Review: GURPS Realm Management
GURPS Realm Management was in development for
quite a long time, and when it was announced, I was excited like a Marvel
soyjak. After all Realm Management was supposed to plug a hole in the system’s
lineup of books, covering a major aspect of the game that was not explored
before. With Realm Management out, the 4th edition of GURPS would be
much closer to what I would call complete, with only GURPS Vehicles missing.
There also was a very questionable advertisement campaign – the author was
telling people to go to the SJGames forums and post as much as possible about
how excited they are for GURPS Realm Management. Allegedly, that was done to
make the higher-ups see the excitement and approve companion books, as the
author had cut out a lot of content from the book. I found this strategy
revolting – artificial hype makes me much less likely to buy a product than
natural excitement. I guess I should also mention that it’s been more than
three years since the release, and no companion books have materialized or have been even
hinted at.
But anyway, after a long wait that included a
prolonged playtest, the book was finally out. At this point, I still had my
mouth open, pointing excitedly at the book. The book seemed great to me, but
when I decided to read it much more thoroughly and try to come up with some
actual practical examples of realms, then my opinion changed. So, let’s take a
look at what the book has to offer!
The Introduction page says that GURPS has a propensity
for realism, gameability, and adaptability, so ruling over a kingdom shouldn’t
be hard with the right rules, and that this book provides such rules. So, we
have three keywords here: realism,
gameability, and adaptability.
Then, the introduction says the book presents a mini-game that can be used to
simulate running a kingdom or a nation, but that’s not what the book is for. “It’s
meant for campaigns that emulate certain types of fiction and pop culture, …”,
but what types of fiction and pop
culture? I’m not sure what it’s talking about, and I find it puzzling that half
of the book, the actual “management” part of Realm Management, is a mini-game
about running a kingdom that you’re not supposed to use to run a kingdom,
according to the very same book. Or, perhaps, I have very poor reading
comprehension, I’m not a native English speaker after all.
There are only two chapters – the first chapter
is the “Realm” part, and the second chapter is the “Management” part. The first
chapter warns the reader that this is not a “bean counting” system, but
something more abstract. There goes the “realism” part mentioned on the
previous page – I really don’t think you can realistically describe a realm
without “bean counting” of some degree.
First, you have to define the size of your
realm. The map is not required, you just need to know the area to assign a
Realm Size Value that ranges from a village with an area of 0.5 square miles to
all inhabited solar systems in a galaxy. I have to say that as soon as areas
become larger than a planet, realm size becomes very vague.
Then, you have to assign Resource Points,
abbreviated as RPs. They represent the realm’s combined manpower, assets, and
general “power.” You use up these Resource Points during your turn, spending
them to perform actions. Here’s one of the weird things – the GM decides how
many RP a realm starts with, and size doesn’t matter. However, each Resource
Point costs 0.5% of a realm’s base Realm Value, and bigger realms generally have
higher Realm Value. So, a Resource Point of Latvia costs several orders of
magnitude less than a Resource Point of China, but can be used to accomplish
just as much, when, for example, Latvia uses 2 RPs to use the Sabotage maneuver
on China.
The
other problem is that there are absolutely no guidelines for how many Resource
Points should a realm have. Resource Points are abstract, but you still have to
know how many abstract points you need. When making characters, we know that a
normal human has ST 10, DX 10, HT 10, HP 10, FP 10, but for realms, there’s no
way to tell. Should you give yourself 5 RPs? Should you give yourself 500 RP?
Who knows?
Now, Resource Points were not made equal –
there are four different categories – Agriculture Points, Luxury/Precious Goods
Points, Natural Resources Points, and Workforce Points. Agriculture Points
consist of livestock, fiber crops, food crops, fuel crops, and function crops.
You would think that they are required to feed your realm, but realms are
considered to be feeding themselves by default. Agriculture Points can only be
lost to random events and sabotage, and they cannot be spent on anything but
Trade. But why would anyone buy them if the only way to use them is trading
them away? Even if you get a famine random event that depletes your Agriculture
Points, you can use Natural Resource Points to negate the effects, because
those also contain edible resources,
such as fish, game, and berries. In some situations, even Luxury/Precious Goods
Points can be spent on that, as they can represent edible stuff. Overall, it
seems that the Agricultural Points are pointless. Pun intended.
Natural Resource Points represent a realm’s
access to raw materials such as lumber, metals, and stone, but it also includes
certain edible resources, as I said before, and may intersect with
Luxury/Precious Goods Points. Can you guess how you can use them? You can trade
them away or convert them to Luxury/Precious Goods Points and trade those away!
Luxury/Precious Goods Points represent finished
products. If you possess the skill of pattern recognition, you probably can
guess how they can be used. That’s right – you trade them away! Although, there
is a way to spend them to get a bonus to Marshal Manpower maneuver. That’s it.
Now, the Workforce Points. They represent all
the people of your realm that do stuff. Now, these points are actually useful,
as you have to spend these points to perform realm maneuvers.
After that, you define other properties of the
realm, such as its population, citizen loyalty, infrastructure rating, conformity
rating, openness rating.
Let’s take a look at some of this stuff. For
example, Infrastructure Rating. The book says that it “gives a modifier to
Management Skill rolls when it comes to moving troops, garnering information,
or anything else the GM deems infrastructure would affect.” Let’s see… “moving
troops.” What does that mean? That’s a use of the Marshal Manpower maneuver to
move troops to resist an invasion or send in forces to invade. Realms in this
mini-game are abstract, homogenous blobs, so moving troops to resist an
invasion doesn’t even make sense. The troops are already there, distances are
meaningless here. In GURPS Mass Combat, there is indeed a roll tied to forced
march, and I guess the Infrastructure Rating would affect it. I also find it
strange that the Infrastructure Rating isn’t even mentioned in the Marshal
Manpower maneuver. Other than that, the only mentions of Infrastructure Rating
in the game are ways to increase or decrease it. But since the “moving troops”
thing is so vague, this rating seems completely meaningless. Why bother
increasing or decreasing it if it doesn’t actually do anything?
Then, there’s a bunch of government types. All
of them have suggestions for Control Rating, Conformity Rating, and Openness
Rating, and associated benefits and drawbacks. Government types do not cost
anything during realm creation, but they sure aren’t equal in terms of in-game
balance. You know, I already made a video on why I think that balance is
overrated, but this book presents a mini-game,
so it probably should actually concern itself with balance a bit. Anarchy has
no benefits or drawbacks. Weird. Colonialism gives +2 on all Gather/Extract
maneuvers, but its drawback is a -1 to Infrastructure Rating. I already said
that infrastructure is meaningless, so colonialism is strictly positive.
Cybercracy reduces time for all tasks by 10%. Since each turn in this mini-game
represents a month, and there is no way to split a turn into ten sub-turns, I
have no idea what this 10% decrease actually means. Meritocracy has a benefit
of a whopping +2 to rolls using Workforce Points, and they all use Workforce Points. This is in no way balanced by the -2
to the check for rebellion, as with the +2 bonus you’re unlikely to have a
rebelling realm. Technocracy gives a meaningless +1 to Infrastructure Rating,
but reduces revenue by 10%. Excellent.
Then, you have to choose an economy type. Each economy
type has a benefit and a drawback. For example, capitalism has a chance to
increase your revenue. The drawback is that you have to roll against your
Management Skill every 2d turns, and on a critical
failure, you lose 1dx10% of your Resource Points that, as we’ve seen before,
are mostly useless anyway. And after that, you ignore this drawback for 4d
turns. So, it’s barely a drawback at all. Mercantilism increases the cost of
buying Resource Points and decreases earnings from selling Resource Points, so
it’s basically meaningless. Post-scarcity/utopian economy gives a bonus to
Status and Citizen Loyalty, but whenever you gain a Workforce Point, and that
is the only useful Resource Point, you have to roll under 4 + ConR or lose that
point. I have to remind you that the highest rating is 6 – basically a hive
mind. So, post-scarcity societies will have some serious trouble gaining
Workforce Points, and will just have to perform the Do Nothing maneuver every
turn. Not very exciting, isn’t it? Traditional economy gives you an extra 1d
Workforce Points. But as we have established before, it’s unclear if that’s a
lot or a minor bonus, as we don’t know how many Workforce Points is “normal.”
After that, you have to define your realm’s
Management Skill. This is something like a wildcard skill that is used for most
maneuvers. You can also modify it to be able to perform multiple actions in the
same turn better.
Then, you also get Education Rating and
Habitability that don’t really do that much. Habitability does apply modifiers
for some skill rolls for characters, but it does absolutely nothing and cannot
be interacted with in the context of the Realm Management mini-game.
After you do all this and apply whatever other
realm modifiers you want, you calculate your Realm Value and Military
Resources. Then you’re done – you have a realm.
But what do you do with the realm? You manage
it, and that’s what Chapter 2 is devoted to. This is the mini-game part of the
book that gives you mechanics for interactions between realms and within
realms. Each turn is equal to one month, but the GM may change that if he wants
to. The turn starts with a roll for random events for each realm, then each
realm performs a maneuver. The chapter describes itself as “Combat Lite… for
realms,” but it feels nothing like it. Combat has a goal – you have to defeat
your enemy. Realms have no hit points, they only have these ratings that don’t
really mean anything, and Resource Points that don’t really do anything. Sure,
you could conquer another realm, but the book says to use GURPS Mass Combat for
that, which makes Realm Management useless in that regard. I do not understand
what’s the point of this entire chapter is, as your actions feel as if they
serve no purpose. The relative standing of the realms can only change by
accumulating Resource Points, and those are abstract – so you do not really
know what’s going on and how well you’re doing – you just see some numbers go
up and some numbers go down.
The author said on the forums that this is
supposed to be merely a storytelling tool, but when every part of this “story”
is purely abstract, how do you even translate it into something concrete? I can’t
really see it as a storytelling tool. And if this abstract stuff is all up to
GM fiat, then why does this chapter even exist? And if this chapter shouldn’t
exist, then what purpose do most of the things from the first chapter serve, if
they merely give some modifiers to maneuvers from this chapter? And why does
Chapter Two say that is simulates interactions between realms when the
introduction says that it wasn’t made for that?
Overall, I think the author got overambitious
with this project and didn’t think it through very well. I understand that
making a domain management ruleset for GURPS is no easy task, since GURPS is
generic and universal, and that narrowing down the scope would be a much better
idea. For example, combining and expanding the medieval manor management rules
from Pyramid and writing Medieval Realm Management would work much better. A separate
book could’ve been written for Ultra-Tech Realms and Modern Realms. But what we
got is an utter mess, with a half of the book being a boardgame that doesn’t
actually function, and the other half being purely descriptive.
You may or may not remember the initial hype
before the release of GURPS Realm Management, but after the release there’s
been almost an uncomfortable silence. If so many people wanted this book so
much, where are the impressions and stories of this book being used in the
game? It’s been more than three years, and I’ve seen literally zero instances of anyone ever talking about having used
GURPS Realm Management. The only few mentions that I see are people wanting to use the book, but then giving
up the idea after trying to make sense of it.
GURPS
Realm Management simply doesn’t function. I don’t think it’s worth buying or
even pirating. Many say that GURPS Magic or GURPS Ultra-Tech are the worst GURPS
books, but I would say that GURPS Realm Management takes the cake here. And it’s
a shame, because I know that the author can do better – he wrote some of the
best Pyramid articles, but this book definitely was a miss. And since it
already occupies this niche in the ruleset, we are not going to see anything
better.
But hey, let’s not be so negative! If you’re looking for a good realm management ruleset, you really should check out ACKS or ACKS II. Alexander Macris did an excellent job, and the rules are very much functional. However, they are not generic, so keep that in mind. What I like the most about ACKS domain rules is that the prices were derived from the same source as GURPS – historical grain prices. If you compare these prices and cost of living tables between GURPS and ACKS you will find that they are almost the same. This gives us a conversion rate of 1 gp = $100, which means that ~90% of the domain management rules from ACKS can be used in GURPS as-is without any changes. Mass combat in Domains at War: Battles and Domains at War: Campaigns also works better than GURPS Mass Combat, and I’ll probably show them off in the future.
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