Wondering is anyone has any good systems for capturing territory in an open-world ttrpg.
Recently I started a campaign with my players where they have to capture territory for the king.
I made a hex-map of the world, figured out travelling, random encounters, etc. but I still haven't figured out a good way to "capture" a hex so it's the king's land from then on.
I don't want it to be difficult, but it also just doesn't make sense that it's automatically the king's land if you just travel through it.
I'm playing 5e with a few tweaks (obviously), if anyone was wondering.
>>54490483
Place local strong points, the ownership thereof controls the region.
>>54490565
I probably should have said this before, but the majority of the world in in anarchy. There are a few locations of tyranny, and a few democratic societies, but mostly it's anarchy.
I was thinking that maybe relatively small civil landmarks (watchtowers, trade outposts, etc.) would be just their own hexes, and for relatively large civil landmarks (cities mostly) capturing them would give you all the hexes around them too.
>>54490483
>>54490703
GURPS with supplements is best
Just use plain colour for the background, OP. Using a stretched out texture just look horrible.
>>54490703
One of the key features of the Roman empire was its network of roads.
Have the party survey and mark out roadways for follow on groups of engineers to build. If multiple groups are working from legion style camps a day's march apart, this allows for the development of trading posts and inns to influence the local population.
>>54490483
How about spheres of influence? Give each location a "sphere" of influence where factions that control whatever hex or locale is there have different levels of control. If two factions have overlapping spheres of influence, you have persistent low-level conflict, or negate one another's level of control, depending on the overlap.
>>54491003
I'm not changing systems
>>54491219
It's a canvas map given to players.
>>54491263
This is a once-peaceful nation turned "evil". Roads, trading posts, etc. are already established. I could have them escort builders to make repairs, though.... I'll think about it, certainly. Thanks.
I was thinking about that... just unsure how well it would work when I'm actively generating landmarks while we're playing.
I was thinking about pre-generating most of the landmarks.... In any case, thanks for the suggestion.
Its kinda cheesy but each hex could have some kind of large watchtower (like someone else mentioned) that has a flag pole at the top. Entire tower is made of metal or something put there from a past age as a border marker. Want to claim the land? put your flag but you need to defend it, so have the kings men show up to hold it after the players take it.
Like I said Cheesy, but more viable than just putting up a flag at a random pole. Plus it can just be inspiration for something.
>>54492907
I yhink that's a little too king on the hill. Thanks for the suggestion, though.
>>54490483
ACKS has some rules baked in for domain play, including fortress construction and region development. I'd straight up hack those rules as the basis for domain play in several different games or genres. Pretty light on tables, so swap the tables for something more appropriate, and you're basically done.
>>54491003
But _which_ supplements? I'm all for GURPS, too, but "supplements" without providing suggesting isn't helpful.
>>54490483
I know it's Pathfinder but I remember having a ton of fun going through Kingmaker when those books originally came out. It's definitely something worth adapting to a better system.