The Green Frontier

The Green Frontier

The Green Frontier

I’ve been working on a weird kind of post-post-apocalypse fantasy frontier survival hack and I’ve finished the first iteration of the village building system. If anyone has any thoughts or feedback, I’d love to hear it. I’ve linked to the settlement tracking sheet, hopefully it makes sense with the explanation below.

As part of the crew sheet, players will be able to improve or hinder the settlement they are in as well as their crew. It works like rep but without hold – fill the track, go to the next tier. Except that when you go up to the next ‘tier’ you choose from a list of edges and flaws for the settlement. It’s basically a fleshed out version of the neighborhood stats, with the ability for players to adjust them up and down during play.

Say the players found a massive, unlooted ancient apartment tower now half submerged and overgrown. Maybe they spend downtime actions clearing a safe path and scouting the rest of the area or decide on a score to negotiating with or murder the nearby village, etc. and when they get enough prosperous ticks to tier up, they circle Artifacts and we can assume their village has a steady supply of ancient artifacts.

These tracking sheets so that the gm can track how any of the relevant settlements have been going. I imagine it to work like faction clocks, where you only bother with the ones that are impacting the players. Also faction’s downtime actions could just be to add or remove ticks.

I’m a bit worried about the amount of bookkeeping. I guess I’ll see about that in playtesting. I appreciate any feedback!

https://1drv.ms/b/s!AF2jZPjmDhpQhtt3

https://1drv.ms/b/s!AF2jZPjmDhpQhtt3

7 thoughts on “The Green Frontier”

  1. Ok, I like the evocative simplicity of the earnable tags for the other three more intangible tracks. Are there specified triggers that advance the Controlled, Untamed, or Corruption tracks?

    Also, are there ways to remove a tag after it’s ‘earned’?

    What are the three circles to the right of each track?

  2. Adam Minnie So far the idea is the tracks can be advanced via a score (1-3 ticks, maybe instead of rep) and maybe with a downtime action (1 tick). Or ticks can be removed the same way. The three dots are for marking ‘tier’ of each track, 1 dot per tag. That way you can roll them for engagement or use them for an entanglement-style travel system. Plus you can never have everything.

    If you try to remove a tick and the track is empty, scrub a dot, a tag and fill the track halfway is my current thinking. Clunky but I didn’t want the tracks to have both hold and tier.

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