Building Prosperity
Introduction
In Legend of the Five Rings, it is typical for a player character to start out as a low ranking samurai, ready to be sent on missions for their lord to whatever end of the Empire they might need to be sent to. However, that is not always how L5R must be played. Sometimes, the Player Characters might be assigned to take care of a single village, town, or district in a city. They can rise to the rank of Karo or Castellan, or even, potentially, daimyo, if their service to their Lord and the Empire is great enough.
In any games where a group of Player Characters are located in and care about a single place, it is natural, then, for a major factor towards their future status is dependent on the Prosperity of their chosen, or assigned, location.
The goal of this section is to offer rules for Prosperity, by which player groups and individual players and GMs can frame up a game dynamic around the protection, needs, and prospects of a community. It was written with the Influence Game in mind, but does not necessarily require the Influence Game in order to be used.
This is an Adventure Engine, from which encounters, adventures, and campaigns can be spawned.
Building Prosperity
Credit for the ideas used here goes to Shannon Kalvar, who developed them for Dungeons and Dragons 5th Edition in this PDF. They were converted to L5R 5th Edition by Jeanne Kalvar.
The system in these web pages does NOT Match this PDF/Doc...the document is the original first version for the prosperity system found here. It has been heavily modified since.
Introduction
In Legend of the Five Rings, it is typical for a player character to start out as a low ranking samurai, ready to be sent on missions for their lord to whatever end of the Empire they might need to be sent to. However, that is not always how L5R must be played. Sometimes, the Player Characters might be assigned to take care of a single village, town, or district in a city. They can rise to the rank of Karo or Castellan, or even, potentially, daimyo, if their service to their Lord and the Empire is great enough.
In any games where a group of Player Characters are located in and care about a single place, it is natural, then, for a major factor towards their future status is dependent on the Prosperity of their chosen, or assigned, location.
The goal of this section is to offer rules for Prosperity, by which player groups and individual players and GMs can frame up a game dynamic around the protection, needs, and prospects of a community. It was written with the Influence Game in mind, but does not necessarily require the Influence Game in order to be used.
This is an Adventure Engine, from which encounters, adventures, and campaigns can be spawned.
Building Prosperity
- Forming a Community
- Taking Responsibility
- Managing Threat
-- Perils
-- Community Features
-- Community Hazards - Acquiring Prospects
- Ruling Multiple Communities as a Lord
-- Ruling Communities
-- Perils for Lords
-- Retainers and Administrators
-- Agents and Ronin
-- Building your Domain
Credit for the ideas used here goes to Shannon Kalvar, who developed them for Dungeons and Dragons 5th Edition in this PDF. They were converted to L5R 5th Edition by Jeanne Kalvar.
The system in these web pages does NOT Match this PDF/Doc...the document is the original first version for the prosperity system found here. It has been heavily modified since.
communities_and_prosperity_-_system_diagram.docx | |
File Size: | 55 kb |
File Type: | docx |