All Hail the King, Baby

How often do your campaigns get to the point that PCs are king/queen and continue?

  • More often than not

    Votes: 2 3.1%
  • About every other campaign

    Votes: 4 6.2%
  • Every 3rd campaign

    Votes: 1 1.5%
  • Every 4th campaign

    Votes: 1 1.5%
  • More than once but not very often

    Votes: 10 15.4%
  • Once ever

    Votes: 8 12.3%
  • Never

    Votes: 39 60.0%

I ran a game where a PC was a minor lord with a small keep and territory, and I've had epic PCs of worldwide renown. Heck, one PC from long ago was even made into a deity (and still played a little bit I think). However, I haven't really had any king/queen PCs, and certainly not ones active after being crowned.
 

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In a Vampire (old edition) campaign I was in long ago, I became the Prince of a city. However, it was ridiculous, as I had neither the RP ability nor the in-game power to do so. (My character was a social-focused character, but he was only 12th or 13th generation and didn't have that many XP-equivalent. Basically a Malkavian ran me.)
 

I'm in Psi's situation with an old Vampire game. In one of the LARPs I played in, I ended up getting to be prince with a 13th generation Brujah. I ended up being the longest-running prince, and the storytellers actually seemed surprised that I played the role like I thought a prince should be (requiring boons to grant permission to Embrace, actually calling blood hunts against characters that violated the traditions, et cetera). Good times.

In D&D, I typically capstone my campaigns with a retirement angle of some sort. I usually allow character to seek noble titles in the level 10-12 range, and I reinforce that 10-12 level characters are rare and special (only a handful in an entire kingdom). Mostly, this is because the game starts breaking down around this point. I've kept some games going longer than this with actual kings and their retinues, court intrigues, disputes with neighboring kingdoms, politics and the like. It's far different than low-level D&D, but it can be done with players who enjoy the style.
 

I ran a Level 21 one-shot D&D 3.5 game where the players started as King/Queen

From the Epic Level Character Creation Guidelines
You also get the following epic benefits:

• For successfully liberating, protecting, and reforming the Evil Empire™ of the Dark Overload™, you and your adventuring party are regarded as the sovereign rules of your region, which grants you the social status of royalty (King/Queen). You can decide what role your character actually takes in the managing of this region.

• Your legendary reputation grants you +5 to your social skill checks to those who recognize and know you.

• You are one of the most powerful people of your world and are regarded as one of the best of the best of your character class in the world.

• You are the leader of the organization you belong to. For example, if you are a cleric, you can be the pope. You can choose to instead be a "senior partner" instead if you prefer.

• You have your own 1,000,000 GP fully staffed and furnished huge castle (or equivalent) as a residence (pg. 101 DMG ).

• If you don't have the Leadership feat, then you have followers as if you had the Leadership feat and were four levels lower.

• You have a life outside of adventuring. It took you 25 years to get from 1st to 21 level, with plenty of time for you to get married, have children, create and develop a business, an organization, or the like if you want.

• You have each other. Some of you were childhood friends who have adventured together and have strengthened your friendship through the hardship and trials of your adventuring career. Some of you joined the group later and have earned each other's trust many times over. You have lived and died for each other and share a precious bond that is unlike any relationship you have with anyone else.
 

Well, if we're counting Vampire, the last chronicle I ran one PC got to Prince (of New Orleans). Lots of face-palms as the other characters seemed to constantly worry him with their "trivial" travails. Many good times.

I'm surprised there hasn't been anyone here whose done Birthright as some sort of Regent.
 

In my longest running campaign ever (about 3 years real time) the PCs started out as mercs hired by the Cormyrean crown and became major world players. I never made any actual kings, but by the end of the game, most of them owned land. The game ran from level 5 to level 25 in 3e.

Human Fighter/Purple Dragon: Lord of the Stonelands, married to Azla Huntsilver, a Cormyrean noble.
Drow Eldritch Knight: Married Caladnei, the Regent of Cormyr. For those who don't know, her charge was young, so he was sleeping with the woman in charge for a long time.
Tiefling Wizard: Became the Wizard of Myth Nantar (underwater elven city) and resident enchanted tattoo artist. Attached romantically to a prominent Spellfire user.
Human Cleric of Selune: Became Mayor of Peldan's Helm (which in my game was home to a large number of lycanthropes and was the the base of operations of a major agent of Shar).

In addition the party held a number of small business establishments that they picked up over the years, an island in Marsember, and their "wheelman" NPC who was around from the beginning, Captain Kennirick of the Black Blade of Disaster, who served as a mentor and later partner / facilitator held a privateer's license from Cormyr.

I handled it in a number of ways. Generally dealing with their individual holdings was something that was done in the downtime between adventures. If you were to categorize my games with GDS, I'd probably be roughly even between the three with a leaning towards simulationist, so I wanted to know what they did in their downtime. Generally, with things such as leading bands into the Stonelands or conducting arcane studies I'd ask them what they were doing, and depending on the quality of the responses (and maybe a couple of skill rolls) I'd determine the results. Gave the Fighter a great use for his Knowledge: Tactics skill.

Monetarily, since by the end of the campaign I was having huge problems with giving out enough treasure to keep them in the appropriate range, it worked out great. Often they would conduct raids on enemy facilities or thwart attacks on Cormyr, and those wouldn't be an occasion to give out huge quantities of treasure. In these cases the reward for the adventure would be profits from their holdings, their stipend from the Crown, or credit with the War Wizards for magic item creation.

Adventure-wise, it worked out great. They became major movers and shakers, and were the elite task force for Cormyr. In my campaign there were so many enemies / bad things arrayed against Cormyr that they had no shortage of enemies. Early on it was a pirate-like campaign of privateers taking direction from the Crown, and later on they were a rapid-response force and teleportation was heavily used. They would pop in to take out the head of an enemy army, jump into emergency situations that were relayed through Cormyr's magical communication system, and then ultimately take the fight to their foes, with an aim towards solving their major problems.

They also became a target, since they were very publicly known, and had to do a great deal to protect their loved ones and holdings, and even themselves from ambushes. Even then there were some losses, such as when the fighter's evil clone killed his wife before he could arrive (she got better).

As a DM it worked well as a structure at high levels because it provided structure for the campaign. High level 3E PCs can do anything and go anywhere, and if they don't have a strong purpose for the campaign, you end up winging the entire session. However, if you provide them with a ridiculously hard challenge, you can just let them run amok and do what they do.

Ultimately it was a lot of fun.



In my 4E campaign, which has gone on for about a year real time, the party is about to be heavily involved on the post-apocalyptic world stage, having been kingmakers after toppling the Immured (a released, formerly imprisoned follower of the entropy god from 2000 years ago) who was running a kingdom and installing the rightful king to the throne. We've been on a hiatus with that one while I run a homebrewed psionic cyberpunk game based on Modern20 with my own psionics rules, but when we pick up again roughly a year will have passed and they'll be established in the Kingdom.

Interestingly enough, they were fully capable of putting one of the party on the throne instead of the king, and even had some reasons why that might be the right thing to do, but they chose not to crown themselves.
 
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Some of our current PCs backed a military coup of the ruling council and then sat as replacements. Until the general instigating the takeover was killed, at which point they quickly chose to backpedal. Not quite kings, but still pretty good.

Most of our characters, especially at high levels, have been more interested in personal power than political power; more interested in being able to do things than in commanding that things be done.
 

Hmmm, lessee... going in reverse-chronological order, my in-recent-memory campaigns were/are:

The Overland Campaign: Currently running, highest level pc is 7th. The pcs are already the Governors of their home area, although part of it has been taken over by hostile forces. There is no king or queen to be had, but they have sworn allegiance to a count. So, not king or queen, but kinda the same idea (within their territory).

Heroes of Fandelose: No kings or queens here, just great heroes.

The Epic Game (3.5): Ended with a pc and their npc ally as Emperor and Empress of the hugestest empire ever. But we ended it there, since 4e was coming out.

The Halfling Game (3.5): At least once the pcs had the chance to set up as king or queen and declined. Once pc briefly became prince of a kobold tribe, too. I'm counting this one due to that.

The Year 271-272 Campaign (3.5 low-magic variant): Two of the pcs were the son and heir of the local baron and his wife (by the end, anyhow). Later the baron went off to serve the king, making the pc the new baron. So kinda half a point on this.

Orcs and Other Rapists: No kings or queens here. In fact, pretty much nothing but miscreants and bad guys.

Viva la Revolution!: No kings or queens here, either, but one pc got into politics and kept going as a sort of Senator. Half a point here.

I've definitely had kings in play before, but not recently. Hmm.
 

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