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D&D 5E Player characters as heirs and eventually rulers

X_Mythic

First Post
As the title says my players are going to be playing heirs to several different kingdoms (one kingdom per player) and eventually will become kings/queens of these kingdoms.

What are some things ill have to look out for and what are some things i can do to make this fun for them and myself?

-Thanks!

P.S. sorry i didn't elaborate on what i am looking for, class in 5 min and im still in my dorm. Just wondering what are some problems and what are some potential that you see?

-Thanks agian!
 

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Sure! I'm doing something similar as well, with the PCs as the kids and their retainers of an incredibly powerful imperial family. It's crazy amounts of fun. You can thrust them into tricky political situations where they have WAY more at stake than just their lives. As a result, they're forced to be crafty and use more than force when solving problems.

In your case, you may have a problem if everyone is heir to a different kingdom. Why would they adventure together? Consider making them heirs or children of duchies within a single kingdom. You get more buy-in that way, and they can choose to fight each other or ally if you kill off the king.
 

Sure! I'm doing something similar as well, with the PCs as the kids and their retainers of an incredibly powerful imperial family. It's crazy amounts of fun. You can thrust them into tricky political situations where they have WAY more at stake than just their lives. As a result, they're forced to be crafty and use more than force when solving problems.

In your case, you may have a problem if everyone is heir to a different kingdom. Why would they adventure together? Consider making them heirs or children of duchies within a single kingdom. You get more buy-in that way, and they can choose to fight each other or ally if you kill off the king.

The Young Adventures of Arthur and Friends.
 

In your case, you may have a problem if everyone is heir to a different kingdom. Why would they adventure together? Consider making them heirs or children of duchies within a single kingdom. You get more buy-in that way, and they can choose to fight each other or ally if you kill off the king.

The first adventure is going to be designed to solve that problem. Each player is going to be responding to a problem that could potentially be bigger than any one of their kingdoms (I'm thinking undead outbreak in a border city ATM. Undead could begin to spread to the other nations so they all team up and help) After the adventure ( which will take a couple of in game days to complete) when they finish their mission an adviser will suggest that they continue to work together to increase relations with the other nations.

As for rulers adventuring, it is a common practice in these nations to adventure as a way to serve their people (no evil PCs in my games unless it is an evil campaign).
 

Write in challenges that encourage the player (and the character) to consider the Greater Good. To sacrifice personal goals for the goals of the kingdom. "Heavy is the head that wears the crown" and all that.

Some examples:
1. to have to consider who he associates with/who he's seen with. "The heir to Glorhindel simply can't be seen hanging around with an Infernal warlock!"
2. to have to give quarter to an enemy noble who surrenders. Great way to introduce recurring villain. Twist: to be defeated by such a villain, and know that if he surrenders he'll be spared (and ransomed).
3. to not be allowed to adventure. So, he or she has to sneak out, and go incognito ("Black Knight" style).
4. to be responsible for his underlings.
5. to have to enter into a marriage or other alliance against his wishes.
 


So the ruler thing. I am kind of wondering how your going to handle that. I hope your not planing on just leaving it in the background because I know that would frustrate me as a player. You know being ruler, but not able to actually rule or do anything with my kingdom.
 

Things they might need to looks out for:
1. Royal families not wanting the next heir to be out adventuring on their own because it's too dangerous.
2. Countries/people responding negatively to the presence of visting nobles in powerful, armed parties.
3. International conflicts dividing party members.
4. Class/status problems where nobles cannot get information/leads from lower castes of society.
5. People wanting to kidnap/murder the nobles for monetary or political gain.
 

So the ruler thing. I am kind of wondering how your going to handle that. I hope your not planing on just leaving it in the background because I know that would frustrate me as a player. You know being ruler, but not able to actually rule or do anything with my kingdom.

I agree with that statement! I'm thinking that is where most of the role playing will come in. And I am totally ready to create NPCs to lead rebellions if I need too once my players screw up the power on the initial high of being king also ;)
 

As the title says my players are going to be playing heirs to several different kingdoms (one kingdom per player) and eventually will become kings/queens of these kingdoms.

What are some things ill have to look out for and what are some things i can do to make this fun for them and myself?

-Thanks!

If your players are anything like mine you'll need to look out for the following questions:

"So the kingdom has a treasury, right? Just how much of that is available for...discretionary purposes?"

"Don't worry if you die, we can always raise you with taxpayer money, can't we?"

"How many soldiers will follow me into battle? Ok, we send them to collapse the dungeon..."

"Surely my family has a magic item heirloom?"

Long story short: just because they're supposed to be playing regents doesn't mean the players will get out of "murder hobo" thinking right away. Give them time. Be patient.
 

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