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Birthright?
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<blockquote data-quote="DMScott" data-source="post: 1815514" data-attributes="member: 11734"><p>I ran a fairly successful Birthright campaign some years back - actually used Fantasy Hero (with Birthright's domain management strapped on) rather than AD&D (with Birthright's domain management strapped on). The way I set it up was to have one player as the ruler of a small domain (a Count), and the rest as VIPs in that domain mostly allied with the ruler. Some of the others were regents, some weren't - one PC was the leader of one of the churches of Haelyn, one was an ambassador from the druids of the Erebannien, one was the Count's bodyguard, one was a representative of the regent sent to try and advise/influence the Count, and so on.</p><p></p><p>We ended up having a good split of adventuring and governing - some of the threats the PCs came up against were best dealt with one way, and some the other. Each of the PCs also had ambitions and goals, so occasionally they worked at cross purposes. We found it worked best when both styles merged into each other, so their adventuring affected governing and vice versa pretty much seamlessly.</p><p></p><p>The general backdrop was initially the new Count working to win over his domain and people, and avoid getting smushed by his much bigger neighbours. As things progressed and the players got used to the political situation, they got involved in larger-scale events, like the rivalry between the major players for the throne, the Gorgon's inevitable rampage, and some scary interactions with the Manslayer. We had a lot of fun.</p><p></p><p>If I was to run a game under 3rd edition, I think the only thing I'd really convert would be the bloodline abilities. Otherwise, all the domain management stuff (and even the domain magic) probably works best as a separate rules system. I might even just not tell the players what those rules are, let them make rulership decisions based on principles, goals, and political expediency rather than working to maximize their domain's growth rate.</p></blockquote><p></p>
[QUOTE="DMScott, post: 1815514, member: 11734"] I ran a fairly successful Birthright campaign some years back - actually used Fantasy Hero (with Birthright's domain management strapped on) rather than AD&D (with Birthright's domain management strapped on). The way I set it up was to have one player as the ruler of a small domain (a Count), and the rest as VIPs in that domain mostly allied with the ruler. Some of the others were regents, some weren't - one PC was the leader of one of the churches of Haelyn, one was an ambassador from the druids of the Erebannien, one was the Count's bodyguard, one was a representative of the regent sent to try and advise/influence the Count, and so on. We ended up having a good split of adventuring and governing - some of the threats the PCs came up against were best dealt with one way, and some the other. Each of the PCs also had ambitions and goals, so occasionally they worked at cross purposes. We found it worked best when both styles merged into each other, so their adventuring affected governing and vice versa pretty much seamlessly. The general backdrop was initially the new Count working to win over his domain and people, and avoid getting smushed by his much bigger neighbours. As things progressed and the players got used to the political situation, they got involved in larger-scale events, like the rivalry between the major players for the throne, the Gorgon's inevitable rampage, and some scary interactions with the Manslayer. We had a lot of fun. If I was to run a game under 3rd edition, I think the only thing I'd really convert would be the bloodline abilities. Otherwise, all the domain management stuff (and even the domain magic) probably works best as a separate rules system. I might even just not tell the players what those rules are, let them make rulership decisions based on principles, goals, and political expediency rather than working to maximize their domain's growth rate. [/QUOTE]
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