Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
[5e] QL's Al-Qadim Game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 6999483" data-attributes="member: 20323"><p>"Strongholds and followers" is a style of high-level play that came out of older editions of D&D where, for example, a character might gain a bunch of followers around 9th-level. That style of play was <em>in addition to</em> the regular adventuring stuff. It's not that you'd stop doing normal adventuring stuff, but that there'd be a bit less of that to make room for other things: building strongholds, amassing and commanding followers, managing realms/cities/guilds, etc. Typically it was associated with a longer/slower time scale than normal adventuring.</p><p></p><p>There's LOTS of options for implementing this sort of stuff in 5e... including things on DM's Guild / DriveThruRPG, well-designed homebrews on Reddit / Tumblr for strongholds & followers, Adventurer Conquerer King system, and simply adapting stuff from older editions.</p><p></p><p>So part of my open-ended question – what do you want in terms of high-level play for our game – is an attempt to suss out whether "strongholds and followers" is a style of play you guys want.</p><p></p><p>----</p><p></p><p>In case this is something completely alien to you, here's an example of what might constitute "strongholds and followers" style of play and how that's different from regular adventuring:</p><p></p><p>[SBLOCK=example]Having defeated the Burnt Mage in his desert redoubt, Kaniel calls upon the mamluks of the Valiant to help secure the fortress and surrounding region. While the party enjoys the treasure they've gained, they have decisions to make about their next move...</p><p></p><p>The Brotherhood will surely not let the defeat of one of their fortresses go without taking action. Ankabut, as a high ranking sister of the Soft Whisper, could entreat Grandmother to call on lesser sisters to determine the Brotherhood's next move...but such spycraft could jeopardize the lesser sisters' lives. Is the mission important enough to take that risk?</p><p></p><p>Having heard of their success, Sheikh Ali sends to his daughter Akilah that he wishes to move some of his desert riders from Tajar to make certain the PC's new stronghold is well defended. Akilah knows the Sheikh is concerned about rebellious jann tribes posing a threat, but a move to aggregate so much power could provoke the jann too. And to complicate matters the desert riders are a bit fanatically loyal to Akilah and the faith of Honest Hakiyah. What to do?</p><p></p><p>Najiyah, as a sorceress, feels keenly attuned to the ambient magic coursing through the stronghold. Perhaps it was this magic which confounded teleporting into the valley? She senses, and visions in her dreams confirm, that there may be a way to find the source of this strange magic (and even control it) deeper in the ruins of the stronghold. However, to reach those ruins will require investment in hirelings/magic to clear vast amounts of rubble and make sure the structure is safe. Is it worth it to invest in such expenses and time to find the source of the magic?</p><p></p><p>Additionally, an extraordinarily fickle djinni ambassador from the Citadel of Ice and Steel is announced to pay the PCs' a visit in three days time, and Salahuddin has his hands full trying to acquire all the right spices, rare fruits, downy bed cushions, and draperies that such a magnate of the djinn expects. However, there are unseemly facts turning up about this djinni ambassador. Does Salahuddin dig deeper into the ambassador's background using Easifa, Sinjin, divination magic, and subterfuge? Knowing that one slip up could offend the ambassador and ruin chances for support from the djinn?[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6999483, member: 20323"] "Strongholds and followers" is a style of high-level play that came out of older editions of D&D where, for example, a character might gain a bunch of followers around 9th-level. That style of play was [I]in addition to[/I] the regular adventuring stuff. It's not that you'd stop doing normal adventuring stuff, but that there'd be a bit less of that to make room for other things: building strongholds, amassing and commanding followers, managing realms/cities/guilds, etc. Typically it was associated with a longer/slower time scale than normal adventuring. There's LOTS of options for implementing this sort of stuff in 5e... including things on DM's Guild / DriveThruRPG, well-designed homebrews on Reddit / Tumblr for strongholds & followers, Adventurer Conquerer King system, and simply adapting stuff from older editions. So part of my open-ended question – what do you want in terms of high-level play for our game – is an attempt to suss out whether "strongholds and followers" is a style of play you guys want. ---- In case this is something completely alien to you, here's an example of what might constitute "strongholds and followers" style of play and how that's different from regular adventuring: [SBLOCK=example]Having defeated the Burnt Mage in his desert redoubt, Kaniel calls upon the mamluks of the Valiant to help secure the fortress and surrounding region. While the party enjoys the treasure they've gained, they have decisions to make about their next move... The Brotherhood will surely not let the defeat of one of their fortresses go without taking action. Ankabut, as a high ranking sister of the Soft Whisper, could entreat Grandmother to call on lesser sisters to determine the Brotherhood's next move...but such spycraft could jeopardize the lesser sisters' lives. Is the mission important enough to take that risk? Having heard of their success, Sheikh Ali sends to his daughter Akilah that he wishes to move some of his desert riders from Tajar to make certain the PC's new stronghold is well defended. Akilah knows the Sheikh is concerned about rebellious jann tribes posing a threat, but a move to aggregate so much power could provoke the jann too. And to complicate matters the desert riders are a bit fanatically loyal to Akilah and the faith of Honest Hakiyah. What to do? Najiyah, as a sorceress, feels keenly attuned to the ambient magic coursing through the stronghold. Perhaps it was this magic which confounded teleporting into the valley? She senses, and visions in her dreams confirm, that there may be a way to find the source of this strange magic (and even control it) deeper in the ruins of the stronghold. However, to reach those ruins will require investment in hirelings/magic to clear vast amounts of rubble and make sure the structure is safe. Is it worth it to invest in such expenses and time to find the source of the magic? Additionally, an extraordinarily fickle djinni ambassador from the Citadel of Ice and Steel is announced to pay the PCs' a visit in three days time, and Salahuddin has his hands full trying to acquire all the right spices, rare fruits, downy bed cushions, and draperies that such a magnate of the djinn expects. However, there are unseemly facts turning up about this djinni ambassador. Does Salahuddin dig deeper into the ambassador's background using Easifa, Sinjin, divination magic, and subterfuge? Knowing that one slip up could offend the ambassador and ruin chances for support from the djinn?[/SBLOCK] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
[5e] QL's Al-Qadim Game
Top