Ok, as the current version of the Realms Rules has thrown out the whole Realm's Turns and 'playing' out a season there have been a few things I haven't adapted to the current version. (Now you just roll for some description about what happens each season…or whenever you like. In other words the current version is for GM description only).
Anyway, I still wanted things like Level, Traits, Feats, Flaws, Skills to be ported over eventually. But I needed a sure way they interact with system, or more importantly mean something to the play (and players).
Well I have just added 'Levels' and approx populations to the system (you may have noticed these sections were still on template, but I hadn't added their meanings).
More importantly I have just read the section on Settlements in the Path Finder GamesMastery Guide [PFGMG]. Finally, they have it. The one idea I have been looking for. I could have easily ported over Feats and Flaws and the GM could have used these for more description, but I wanted more. (My old versions all affected the rules for running a realm).
Anyway, PFGMG has given each settlement a modifier in areas like Corruption, Crime, Economy, Law, Lore and Society. The modifier for these areas adjust certain skills that feed off these areas.
For eg a realm with a Corruption modifier of -2 means the society is quite honest. This penalty would apply to checks to Bluff guards or officials or Stealth checks made outside for eg.
I thought this was brilliant. Even better - the Realms Template I have has sections almost divided into these areas. So if people like this idea I think I will use some of these and come with others to fit in with the Headings we have. ie: I reckon a religious ranking would be good, and how attuned to nature a realm is. This brings back all the old skills and some other features from the old system.
Even better - you can then add back the Traits/Feats/Qualities and Flaws/Disadvantages that modify these rankings. So the Traits/Feats/Qualities and Flaws/Disadvs actually have an effect in the game :)
One thing PFGMG does is have modifiers based upon settlement size (meaning a less populous settlement is less likely to be big in crime, corruption,etc). I actually disagree with this and especially given my Realms are meant to apply to everything from organisations to tribes to forests to kingdoms, this certainly isn't appropriate. A small thieves guild should certainly NOT be less likely to be corrupt.
Anyway, we have the perfect fix for this. The Realms sheet assigns a Realm a TYPE. This is the perfect place to modify all these Rankings. (Check the Realms Type Descriptions if you need).
I am stoked - I have finally come across what I need to complete the Realms sheets.
Right now I don't have time to make the list of the Ranking areas I would have, but do people get this? What do you think? (Maybe most won't get it, as there as been a lot less discussion as I would have hoped on these charts…if only people would get used to them you would see their genius ;)….and the fact they do save time but also add a LOT of cool options)….Anyway? Thoughts…if any?