cheeplives
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Joined: Sat 28 Nov 2020, 09:39

Beta - Base Construction -- Additional Staff

Sat 24 Apr 2021, 06:16

For the most part, the Base Construction rules seem to be functional. I'd have to spend some time plotting a basic base out to see how they work, but they seem solid.

I do wonder if there should there be a section for the refugees/NPCS that will inevitably come to live under the PC's protection? I feel like we're missing a section on people other than the PCs taking on jobs, handling the base while the PCs are out doing things. Probably some Command and Persuasion rolls to orchestrate things/keep the peace and some general Stamina/Tech rolls for the main Builder/Mechanic having their underlings handling basic tasks?

Maybe something like for any given week, a Command and Persuasion roll can be made. Success allows X number of NPC Inhabitants (not sure on the right amount.... maybe 20% to keep things from being tied to a specific number) to be organized enough manage a Facility's task from the following list: Basic Upkeep, Cow Pen, Cropland, Pigsty, Lookout (maybe grants a passive check on enemy approach?), and maybe Still (allow for both the gathering of materials and production for 1/2 of the still's maximum output per shift?).

Allow for more than one PC to make these rolls, but each roll represents an additional 20% of the available work force put to work. Failure on the Command roll means things don't get done and on the Persuasion roll means that there's discontent growing in the population. Also add some text about building a new facility, having a feast, or bringing back a big score of materials would reduce discontent and that discontent left to simmer may result in a revolt.

If the PCs leave the Base in the hands of the NPCs, a Command roll is made before leaving (with penalties for discontent). Failure means when they return there's been some kind of mishap while they were gone (damage to facilities, lost/stolen materials, desertion/kidnapping of 10% of the population, etc.). Success means that no additional work gets done, but the Basic Upkeep for all parts of the base continue.

It's a lot, I know, but I think it's definitely a part of the base building that should be addressed.
 
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omnipus
Posts: 742
Joined: Mon 22 Jun 2020, 20:58

Re: Beta - Base Construction -- Additional Staff

Sat 24 Apr 2021, 10:04

Agreed. Strangely enough, much of this stuff is adapted directly from Forbidden Lands, which most definitely has all such rules for hiring underlings to run the maintain the keep while you're away. Granted, I've never actually played with those rules; maybe they're a hassle. But it is a missing piece. In T2K especially, I see many viable situations where the PCs might help build up a village as their home base. But there are still gonna be people who live there! And given how much the setting is concerned with this sort of return to feudalism, or indentured servitude so there's enough local populace to work the fields and feed the division before the spring...
Author, Central Poland Sourcebook -- now available on DriveThruRPG
 
Birdie_Sparrow
Posts: 23
Joined: Thu 06 Jun 2019, 17:22

Re: Beta - Base Construction -- Additional Staff

Sun 25 Apr 2021, 18:20

I have a feeling these are foundational rules to get people started. I can see a major chunk of a future supplement expand on this.

I previously noted in the CHapter 5 area that actual work details of people are missing. As it stands right now one person could spend two shifts for one week can be an unlimited amount of defense works. The buildings also need to be differentiated - a garage is.... how many hexes? and it needs to be tiered (actually all the buildings need to be tiered) in that a garage that fixes cars is ill equipped to fix tanks. The medical building is obviously a tent with a medic but again how large is it? How do you expand?

Tiering allows the players to improve over time. So a Tier 1 medical is a tent or small shack with maybe 3 beds. A Tier 2 is more permanent, takes up 4 10m squares and gives better bonuses to healing. A Tier 3 would be 10 beds, takes up 8 10m squares, has an operating room. requires a real doctor/surgeon, etc. You get the idea.

And as above - people will gravitate towards anything that gives hope. SO how do you use them? Make them into work details!

But overall the Base rules do give a pretty decent foundation that can be built on (haha)

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