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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: danbuter on February 05, 2013, 12:11:03 AM

Title: Players as colonists
Post by: danbuter on February 05, 2013, 12:11:03 AM
One setting I think never gets enough attention for fantasy is the brand-spanking new colony. The players are right off the ships. There is a small town and some docks. Go ten miles inland, and it's largely unmapped wilderness filled with savages.

This also allows the players to have a variety of backgrounds. Maybe they came from a cosmopolitan Empire. Maybe it's just a bunch of prisoners dumped off at a work camp (in preparation for the "real" colonists). Maybe one of the players is a friendly native.
Title: Players as colonists
Post by: Piestrio on February 05, 2013, 12:34:12 AM
Quote from: danbuter;624964One setting I think never gets enough attention for fantasy is the brand-spanking new colony. The players are right off the ships. There is a small town and some docks. Go ten miles inland, and it's largely unmapped wilderness filled with savages.

This also allows the players to have a variety of backgrounds. Maybe they came from a cosmopolitan Empire. Maybe it's just a bunch of prisoners dumped off at a work camp (in preparation for the "real" colonists). Maybe one of the players is a friendly native.

Isn't that the setup for the new L5R box set "Second City"?
Title: Players as colonists
Post by: dsivis on February 05, 2013, 12:40:32 AM
QuoteOne setting I think never gets enough attention for fantasy is the brand-spanking new colony. The players are right off the ships. There is a small town and some docks. Go ten miles inland, and it's largely unmapped wilderness filled with savages.

This also allows the players to have a variety of backgrounds. Maybe they came from a cosmopolitan Empire. Maybe it's just a bunch of prisoners dumped off at a work camp (in preparation for the "real" colonists). Maybe one of the players is a friendly native.

Do a game based off of Dwarf Fortress. You know you want to.
Title: Players as colonists
Post by: talysman on February 05, 2013, 12:40:53 AM
I was playing around with somne tools once for establishing a settlement/colony. Mostly because I was playing a lot of Dwarf Fortress at the time, and I realized like you there hasn't been much done like that.
Title: Players as colonists
Post by: Imp on February 05, 2013, 01:24:14 AM
This is one of my more favored adventure setups, yes.
Title: Players as colonists
Post by: danbuter on February 05, 2013, 01:30:10 AM
Quote from: Piestrio;624966Isn't that the setup for the new L5R box set "Second City"?

I have no idea. I haven't messed with that game in years.
Title: Players as colonists
Post by: Daddy Warpig on February 05, 2013, 05:52:18 AM
Quote from: danbuter;624964One setting I think never gets enough attention for fantasy is the brand-spanking new colony.
It appears but rarely in fantasy RPG's. Wasn't Maztica something like this?
Title: Players as colonists
Post by: jibbajibba on February 05, 2013, 06:10:49 AM
We did one where we were missionaries 100% priest game but using variants to get martial orders, inquisitors and scholars.

Worked well until the second TPK then became hard to see where the replacement PCs were coming from......

As an aside read the new Abercrombie book Red Country. Basically a fantasy take on Wagon Train with a sprinkling of Pale Rider and Paint Your Wagon (only with less music).
Title: Players as colonists
Post by: crkrueger on February 05, 2013, 06:21:17 AM
AD&D never really did this (until maybe Bloodstone I guess).

BD&D had B10 - Night's Dark Terror, and CM1 - Test of the Warlords.

There hasn't been much written about how to run a colony though that I remember, which means in general D&D games, players end up just being the the scouts/outriders/enforcers for a community instead of an actual part of it with land, responsibilities etc.

There are some areas tailor-made for this though, for example the Black River area in Conan, where Aquilonia is pushing into the Pictish Wilderness.  Sword and Sorcery meets Last of the Mohicans.

Even though I don't think there is stuff there technically for building a new colony from the ground up, Harnmanor, ACKS and AER all would have information on economy, etc...

Anyone know any good gaming books out there that has info/rules on creating and building a colony?
Title: Players as colonists
Post by: smiorgan on February 05, 2013, 07:09:24 AM
Since you mentioned it I quickly thought of some themes and things you could do with a colonist scenario:
- mismatched characters thrown together
- meritocracy
- far from home
- resource management (or die)
- settlement borders on wild area, ripe for exploration and danger
- negotiation with locals
- internal power struggles
- everyone suddenly equal
- strange cultures and gods
- mysterious pasts, fresh starts and redemption
- aliens
- new drugs and addiction
- small communities where everyone knows everyone else
- dwindling stocks of luxuries from home

That took five minutes! You're right, colonies are just awesome.
Title: Players as colonists
Post by: jibbajibba on February 05, 2013, 07:33:38 AM
LIke I said the trouble I actually found was replacement PCs.
If you are part of the first colony, say 1 ship.  After a battle and then some PCs deaths its really hard to get replacement PCs .
Title: Players as colonists
Post by: One Horse Town on February 05, 2013, 08:02:04 AM
Way back when Black Industries were still in charge of WFRP, i was a few inches away from writing what i considered a proper Border Princes supplement for the forum.

This would have been all about 'upgrading' your chunk of appropriated land in order to attract more colonists - stuff like building bridges, mills, watch-towers, livestock pens, and recruiting progressively more (and more badass) troops. Mining, forestry, trade routes, setting up business enterprises so you can bring in more money etc. Clearing your land of monsters, negotiating with adjoining clans/domains/monsters, creating a dynasty, political alliances and the like.

Basically a Civilisation mini-game within the WFRP framework.

I was big on Birthright at the time too, so that may have influenced me somewhat.

Never got round to it though.
Title: Players as colonists
Post by: estar on February 05, 2013, 08:09:45 AM
Quote from: danbuter;624964One setting I think never gets enough attention for fantasy is the brand-spanking new colony. The players are right off the ships. There is a small town and some docks. Go ten miles inland, and it's largely unmapped wilderness filled with savages.

This also allows the players to have a variety of backgrounds. Maybe they came from a cosmopolitan Empire. Maybe it's just a bunch of prisoners dumped off at a work camp (in preparation for the "real" colonists). Maybe one of the players is a friendly native.

That what Points of Light 2:The Sunrise Sea (http://www.goodman-games.com/4381preview.html) is about. There are three setting in it each depicting a different type of colonial situation. Sugar and Spice Island, Native Empires, and a Settlement Colony.
Title: Players as colonists
Post by: RandallS on February 05, 2013, 08:38:49 AM
The early C modules for the Companion level of BECMI (The ones set in Norwald) were something like this, only the characters were high level.
Title: Players as colonists
Post by: Zachary The First on February 05, 2013, 09:06:03 AM
There was a Birthright novel (The Spider's Test?) that had the hero setting up a new settlement. That idea stuck with me, and I used it for a couple of campaigns.

Keep in mind, there's also transportation. For whatever crimes, the players are sentenced to death, but have it commuted to transportation for a period of 5 years to the remote outpost on the Frost Giant Frontier, where the kingdom desperately wants to build up at least some sort of presence....

Honestly, it's something I'd love to see more resources for.
Title: Players as colonists
Post by: jibbajibba on February 05, 2013, 09:16:44 AM
Quote from: Zachary The First;625082There was a Birthright novel (The Spider's Test?) that had the hero setting up a new settlement. That idea stuck with me, and I used it for a couple of campaigns.

Keep in mind, there's also transportation. For whatever crimes, the players are sentenced to death, but have it commuted to transportation for a period of 5 years to the remote outpost on the Frost Giant Frontier, where the kingdom desperately wants to build up at least some sort of presence....

Honestly, it's something I'd love to see more resources for.

Transportation idea reminds me of a great one shot we did based on Abslom Daak, Dalek Killer. Truely excellent fun.
Title: Players as colonists
Post by: Zachary The First on February 05, 2013, 09:24:08 AM
Quote from: jibbajibba;625087Transportation idea reminds me of a great one shot we did based on Abslom Daak, Dalek Killer. Truely excellent fun.

It also sort of takes away the issue you mentioned with colonial characters, which is that of replacing fallen folks. There's always a fresh boat of killers, political exiles, and folks on the wrong side of a rebellion to be had....
Title: Players as colonists
Post by: Zachary The First on February 05, 2013, 09:36:29 AM
Actually, are there any good supplements that deal with settlement creation out there?

Edit: I have Midkemia's Cities, which is awesome. But I was thinking more of building a small settlement/colony from scratch.
Title: Players as colonists
Post by: Drohem on February 05, 2013, 10:46:09 AM
Quote from: Daddy Warpig;625039Wasn't Maztica something like this?

Yes.
Title: Players as colonists
Post by: Piestrio on February 05, 2013, 10:49:27 AM
I think the concept has legs for a "directed sandbox" sort of game. The players have a whole wilderness to freely explore but they still have some concrete goals that some groups/players struggle to develop on their own, make money for the crown, claim land, forge alliances, etc...

Hrmmmm...
Title: Players as colonists
Post by: Iron Simulacrum on February 05, 2013, 12:05:46 PM
The sandbox area of the Shores of Korantia book I am writing for RQ6 is exactly this. Play starts in a recently founded colony with landgrabs on offer and wilderness to tame.
Title: Players as colonists
Post by: DestroyYouAlot on February 05, 2013, 12:15:32 PM
Quote from: dsivis;624969Do a game based off of Dwarf Fortress. You know you want to.

We did.  It was awesome.  :D

Full party of dwarves, one hired human thief from the human settlement.  We were scouting the region for (re-)colonization, which more or less consisted of researching old dwarf holdings in the area, then cleaning them out.  As we progressed in the region, the home kingdom would send caravans of dwarf laborers, artisans and dwarf-at-arms (heh) to bolster our holdings.  Much fun and monster genocide was had by all.

That said, it didn't go into the "Oregon Trail" aspect nearly as much as I would've liked.  Me, I'd love to get more into the nuts and bolts of a NEW colony.  There are already several different versions of mining/excavation rules in AD&D (one version or another), and lots of support in the various domain management systems (1e, BECMI, I guess ACKS), but there's definitely room for expansion in the myriad other areas covered by a game like Dwarf Fortress.
Title: Players as colonists
Post by: DestroyYouAlot on February 05, 2013, 12:23:44 PM
One thing that's always bugged me is the lack of a definitive hunting system.  On the one hand, for a standard AD&D game, encounter rolls and the DM's prerogative are certainly sufficient.  However, I'd love a system that had hard and fast rules on how much meat a single hunter could bring in given
Title: Players as colonists
Post by: talysman on February 05, 2013, 01:16:05 PM
Here's a summary of the rules I came up with for colonies: it's mostly a matter of reaction rolls, loyalty rolls, and morale.
This all assumes willing colonists, rather than the transported prisoners people are suggesting above. But if the colony is going well, it will grow naturally, which means that there's a steady stream of replacements for dead PCs.

I had some other ideas that involved using drop dice charts to determine random events, but if I ever get around to writing this up as a supplement, I'll probably change them. I've created a new "colony" tag on my blog (http://9and30kingdoms.blogspot.com/search/label/colony) to gather the various posts, though.
Title: Players as colonists
Post by: J Arcane on February 05, 2013, 01:18:35 PM
This would be a good second phase to a Hulks and Horrors campaign, I think.
Title: Players as colonists
Post by: The Butcher on February 05, 2013, 02:36:25 PM
Quote from: CRKrueger;625049AD&D never really did this (until maybe Bloodstone I guess).

BD&D had B10 - Night's Dark Terror, and CM1 - Test of the Warlords.

There hasn't been much written about how to run a colony though that I remember, which means in general D&D games, players end up just being the the scouts/outriders/enforcers for a community instead of an actual part of it with land, responsibilities etc.

There are some areas tailor-made for this though, for example the Black River area in Conan, where Aquilonia is pushing into the Pictish Wilderness.  Sword and Sorcery meets Last of the Mohicans.

Even though I don't think there is stuff there technically for building a new colony from the ground up, Harnmanor, ACKS and AER all would have information on economy, etc...

Anyone know any good gaming books out there that has info/rules on creating and building a colony?

No shit. :cool:

I've been meaning to pitch an ACKS campaign later this year, called Beyond the Black River after both the tale by Robert E. Howard and the song by The Sword (http://www.youtube.com/watch?v=yP8MvUvvcIc) also based on the tale (go listen to it. It is awesome. Also The Sword are the ultimate OSR D&D band, but that's a topic for another thread).

The basic idea is to have a medium-sized colonial town that serves as a port and as seat of the colonial governemnt, plus a few outlying settelments and farmlands pushing the colony's border, surrounded by the ocean on one side and vast untamed wilderness at the other, and one or more Lost City-like megadungeon. Or, more to the point, draw a big-ass wilderness hex map expanding on X1, and shoehorn B4 and B10 in there.
Title: Players as colonists
Post by: The Traveller on February 05, 2013, 03:11:42 PM
Has anyone ever run a game from the perspective of the colonisees, the savages in the wilderness? It might be fun for a 17th century Europe analogue to stumble upon a standard fantasy milieu, which technologically could be anywhere from 50BC to 1000AD.

In say standard D&D I'd give the magic of the interlopers a bonus of some sort, or a good penalty to saves versus magic to represent the advanced techniques/technologies of invaders. Not an immediate overwhelming advantage, but telling in the aggregate.
Title: Players as colonists
Post by: The Butcher on February 05, 2013, 04:28:28 PM
Quote from: The Traveller;625203Has anyone ever run a game from the perspective of the colonisees, the savages in the widlerness? It might be fun for a 17th century Europe analogue to stumble upon a standard fantasy milieu, which technologically could be anywhere from 50BC to 1000AD.

Another pitch I have up my sleeve is a Runequest campaign of cavemen and nomads vs. Atlanteans. Only it's advanced sorcery rather than advanced technology. Close enough, I guess.
Title: Players as colonists
Post by: The Traveller on February 05, 2013, 04:32:03 PM
Quote from: The Butcher;625235Another pitch I have up my sleeve is a Runequest campaign of cavemen and nomads vs. Atlanteans. Only it's advanced sorcery rather than advanced technology. Close enough, I guess.
10,000 BC (the movie) would be an excellent source of inspiration for that work.
Title: Players as colonists
Post by: The Butcher on February 05, 2013, 05:02:58 PM
Quote from: The Traveller;62523610,000 BC (the movie) would be an excellent source of inspiration for that work.

Shhh, don't tell anyone. It's going to be our little secret. ;)

It's totally based off the movie, which incidentally was crap, but crap movies (and crap books, and crap art) often are a wellspring of good ideas for gaming.
Title: Players as colonists
Post by: K Peterson on February 05, 2013, 06:00:57 PM
Quote from: danbuter;624964One setting I think never gets enough attention for fantasy is the brand-spanking new colony. The players are right off the ships. There is a small town and some docks. Go ten miles inland, and it's largely unmapped wilderness filled with savages.

Griffin Island, for Avalon Hill RuneQuest was a little like this. There were some established citadels/populations, but the majority of the island was unexplored or vaguely detailed. PCs were typically fresh off the boat, dumped in Soldier Port with a crude map and a bit of history of the island, and let loose to do as they please.
Title: Players as colonists
Post by: JeremyR on February 05, 2013, 06:14:03 PM
That was sort of the premise of CM1 from TSR for Companion level D&D. The PCs were colonizing Norwold.
Title: Players as colonists
Post by: DestroyYouAlot on February 05, 2013, 07:03:57 PM
Quote from: JeremyR;625277That was sort of the premise of CM1 from TSR for Companion level D&D. The PCs were colonizing Norwold.

Not having it right in front of me, any interesting mechanics squirreled away in there for handling this sort of thing in-game?
Title: Players as colonists
Post by: danbuter on February 05, 2013, 07:27:36 PM
Another twist would be that the natives are goblins or elves, and the colonists are humans and dwarves and halflings. Or some other mix.

It would also be cool if the new territory had once been a powerful empire, but was wiped out for some reason. The current occupants are the barbaric remnants of this empire, and at least a few of their old cities lie in ruins not that far distant from the colonists.
Title: Players as colonists
Post by: The Traveller on February 05, 2013, 07:32:56 PM
Am I the only one that feels slightly uncomfortable with this colonise the barbarians thing? Seriously.
Title: Players as colonists
Post by: J Arcane on February 05, 2013, 08:00:56 PM
Quote from: The Traveller;625310Am I the only one that feels slightly uncomfortable with this colonise the barbarians thing? Seriously.

Were I to do something like this, I would be less "colonize the barbarians"  and more "colonize the hostile planet full of danger".  

Hulks and Horrors doesn't really have many other sentient lifeforms, so the threats to a new colony are mostly wildlife, plague horrors, and environmental concerns.
Title: Players as colonists
Post by: Ronin on February 05, 2013, 08:13:40 PM
Its funny this topic comes up. I've been mulling over a colonial america setting in my head. Perhaps this is a sign. :)
Title: Players as colonists
Post by: Ronin on February 05, 2013, 08:14:34 PM
Quote from: J Arcane;625156This would be a good second phase to a Hulks and Horrors campaign, I think.

To comment on other thread here. Perhaps with this you have your levels 7-12?
Title: Players as colonists
Post by: Bradford C. Walker on February 05, 2013, 08:23:44 PM
This is my New Model Colony campaign.  New World colonization in the wake of the Old World's conclusion of a Thirty Years' (Total) War left a lot of losers with nothing left but starting over here or getting picked off by the winners there; a former player makes starting over viable for lots of losers, and they are coming over as fast as they can get to the departure points.

Campaign play is meant to cover successive waves of PCs surviving to Name Level, claiming a dominion and taming it, thus pushing back the frontier and moving forward the home base for the PCs.  Landed PCs can engage in Colonial politics.

No Tolkienisms--elves, dwarves, halflings, orcs/goblins, etc.--in favor of older Sword & Sorcery tropes.  Campaign starts as Men Only, restricted to Clerics, Fighters, Magic-Users and Thieves; additional options unlock solely through the efforts of PCs, who must find it and successfully establish relations with it for players to gain and keep access to the class/option.  (Yep, it's treated as treasure or land.)
Title: Players as colonists
Post by: The Butcher on February 05, 2013, 08:25:57 PM
Quote from: The Traveller;625310Am I the only one that feels slightly uncomfortable with this colonise the barbarians thing? Seriously.

I'm not a "ZOMG orcs are stand-ins for minorities" type, but I agree that it can get touchy, definitely, and it's one of the reasons I haven't pitched the "New World" game yet. I'm iffy on it myself. I mean, I want to have my cake and eat it too, ie. pulp fantasy minus the ethnocentric insensitivity.

I'm sure there's a way to address the ugly parts of colonialism without being an insensitive prick or neutering the danger posed by hostile tribes. Maybe the region is dominated by a tribe that performs human sacrifice and worships Cthulhoid entities and the non-asshole tribes ally with the newcomers against them? I don't know.
Title: Players as colonists
Post by: Imp on February 05, 2013, 08:30:07 PM
QuoteIt would also be cool if the new territory had once been a powerful empire, but was wiped out for some reason. The current occupants are the barbaric remnants of this empire, and at least a few of their old cities lie in ruins not that far distant from the colonists.

Yeah, or perhaps not so much "barbaric" as "horribly accursed and transformed" or possibly the scattered survivors of what cause the empire to collapse (or a side effect thereof). This is something that I've worked with – I'm fond of rise/fall cycles for my fantasy civilizations and a lot of monsters tend to be the horrible remains of What Came Before.

Also, to take it back to Isle of Dread, Colonize The Lost Continent Full Of Giant Lizards! Or perhaps it's just full of oozes.
Title: Players as colonists
Post by: J Arcane on February 05, 2013, 08:43:14 PM
Quote from: Ronin;625329To comment on other thread here. Perhaps with this you have your levels 7-12?

Possibly.  The original expansion idea was an optional "War for the Galaxy" campaign system, which would introduce hostile sentients and make high level play about defending lifekind from some incoming threat.  But colonization would make for a great alternate option that was a little more "pacifist", perhaps.
Title: Players as colonists
Post by: danbuter on February 05, 2013, 09:23:58 PM
Quote from: The Traveller;625310Am I the only one that feels slightly uncomfortable with this colonise the barbarians thing? Seriously.

My friends and I don't really sweat crap like this, except maybe on internet forums. None of us were involved in the slave trade, after all. (In fact, my ancestors fought for the Union).

In any case, have the colonists be barbaric Saxons and the natives be the peaceful, tree-hugging, civilized Britons if that makes you feel better.
Title: Players as colonists
Post by: danbuter on February 05, 2013, 09:33:11 PM
Quote from: Imp;625338Yeah, or perhaps not so much "barbaric" as "horribly accursed and transformed" or possibly the scattered survivors of what cause the empire to collapse (or a side effect thereof).

I like this idea. Have the area be infested with beastmen or something equally nasty (yuan ti are another great option).
Title: Players as colonists
Post by: Elfdart on February 05, 2013, 09:57:30 PM
Depending on the campaign you're running, the establishment of strongholds by high-level PCs can be a form of colonization, with hex-crawling simulating the exploration of wilderness and/or hostile territory. The random territory generator and encounter tables in the 1E DMG are quite useful, and when combined with the Events tables from OA, make this is a fairly easy process.


Quote from: jibbajibba;625056LIke I said the trouble I actually found was replacement PCs.
If you are part of the first colony, say 1 ship.  After a battle and then some PCs deaths its really hard to get replacement PCs .


Just wait for the next ship.
Title: Players as colonists
Post by: Zachary The First on February 05, 2013, 10:08:26 PM
Quote from: The Traveller;625310Am I the only one that feels slightly uncomfortable with this colonise the barbarians thing? Seriously.

No, I'm fine with it. It's a different culture, and there are going be some clashes. Maybe the colonists are the jerkwads, maybe it's the barbarians. It's probably a mix of both.

But it's been a pretty big part and theme of human history. There's no reason it has to go like the Spanish and the Incas, for example, though. Yeah, maybe the barbarians are noble and virtuous and the players decide to help them out instead of eradicate them. Maybe they appear noble and tragic, but secretly eat baby skin. It's a fantasy game--I get to leave lots of real-world baggage behind when I create stuff.

Maybe it isn't for everyone, but I've never had an issue with it. That's with a gaming circle including several minorities, a wife that's part Cherokee, and all the usual "some of my best friends are..." stuff people say when these things come up.
Title: Players as colonists
Post by: Piestrio on February 05, 2013, 10:14:19 PM
Quote from: danbuter;625355I like this idea. Have the area be infested with beastmen or something equally nasty (yuan ti are another great option).

I like that. Kind of a Warhammer style chaos without all the stupid.

You get beastmen, demons, utterly warped cultists, the works.
Title: Players as colonists
Post by: crkrueger on February 05, 2013, 10:18:06 PM
Quote from: The Traveller;625310Am I the only one that feels slightly uncomfortable with this colonise the barbarians thing? Seriously.

Dude you of all people are going concern-goon on us? :D

You don't like "colonize the barbarians", be the barbarian.


(http://s019.radikal.ru/i644/1208/26/8a20c906d491.jpg)
Title: Players as colonists
Post by: The Traveller on February 06, 2013, 03:33:06 AM
Quote from: CRKrueger;625366Dude you of all people are going concern-goon on us? :D
Hey the correct title is concern-troll.
Title: Players as colonists
Post by: DestroyYouAlot on February 06, 2013, 03:58:47 AM
Honestly, although it's been mentioned a few times, I don't automatically conflate "colonize" with "displace indigs".  My mind tends to go to thoughts of the survival challenges inherent in carving a place to live out of the wilderness.  Food, clean water, shelter, jumpstarting simple industry, your banker from Boston named FSDJDFSKJ dying of dysentery.  That kind of thing.

That said, is this thread's premise any different from your standard high-level domain taming?  Unless you're assuming all the monsters one clears out of domain hexes are dumb beasts, you're being all mean and colonialalalalist to SOMEBODY, even if those somebodies are orcs so it doesn't count.
Title: Players as colonists
Post by: jibbajibba on February 06, 2013, 04:21:56 AM
Quote from: Elfdart;625362Just wait for the next ship.

Yes we did that after our first TPK it was quite cool finding out that once we had died the colony fell to peices and was wiped out as we arrived 6 months later. But when we died the next time having already replaced 2 PCs with other missionaries on the ship  it started to stretch credulity too far.

Fun though while it lasted.
Title: Players as colonists
Post by: Daddy Warpig on February 06, 2013, 07:54:58 AM
Quote from: Piestrio;625112I think the concept has legs for a "directed sandbox" sort of game. The players have a whole wilderness to freely explore but they still have some concrete goals that some groups/players struggle to develop on their own, make money for the crown, claim land, forge alliances, etc...

Hrmmmm...
This kind of setup would be vastly improved if there were two rival countries colonizing the same general area. Especially if (after a year or two) the homelands go to war.

Colonists, transported to a new land (that's forcible exile, in lieu of execution or life imprisonment), having to survive in a harsh wilderness (bonus points if its filled with giant dinosaurs), and trading with other colonists from another, rival country.

Relations seems to be going well, until war rears its ugly head, troops from the homeland arrive, and begin fighting over territory.

That has promise.
Title: Players as colonists
Post by: Daddy Warpig on February 06, 2013, 08:01:17 AM
Quote from: The Butcher;625337Maybe the region is dominated by a tribe that performs human sacrifice and worships Cthulhoid entities and the non-asshole tribes ally with the newcomers against them? I don't know.
Wilderness full of horrors. Really bizarre, twisted stuff, non of which is human in the slightest.

= no "colonization" equivalent.

Quote from: danbuter;625355I like this idea. Have the area be infested with beastmen or something equally nasty (yuan ti are another great option).
That's pretty close to what I meant.

I always thought Warhammer's dinosaur Aztecs looked pretty cool.
Title: Players as colonists
Post by: RPGPundit on February 06, 2013, 01:35:38 PM
Quote from: talysman;625154Here's a summary of the rules I came up with for colonies: it's mostly a matter of reaction rolls, loyalty rolls, and morale.
  • Make a reaction roll for the area being colonized, to see what the general conditions are like. Re-roll reaction every season. If you are using 2d6 reaction rolls, the low die can also be interpreted as the main resource that is abundant or scarce right now: 1= water, 2= food, 3-4= wildlife, 5= food, 6= water
  • Make a Loyalty roll every year for the settlers. If Loyalty is very high or very low, reroll Loyalty every season instead of every year. This is used to set a morale modifier.
  • Player plans to get more food/water, build shelter, exploit resources can all provide modifiers, too. As can other improvements listed for barony management (in Underworld & Wilderness Adventures or the AD&D 1e DMG, for example.)
  • Every season, make a morale check: 1d6 per ten settlers. Add the modifiers from Loyalty, improvements, and player actions to each result. Every 1 rolled means 1d6 settlers leave; every 6+ means 1d6 additional migrants arrive.
This all assumes willing colonists, rather than the transported prisoners people are suggesting above. But if the colony is going well, it will grow naturally, which means that there's a steady stream of replacements for dead PCs.

I had some other ideas that involved using drop dice charts to determine random events, but if I ever get around to writing this up as a supplement, I'll probably change them. I've created a new "colony" tag on my blog (http://9and30kingdoms.blogspot.com/search/label/colony) to gather the various posts, though.

This is really very clever!

RPGPundit
Title: Players as colonists
Post by: RPGPundit on February 06, 2013, 01:36:22 PM
Quote from: The Traveller;625310Am I the only one that feels slightly uncomfortable with this colonise the barbarians thing? Seriously.

I don't. Its the duty of Civilization to spread its light.

RPGPundit
Title: Players as colonists
Post by: Blackhand on February 06, 2013, 01:59:17 PM
A few of my players are history buffs, and we've been contemplating a French & Indian war rpg using a lot of miniatures from Muskets & Tomahawks (http://www.studio-tomahawk.com/).

I should put this in that other thread, but I thought it bore mentioning here as well.

Newly arrived English colonists, Natives, Native American Indians, French Trappers and the like...with a little bit more violence than historically accurate and we're good to go.
Title: Players as colonists
Post by: Ronin on February 06, 2013, 09:12:10 PM
Quote from: RPGPundit;625528I don't. Its the duty of Civilization to spread its light.

RPGPundit

Is that the real reason you live in Uruguay? :p
Title: Players as colonists
Post by: Ronin on February 06, 2013, 09:15:22 PM
Quote from: Blackhand;625534A few of my players are history buffs, and we've been contemplating a French & Indian war rpg using a lot of miniatures from Muskets & Tomahawks (http://www.studio-tomahawk.com/).

I should put this in that other thread, but I thought it bore mentioning here as well.

Newly arrived English colonists, Natives, Native American Indians, French Trappers and the like...with a little bit more violence than historically accurate and we're good to go.

On a serious note. I've been working this exact game.
Title: Players as colonists
Post by: Daddy Warpig on February 07, 2013, 01:11:58 PM
What bout second-stage colonists?

Wild untamed land, no intelligent races (other than, for example humanoids like orcs).

A colony is set up. It goes dark.

The PC's are part of the second stage of colonists. They arrive to find the colony abandoned, in a creepy way.

Maybe they were wiped out by an enemy, maybe they were transformed into monsters (ala Dead Space), whatever.

Ratchet up the tension: the PC's are part of a massive fleet, fleeing the destruction of their homeland. They have to tame this wild land, or a part of it, or there will be no safe harbor for the rest of their civilization.

That has potential.
Title: Players as colonists
Post by: Thalaba on February 07, 2013, 01:26:14 PM
Quote from: K Peterson;625273Griffin Island, for Avalon Hill RuneQuest was a little like this. There were some established citadels/populations, but the majority of the island was unexplored or vaguely detailed. PCs were typically fresh off the boat, dumped in Soldier Port with a crude map and a bit of history of the island, and let loose to do as they please.

Dorastor even more so, with a specific colony to be a part of. King of Dragon Pass to be riffs on the theme, too. I've always thought of the 'colonial' theme being a rather big part of Glorantha (and consequently RuneQuest) actually.
Title: Players as colonists
Post by: RPGPundit on February 07, 2013, 02:44:02 PM
Quote from: Ronin;625689Is that the real reason you live in Uruguay? :p

Uruguay's problem isn't lack of civilization, its excess of decadence.

RPGPundit
Title: Players as colonists
Post by: Vile Traveller on February 08, 2013, 03:23:45 AM
Back to the OP, you should check out some of the worldbuilding threads on the BRP Central and SFRPG forums by a member that goes by the name of "rust". Hardcore colonist settings.