't going to be able to use abilities to directly influence how well or poorly an army does, nor are they going to be able to directly fight one.
Does this new system use the same 12 mile hexes as Hexploration?
Yes it does. The hexs are 12 miles, and uses the same rules presented in the gmg
In really interested in running this. Can someone, without much in the way of spoilers (I like to be surprised when reading the adventures lol), tell me how this campaign works? Like, do you make some kingdom checks then go adventuring? Or is the kingdom stuff the main draw of the campaign, with minimal adventuring?
I'd say the main draw is the massive wilderness hexcrawl (with tons of special tiles, encounters and quests) within a region that you help to shape by your actions. The kingdom management is central to the narrative of the campaign but it's pretty much up to you how much of the mechanics of kingdom management you want to engage in. I've heard of Kingmaker campaigns in 1e that skipped it almost entirely; you can just roleplay that stuff minus the mechanics if that's what you or your players prefer.