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D&D Blog - Kings and Castles
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<blockquote data-quote="Grydan" data-source="post: 5832832" data-attributes="member: 79401"><p>Unless I'm misinterpreting you, this is very much counter to what I want.</p><p></p><p>I don't want leadership to be something that's automatically thrust upon any character, at any level of play.</p><p></p><p>There are many high-level character concepts (and players who enjoy high-level play), that simply do not want to be leaders of anything.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I think that "Leader of a gang of street urchins" is an entirely viable 1st level character concept, that should have followers.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Tools that don't have these restrictions built in can easily be restricted on a campaign-by-campaign, or character-by-character basis.</p></blockquote><p></p>
[QUOTE="Grydan, post: 5832832, member: 79401"] 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. [/QUOTE]
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