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Argol's Comprehensive Guide to Infrastructure, A Complete Guide to Constructing Cities for/with Players (Fantasy Grounds)

Argol's Comprehensive Guide to Infrastructure, A Complete Guide to Constructing Cities for/with Players (Fantasy Grounds)

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MOD (Virtual Tabletop)
$9.95

Welcome!

This Fantasy Grounds module is designed as an expansion to 5th edition and does not overwrite or re-word existing rules. It is to be used in conjunction with the Dungeon Masters Guide written and published by Wizards of the Coast, to achieve maximum effectiveness in a campaign setting.

Additionally, the guide is formatted so that a DM can purchase and immediately implement the features it provides, with minimal preparation involved. Plug and play modularity was my major concern since the beginning.

Argol's Comprehensive Guide to Infrastructure is a module that contains absolutely everything you'll need to build a city with, or for your players.
Including everything from Guild Wars to Loan Sharks, this guide will help an aspiring DM to cover every single aspect of city-building for their own nefarious purposes, or for when the players finally decide to settle down and begin a new life. Or maybe they just want to build a city for fun? This is the guide for you!

5th Edition doesn’t really give players a way to enjoy endgame to its fullest. We've got mountains of gold and nothing to spend it on, and much of the time, we as players end up owning land in one way or another regardless. So instead of house-ruling everything, and coming up with your own complex system you'll have to teach players every time it comes up - Take a load off, download my guide and sail smoothly knowing all the hard stuff is already done for you, and you'll look like the best DM on the planet.

(NOTE: You may not be considered the best DM, but I'd say you are... because you bought my guide. You're the best.)

 

So it’s a guide for building a city? I can do that on my own, why should I pay?

This guide aims to provide a solid base for DMs to help their players take things one step further, and begin a whole new town/city all for themselves.
DMs can use many of the features in this guide for fun and witty plot hooks as well as a mechanical foundation for the construction, and expansion of towns/cities.
Additionally, it's comprehensive. It has everything you'll need from start to finish, + more. It is designed in a way that you can bring it to the table, offer the choice to start building on the spot to your players in the middle of nowhere and provide every little bit of info the players could possibly ask for, at your fingertips. 

It's raw modularity immediately opens up the possibility of millions of new elements in a campaign!
Have you started a settlement in a large forest? Maybe a bunch of Nomadic Elves have decided that they want to live alongside you, but what’s that? there is a threat that needs to be dealt with first? Who would have thought! There are countless plot hooks that can be opened up to the players that simply wouldn’t have been possible before, using this guide as a catalyst.

The idea is that the guide will serve as the basis for building a city from the ground up, with your players as its owners. The methods and mechanics are play-tested and proven, however not all parties get to finish, because sometimes the narrative just becomes so intrinsically tied together with the project that players have to make tough decisions, and they can make or break a project. The guide is for building a city, but it does so much more.

And besides, it means you don't need to manually invent and track a custom system that may or may not work... Take a load off. Be lazy, I won't tell anyone.

Okay, you had my interest, now you have my attention. What's in it?

Settlement types.

A new unique build system using points (Build Points and Units) that are globally useful in the Argol System.

Workshops, Merchants, Farms, Mines, Guilds, Castles, Mansions, and Mega dungeons too!

An atlas containing every building you could think of.

Influences and how they affect projects

Citizens and how they interact

Fees, Taxes and Profits!

Dependencies

Privatization.

Governments.

 

Not convinced?

Populations, jobs, adults/children numbers, the number of homes, and level requirements.

Crime.

Loans.

Banes and Boons.

Defensive measures.

Expansion details.

Upgradable buildings.

GUILD WARS!


Still not quite there? as of update 3.0, another 10 pages have been included!

Adultery

Banking

Law and Order

Crime

Banes and Boons

Advanced Trade!

Including 5 new optional rules for you to implement at your leisure,

and a ton of new ways to both tax and profit off your new project.


Update 3.5 is also included in this module!

Introducing Triple tier plot systems - allowing users to choose from one of three production tiers upon the construction of a multi-service plot. The first tier provides a low-cost, low-produce option for all multi-service plots! 

3.5 unfortunately, does not provide much more content, but it does include a new guild!

There are countless revisions to existing rules that fix, repair and improve the experience of the source book, providing new examples and improved conveyance of 

previously unclear mechanics.

Every page is searchable now! Each page was exported as PDF, recompiled and all its hyperlinks were remade all for you. Because you're worth it. 

Unit generation has been completely reworked throughout the guide. They are much easier to obtain now and won't give you a headache.

The Index has been alphabetized.

Influence mechanics have been detailed more clearly and revised for most plots.

Master plot table has been revised.

Build points have been slightly reworked for user experience.

Maintenance has been completely reworked due to changes in unit generation.

Guilds have been slightly reworked to provide more solid and specific benefits.

_________________________________________________________________________


FG content


It’s all in here, so what are you thinking? Too much?

Well... It's comprehensive for a reason, take some time, read over and understand it - it’s a rather simple system if you can wrap your head around the math. But then again, that's not your job, is it? I mean... It's not your fault if the players accidentally lose track of funds and learn that there was a nearby Guild Master who was laundering away profits.

Have Fun.
~Andrew Curtis, Part Time DM, Full-Time Nefarious Purveyor of D&D-Based Evils.
~Grimlore Entertainment, Fantasy Grounds conversion extraordinaires

Note: This product is for use in the Fantasy Grounds virtual tabletop. If you would like to purchase the PDF version, click here.
 
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File Last Updated:
June 15, 2019
This title was added to our catalog on June 15, 2019.