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D&D Blog - Kings and Castles
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<blockquote data-quote="tlantl" data-source="post: 5829694" data-attributes="member: 55225"><p>One of the things I liked about the older editions was that wizards had to maintain a laboratory if they wanted to make magic items, brew potions or scribe scrolls. this was one of the ways we had to limit the stuff players could do to upset the setting and it kept the other classes from feeling out classed.</p><p></p><p>The old system of maintaining strongholds and carving out your niche in the world did a lot to fuel adventures. You are given a plot of land to clear. there are elves goblins dwarves and a slew of other things hidden in that 25 mile hex. I had players go for weeks trying to convince the local dwarves that they were now the vassals of this particular lord because the rightful government gave the land to him. of course the dwarves disagreed and things got dicy from there. </p><p></p><p>I loved it, no one rolled a die in anger for nearly a month, but some of the best role play to date came from trying to avert a war while the "lord" gained total control of the area. </p><p></p><p>Of course there were times when the group needed a break from all of that diplomacy so they used their henchmen to adventure with, and some of these followers eventually gained considerable status too.</p><p></p><p>It really doesn't matter whether these rules are labeled optional since they are by their very nature an option to be used. It would be rather obnoxious of the devs to mandate the use of such rules if only because of their complexity and detail. </p><p></p><p>Now an adventure supplement that does a lot of the work for the DM might be welcome for those who really like this idea but are pressed for time and can't really design entire frontiers and layers of intrigue for this form of play. I might even use it if it were generic enough to drop into my already established game world.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5829694, member: 55225"] One of the things I liked about the older editions was that wizards had to maintain a laboratory if they wanted to make magic items, brew potions or scribe scrolls. this was one of the ways we had to limit the stuff players could do to upset the setting and it kept the other classes from feeling out classed. The old system of maintaining strongholds and carving out your niche in the world did a lot to fuel adventures. You are given a plot of land to clear. there are elves goblins dwarves and a slew of other things hidden in that 25 mile hex. I had players go for weeks trying to convince the local dwarves that they were now the vassals of this particular lord because the rightful government gave the land to him. of course the dwarves disagreed and things got dicy from there. I loved it, no one rolled a die in anger for nearly a month, but some of the best role play to date came from trying to avert a war while the "lord" gained total control of the area. Of course there were times when the group needed a break from all of that diplomacy so they used their henchmen to adventure with, and some of these followers eventually gained considerable status too. It really doesn't matter whether these rules are labeled optional since they are by their very nature an option to be used. It would be rather obnoxious of the devs to mandate the use of such rules if only because of their complexity and detail. Now an adventure supplement that does a lot of the work for the DM might be welcome for those who really like this idea but are pressed for time and can't really design entire frontiers and layers of intrigue for this form of play. I might even use it if it were generic enough to drop into my already established game world. [/QUOTE]
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