Travel
The first chapter when this was all wilderness included a "rations" mechanic where you had to keep going back to Oleg's to stock back up on supplies. Now that you run the kingdom and have access to bags of holding that is no longer an issue (except for perhaps some extremely specific narrative situations).
Time
In the first chapter time was a big issue as well as you were put on a direct "clock" to tame the lands before Brevoy did. That too is gone and now for ease of bookkeeeping and my own sanity we are going to relax the "time" aspect.
Instead you can now pick a hex and just "go there". Or you can go home. As you explore hexes in the field, court events will accumulate. As you deal with court events, exploration events will accumulate.
Instead of tracking days and weeks etc. instead the events will be put on a "clock" mechanic. See below
Clock Mechanic
When a timed event triggers I will assign it a value, ranging from 2 to 16. Every time you do "something" (i.e. do the court events or explore hexes or resolve exploration events) I will tick down the counter by 1. When it hits zero it is resolved automatically by the NPCs of your court, your army etc. Sometimes this is perfectly fine. Not everything that comes up NEEDS to be resolved by the heroes specifically. If there is a "failure" condition then it will be resolved via a die roll to see if your advisor or army or whatever resolved it successfully or not. Finally it could be an "auto-fail" if it NEEDED PC intervention.
Hopefully by the descriptions you'll be able to figure out the high priority stuff from the waste of times. I don't intend to use this mechanic to trick you or "gotcha" you, instead it is intended to represent a new kingdom without a robust bureaucracy so you will feel "stretched."
EXAMPLES
quote:
"Mi'lord, there are rumors of small groups of bandits preying upon some of the outer settlements!"
<a minor event> - No roll is needed. The army goes in and secures the area. Nothing lost, nothing gained.
quote:
"Mi'lord, the bandit problem is getting quite severe. There are rumblings among the populace that you are losing control of the area!"
<a major event> - A roll is needed! The army has a 50% chance of succeeding. If it succeeds then the bandits are routed and everyone cheers! +1 to resources! If it fails the bandits evade the army, -1 to resources as they continue to pray on supply caravans and their clock is reset to trigger again and again until they are finally dealt with!
quote:
"Mi'lord, scouts are reporting that the Stag Lord has risen from the grave and is commanding a massive bandit army to sweep across the land and wipe you out!"
<a critical event> - The army is wiped out! This kind of event can only be solved by the heroes!
If you have any questions, feel free to ask in the OOC and I can clarify there.