Sir Hackalot said:
First off, love the Conan RPG.
I would like to continue on with my campaign but I find myself running into some complications.
My players want to do more than just go from adventure to adventure, fighting, getting treasure, getting drunk and losing it again and then continue with the same thing overand over again. Two of my players want to become leaders and carve out their own kingdom, one player, a Khitan scholar wants to have a more stable place to live in instead of doing alot of travelling.
I will have to admit that most of the posted adventure I have read in this particular forum seem to present a non-stop out-of-the frying-pan-into- the-fire and although these are fun, I think my group is looking for more substance and stability.
What do you suggest? Have you had any problems with this?
My first thought is that it helps immensely if the PCs have goals, except your players already have that covered.
Where do they want to carve out kingdoms? Why? For instance, is it to be an absolute dictator, for the benefits of some group, for the challenge, etc.? If there's some sort of external motive, like making the world safe for albino, half-demon Iranistani, that's going to lead to a particular sort of experience.
How? The way you wrote it could or could not be a sign. You said they want to be leaders ... and carve out their own kingdoms, as if the leader part was as important as the kingdom part. Do they want to climb a ladder? Gather a horde and coup? The two make for different sorts of adventures. The former seems more appropriate to more civilized regions and the latter to areas already in chaos or easily put there.
The scholar wants to settle but assumedly also wants to have adventures. That sounds like there should be one primary city where lots of stuff happens. Maybe the group settles in some city with one of the players joining the army and another befriending nearby peoples. City comes under attack, army PC gets promoted for valor, other PC brings in non-city cavalry, scholar advises sagely and gains favor, making enemies of other advisors in town. Whole thing becomes highly political with the PCs dealing with various messes (which could be any level of supernatural) to retain political favor. As an out, they can run to their country allies, maybe coup if someone particularly bad is in charge.
Anyway, why doesn't the scholar want to travel? Just to have more resources at hand? Maybe having the scholar develop some apprentices and having the apprentices make stuff would satisfy to free up the scholar for expeditions into lotus regions.
As people have mentioned, recurring villains = good. If the PCs can't be clear in their goals, your villains can be and can, therefore, drive the campaign. Villain steals children from village to sacrifice - saved or not? Not - demon summoned to assassinate king blah blah blah - successful? Yes - power vaccuum that PCs can fill or whatever. At some point slay villain - then that was just a servant to a more powerful villain. And, so forth.
In our current campaign, our group had nothing to hang its hat on besides survival for quite some time. Eventually, they made it to civilization and had nothing in particular they wanted to do, so ... they made a mess of things and didn't clean up the messes. Random diversions to "seek treasure" while ignoring any current plot threads or whatever just meant the various demons being unleashed were left unchecked. Eventually, the GM decided we had been sufficiently delinquent that we either had to continue to turn the world into a hell or quest to get the book that would help us close various gates opening up around the world. Our group has come very close to just going with the hell idea, but we have the book and are trying to get back to civilization with it.