D&D Blog - Kings and Castles

I think the idea of a stronghold should be very flexible and loosely defined.

While castles, academies, monasteries and temples are commonly given examples.
-I think it should extend to things like a camp/tribe for anyone who's like a Mongol warlord.
-Or a manor in a highly populated city like Sigil, after working their way up to the slums.
-Or high-level characters could still want to stay in the slums, then the stronghold would sort of be an entire neighbourhood or ghetto.
-For others the stronghold could be a pirate ship, or maybe they lead a pirate fleet with all the PCs getting their own ships, whether on sea or in the air.
 

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Here are the things I found most interesting.

First, a description of some "druidic" (nature-worshipping) rituals:

Across the blue water of the tranquil bay, which it shelters from the open sea, rises Poseidon's sacred island, its peaks veiled in the sombre green of the pines. On this fair coast Hippolytus was worshipped. Within his sanctuary stood a temple with an ancient image. His service was performed by a priest who held office for life; every year a sacrificial festival was held in his honour; and his untimely fate was yearly mourned, with weeping and doleful chants, by unwedded maids. Youths and maidens dedicated locks of their hair in his temple before marriage. His grave existed at Troezen, though the people would not show it. . .

In the story of the tragic death of the youthful Hippolytus we may discern an analogy with similar tales of other fair but mortal youths who paid with their lives for the brief rapture of the love of an immortal goddess. These hapless lovers were probably not always mere myths, and the legends which traced their spilt blood in the purple bloom of the violet, the scarlet stain of the anemone, or the crimson flush of the rose were no idle poetic emblems of youth and beauty fleeting as the summer flowers. Such fables contain a deeper philosophy of the relation of the life of man to the life of nature--a sad philosophy which gave birth to a tragic practice.​

The practice in question is that of succession to the status of King of Diana's grove at Aricia:

On the northern shore of the lake, right under the precipitous cliffs on which the modern village of Nemi is perched, stood the sacred grove and sanctuary of Diana Nemorensis, or Diana of the Wood. The lake and the grove were sometimes known as the lake and grove of Aricia. But the town of Aricia (the modern La Riccia) was situated about three miles off, at the foot of the Alban Mount, and separated by a steep descent from the lake, which lies in a small crater-like hollow on the mountain side. In this sacred grove there grew a certain tree round which at any time of the day, and probably far into the night, a grim figure might be seen to prowl. In his hand he carried a drawn sword, and he kept peering warily about him as if at every instant he expected to be set upon by an enemy. He was a priest and a murderer; and the man for whom he looked was sooner or later to murder him and hold the priesthood in his stead. Such was the rule of the sanctuary. A candidate for the priesthood could only succeed to office by slaying the priest, and having slain him, he retained office till he was himself slain by a stronger or a craftier.​

Presumably, this is the origin of the rule that AD&D druids at upper levels have to fight the current senior druid in order to gain a new level.

And then there is the summing-up:

Reviewing the evidence as a whole, we may conclude that the worship of Diana in her sacred grove at Nemi was of great importance and immemorial antiquity; that she was revered as the goddess of woodlands and of wild creatures, probably also of domestic cattle and of the fruits of the earth; that she was believed to bless men and women with offspring and to aid mothers in childbed; that her holy fire, tended by chaste virgins, burned perpetually in a round temple within the precinct; that associated with her was a water-nymph Egeria who discharged one of Diana's own functions by succouring women in travail, and who was popularly supposed to have mated with an old Roman king in the sacred grove; further, that Diana of the Wood herself had a male companion Virbius by name, who was to her what Adonis was to Venus, or Attis to Cybele; and, lastly, that this mythical Virbius was represented in historical times by a line of priests known as Kings of the Wood, who regularly perished by the swords of their successors, and whose lives were in a manner bound up with a certain tree in the grove, because so long as that tree was uninjured they were safe from attack.

Clearly these conclusions do not of themselves suffice to explain the peculiar rule of succession to the priesthood. But perhaps the survey of a wider field may lead us to think that they contain in germ the solution of the problem.​

All interesting stuff. But I wouldn't have thought that it is the sort of stuff that is going to be replicated in play by a domain management system of the classic D&D variety. At least in my experience, those sorts of systems don't tend to evoke the mythic resonances and symbolic power of priesthood or kingship. Quite the opposite, in fact: I find that they bring account-keeping, record-keeping and a certain sort of non-mythical mundanity to the fore. If I were going to design "Golden Bough: the Roleplaying Game" I don't think I'd include a system of that sort.

Which is Why I wonder - what are D&Ders hoping to get out of a domain management system? Until that is settled to some extent, the system can't be designed.
 

All interesting stuff.


I think you hit on all of the coolest, key stuff in your quoted passages. Pretty cool, IMO.


But I wouldn't have thought that it is the sort of stuff that is going to be replicated in play by a domain management system of the classic D&D variety.


More's the pity. What's more traditional or classic than harkening back to the material whence came the original inspiration? It certainly doesn't make for a one-size-fits-all cookie cutter system.

Player: "But why would my druid get a castle?"

*DM flips through some pages*

DM: "Ah, says here it's built in a tree. Now roll for your owlbears-at-arms."
 

More's the pity. What's more traditional or classic than harkening back to the material whence came the original inspiration?
Nothing wrong with that at all! It's just that I don't think an AD&D-style domain management system will do that. The Golden Bough is full of this romantic, cycle-of-life-and-death, kingship-as-a-metaphor-for-humanity's-vulnerability-to-god/nature vibe. Domain management is full of an "can I get an Excel spreadsheet to do this for me" vibe. It's about as unromantic as gameplay can get.

It certainly doesn't make for a one-size-fits-all cookie cutter system.
Now this is good. We don't want one-size-fits-all.

Player: "But why would my druid get a castle?"

*DM flips through some pages*

DM: "Ah, says here it's built in a tree. Now roll for your owlbears-at-arms."
Nothing against the tree. It's the owlbears-at-arms that are potentially bothering me (getting a little bit close to that cookie-cutter again).

What benefits should a druid get from being king of the grove? I wouldn't be thinking about taxes, soldiers, and other worldly things. I'd be thinking about sprits, spells and relationships with the gods. Things that the player of the druid can leverage for epic influence within the gameworld cosmology. As a starting point, I'm thinking take 4e epic destinies, but instead of, or in addition to, the encounter-focused utility powers, give powers/features that operate at the more strategic level. The most boring version of this is "King of the Grove gets +5 to negotiate with Fey and nature gods". But WotC has some good designers - I'm sure there's more interesting stuff to be done along these lines.
 

I think you're hitting on some key questions, pem, and I have to say that in the structure that D&D has come to know there are no easy answers. You could say that it isn't traditional "domain management" in your opinion but if you look back to even earlier (more freeform) renditions of "gaining a castle at higher named levels" then take the introduction of the Druid (and the monk, I suppose) as including flavor text that suggests their rise to the heights is an alternate method, then you'd have to agree the the earliest tradition in D&D isn't what you suggest (Excel spreadsheets, couting sheep, literally, etc.). You seem to be actualy arguing that you like the most recent way it is handled because it is well-defined in a manner you like and that you don't like the well-defined manner that came between the early freeform manner and the more current well-defined manner because you don't seem to recognize the the lightly defined, freeform manner (really a more narrative based manner) worked well. In fact, I'd daresay the Golden Bough Druid progression would work pretty well in a more freeform system and merely become a series of combats in an overly defined system.

Anyway, it seems to me such information is better made for setting books but that's really if, and perhaps only if, the core rules are geared toward genre and not tied to setting. Once you tie the core to a setting, then relegate that sort of high level play to setting specific books that aren't the core default setting, you're pretty much guaranteeing those elements won't be looked upon as core.
 
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I think you're hitting on some key questions, pem, and I have to say that in the structure that D&D has come to know there are no easy answers. You could say that it isn't traditional "domain management" in your opinion but if you look back to even earlier (more freeform) renditions of "gaining a castle at higher named levels" then take the introduction of the Druid (and the monk, I suppose) as including flavor text that suggests their rise to the heights is an alternate method, then you'd have to agree the the earliest tradition in D&D isn't what you suggest (Excel spreadsheets, couting sheep, literally, etc.).
I think this is interesting stuff (and I hadn't though of the monk - it's another good example).

It's a long time since I played high level AD&D, and we never had a high level monk or druid. It would be interesting to hear accounts of what was done with them, and how this was incorporated into the broader systems/techniques of play.

One question - are you envisaging part of the play surrouding druid/monk progression as involving building up alliances/power bases etc? Or are you envisaging the ritual combat as framing the dynamics/flavour of play at those levels? Or all (or perhaps neither) of the above?

In fact, I'd daresay the Golden Bough Druid progression would work pretty well in a more freeform system and merely become a series of combats in an overly defined system.
I think the mere series of combats would be disastrous (and I think in saying that I'm agreeing with you).

Anyway, it seems to me such information is better made for setting books but that's really if, and perhaps only if, the core rules are geared toward genre and not tied to setting. Once you tie the core to a setting, then relegate that sort of high level play to setting specific books that aren't the core default setting, you're pretty much guaranteeing those elements won't be looked upon as core.
I think linking it to setting will marginalise it, as you say. But making it core will be controversial, too, because people complain about mixing setting with their mechanics. (As seems to often be the case, I think I'm in a minority in liking the way that 4e mixes its setting/story elements into its core mechanics for PC build.)

You seem to be actualy arguing that you like the most recent way it is handled because it is well-defined in a manner you like and that you don't like the well-defined manner that came between the early freeform manner and the more current well-defined manner because you don't seem to recognize the the lightly defined, freeform manner (really a more narrative based manner) worked well.
Tell me more of the earlier freeform manner!

In part because of the lack of mechanics, but also because I don't mind a bit of freeform between friends (I don't think it works as well among strangers), I use mostly freeform in my current 4e game, with the freeform heavily influenced by the PC class and (especially) paragon path. The dwarf fighter-warpriest earned a handful of dwarven followers out of the resolution of a skill challenge in which they came to him seeking succor - except they didn't know that he was the cleric that they were looking for - they remembered him still as the 100 lb weaking latrine cleaner, before he went off and remade himself as a heroic adventurer. It was the manner of his persuading them otherwise that earned the followers.

Because these followers are almost entirely a story element rather than a mechanical element, they don't need to be incorporated into the PC build rules, and their effect on action resolution consists mostly of the way they change the framing of a social skill challenge (eg one of them is the herald of the PC in question, who announces his entrance to public occasions in a loud and slightly over-the-top fashion).

This sort of freeforming can be done without any mechanics or rules at all. There is no need to say that at level X, the fighter gets Y followers or takes up Z social position, because that can all be handled as inherent to play. In other campaigns I've GMed, the way in which PCs come to be imperial advisors, have quarters in the imperial palace, become leading figures in the conclave of wizards, etc, has been handled in a similar freeform way with the impact on action resolution being overwhelmingly at the "frame the situation" level.

But I think, in practice, WotC are not going to give us a freeform system (certainly not fully freeform). But good designers should be able to reflect on what was going on in some of that freeforming, and think about how a mechanical system (that they can write up and their company make money from publishing and selling) can capture/reflect some of that.

My worry about Excel spreadsheets etc is that when I see references to domain management, Magical Medieval Society, Stronghold Builder's Guide, etc, that's what I think of. The recent 4e book Mordenkainen's Magnificent Emporium is mixed in this respect. It's hirelings are nicely integrated into the action resolution mechanics (eg a Valet gives you a bonus to Diplomacy because your clothes are nicely pressed) - I'm not sure about the mechanical balance of it all, but at least thought has been given to the sorts of issues I'm raising. Whereas there are rules for building castles, etc, but no attempt at all to link them into the action resolution mechanics, or relate them to appropriate paragon paths or epic destinies (like Knight Commander, Legendary Sovereign, etc). I think that way is the path to either rulership as mere colour/fluff, or instead to the Excel spreadsheets (as players want to know what they got for their money, and the accountancy approach is put forward as a solution).

Here is some of the text from the Legendary Sovereign Epic Destiny (MP2, p 158):

With the DM's approval, choose a realm you are destined to rule. You are regarded as a great hero in that land. You gain a +4 bonus to any Charisma-based skill checks you make within that land . You have property or estates there sufficient to provide for your ordinary needs, including the resources to maintain a household and a small force of loyal retainers.​

And here is some text from the Jacinth of Inestimable Beauty (MME, p 108):

You gain a +2 bonus to any skill check associated with ruling, governing, or leading a realm.​

I think these are examples - underdeveloped, but nevertheless there in the current ruleset - of how rulership and domain management can be approached in a way that meshes with the existing action resolution systems and PC build systems for the game. I think it can also fit within your general freeform outlook, but providing some rules structure within which elements of the freeform can play out. For example, I can think of at least two ways of adjudicating a Legendary Sovereign trying to use his/her retainers to carry messages to other local nobles. One way would be to have the attempt form part of a skill challenge, and the player of the legendary sovereign can provide a success to a skill challenge (perhaps checking Nature, if the terrain the messengers have to ride through is rough, or checking Diplomacy if it is doubtful how their messages will be received) without the Legendary Sovereign him-/herself having to be doing anything (which might be useful if, as part of the situation, the player wants his/her PC to do something else). Another way would be to use more-or-less freeform resolution of the messengers' mission.

And just to be clear. I'm not saying that the Excel approach is inherently flawed or undesirable. But I am certainly inclining to the view to that it would be a mistake to start with that when thinking about what it would mean to incorporate the idea of rulership and domains into the rules. I think we should start with the sort of thing we want rulership to add to an AD&D game - whether that be Golden Bough druidics, or having a herald or retainers to enhance a PC's social interactions, or something else.

Does that make any sense?
 
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I think that high level leadership should be core but should be generalized enough to not railroad you into a single thing.

What I would like to see is a book dedicated to high levels play, with the focused being about a different play style about the characters becoming leaders (or villains) in the world, about them having responsibility and how both the DM and the players can use that in the game.

So for example in the core the rouge could have 1d6 followers but in one rouge case the could be a band of clandestine team lead by that character but for another rouge they could be his lieutenants in the thieves guild.

My point is that the rules should be flexible enough to allow a lot of play styles but specific enough to help transition the game to a different level, either being a version of the "Great Game", or a grand version of settlers of Catan or whatever but the book should give enough advice and optional rules to run what ever game we wish to run.

I would really like for there being a "paragon path" like in 4e but not in the sense that it will just be a continuation of the class like it was in 4e but for it to be the start of the PC path on the road to being a Paragorn, a leader (or a villain) in the world, it should be some sort of a parallel class, while your heroic class advanced more slowly like in 2e (meaning no HP creep).

Warder
 

I think that high level leadership should be core but should be generalized enough to not railroad you into a single thing.

What I would like to see is a book dedicated to high levels play, with the focused being about a different play style about the characters becoming leaders (or villains) in the world, about them having responsibility and how both the DM and the players can use that in the game.

So for example in the core the rouge could have 1d6 followers but in one rouge case the could be a band of clandestine team lead by that character but for another rouge they could be his lieutenants in the thieves guild.

My point is that the rules should be flexible enough to allow a lot of play styles but specific enough to help transition the game to a different level, either being a version of the "Great Game", or a grand version of settlers of Catan or whatever but the book should give enough advice and optional rules to run what ever game we wish to run.

I would really like for there being a "paragon path" like in 4e but not in the sense that it will just be a continuation of the class like it was in 4e but for it to be the start of the PC path on the road to being a Paragorn, a leader (or a villain) in the world, it should be some sort of a parallel class, while your heroic class advanced more slowly like in 2e (meaning no HP creep).

Warder

Unless I'm misinterpreting you, this is very much counter to what I want.

I don't want leadership to be something that's automatically thrust upon any character, at any level of play.

There are many high-level character concepts (and players who enjoy high-level play), that simply do not want to be leaders of anything.

While one can certainly derive some fun out of taking a character who doesn't want to be a leader and putting them in a leadership position, it's not every player's idea of fun, and it shouldn't be an expectation of the system.

I don't want my only options when I reach high level to be "Leader of Men" or "Villain". Those are both interesting and viable options, but they're far from the only ones.

I want leadership to be something that any character who wants it can pursue, or even start with, at any level, if it works for the campaign.

I think that "Leader of a gang of street urchins" is an entirely viable 1st level character concept, that should have followers.

I think that "Young heir to a noble title inherits earlier than expected, and must seek vengeance" is an entirely viable first level character concept, and it's not unreasonable to allow them to have a keep, retainers, and people who owe her fealty.

Support for leadership, keeps, domains, organizations, and so on and so forth can provide wonderful tools. Tying them unnecessarily to a tier of play, or a specific class, takes the tools and strips them of some of their value.

Tools that don't have these restrictions built in can easily be restricted on a campaign-by-campaign, or character-by-character basis.
 

I'm not saying that the Excel approach is inherently flawed or undesirable. But I am certainly inclining to the view to that it would be a mistake to start with that when thinking about what it would mean to incorporate the idea of rulership and domains into the rules. I think we should start with the sort of thing we want rulership to add to an AD&D game - whether that be Golden Bough druidics, or having a herald or retainers to enhance a PC's social interactions, or something else.
I agree here. The Hârn system and setting pursues pretty "Excel-intensive" approaches to running things like domains, ships and such like, and I love it to bits in that context, but it simply doesn't fit well with what D&D has ever been good at.

For D&D I can see two potentially fruitful avenues. The first is to have a sort of parallel game setup; players participate in a "Game of Thrones" scenario writ large on the one hand, and in a classic "go on adventures and plunder dungeon-like sites" game on the other. One game of domain power, one game of personal power.

The problem with this first option is the "rob Peter to pay Paul" issue - or, perhaps more accurately, the "rob Peter to kill Paul and take his stuff" issue. In other words, if there are fungible resources that are relevant to both games, what stops players gimping themselves in one area to get a "win button" in the other. I think this is a very tricky issue - it came up in Birthright way before magic items became a "party build resource", and expecting magic items to become non-tradable is to run against human nature and the raw facts of economics.

The second option relates in an odd way to "extended rests" or whatever mechanism is used for "daily power" replenishment (and, judging by Monty's fondness for 'vancian' spellcasting, there will assuredly be some). So, if you'll bear with me a minute, an aside on game "tempo"...

For various reasons, I think the hitherto assumed tie between game-world time and game-system time is problematic. The assumption that all a party's resources replenish each game "day" (or night) makes assuptions about the number of encounters per day and so forth either impractical or extremely limited. Encounters, milestones, short rests and extended rests have the capacity to give the game-system a tempo - a beat or pulse that amounts to a "systemic time measurement" that can be wholly divorced from the game-world time flow.

I see this having several advantages:

1) Game styles that progress over game days or weeks can be handled in as balanced and smooth a manner as "dungeon bashing" if resource replenishment is related to the encounter/milestone/full rest/level up tempo of the game-system rather than the imagined diurnal cycle of the game world.

2) Given the escalation of power inherent in the concept of "character level", there can be a "time value of resources" effect, allowing the techniques and theories of management and economics to be applied to give functional "investment" or "capital" features in the D&D reward system. Don't worry - these won't be as complex as this makes the whole thing sound, although the design of them might use moderately complex techniques to balance them out!

This last leads to domain elements that give out things like consumable items, followers a la MME or money income measured per milestone, per extended rest (or whatever replaces this in D&DN) or per level. The escalation of power and value with level will ensure that the value of any such element is limited (i.e. low level benefits will be useless at high level, meaning the "capital resource" either gets liquidated or upgraded) and measurable. Balanced items that represent ongoing benefits (in the same way that regular magic items do) but that meld in the flavour of "domains" and "investments" will thus be possible that fit with the "regular" adventuring play of D&D.

So, two possible implementations of "domains"; could they be mixed? I think that might be even more tricky than keeping the "Game of Thrones" separate from the "Adventuring Progression" with just the first implementation option, but maybe a solution can be found?
 

I agree here. The Hârn system and setting pursues pretty "Excel-intensive" approaches to running things like domains, ships and such like, and I love it to bits in that context, but it simply doesn't fit well with what D&D has ever been good at.

You could argue that there is already an Excel-intensive aspect to current editions of D&D. Namely, the reliance of 4e and PF on character (and monster) builders.

(No, I'm not saying you can't play without those, but they help a lot. The same is presumably true for an Excel-intensive domain management system.)
 

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