Many RPG campaigns end with the players taking over kingdoms, wizard colleges, crime syndicates or other powerful organizations in the world as a sort of epilogue. But what about when they want to take these titles during the campaign and actively run their new empires? How do you handle putting your player characters in charge of powerful organizations in your world as an active part of the game?
In this episode, Thorin, Tony and Dave take on a listener question about how to let PCs take on these responsibilities in the game without ruining the fun. Here’s how the 3 Wise DMs have put players in charge in their campaigns, the tricks they used to handle it, and how to make it fun for everyone.
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1:00 Everybody Wants to Rule the World – A side quest about high school and musicals
5:00 A listener question: How do you handle PCs taking control of kingdoms, organizations and other powerful bodies in their world
10:00 How we’ve run players ruling kingdoms in our games
17:00 Is it good to be king? That depends on the perks and resources you give them
25:00 It’s not all on your PCs: How kingdoms and castles more or less ran themselves in history
41:00 How is taking over an organization, like a thieves’ guild, different from becoming king?
46:00 Where are the perks? How do you make running these things fun and rewarding for your players?
53:00 How many ways are there to run a kingdom?
61:00 Final thoughts