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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Domain play, what, if anything, do you use?
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<blockquote data-quote="dbm" data-source="post: 9731124" data-attributes="member: 8014"><p>I have three main options in my library, and which I would use would depend on how I wanted ‘domain play’ to feature.</p><p></p><p>Savage Worlds has a simple ‘base of operations’ system, which has tailored implementations for different genres including fantasy, supers, sci-fi, and horror. The PCs can have or find a base at GM discretion, and then there are features that the base can have which provide bonuses to the group. For example, in a fantasy base you might have a scrying room. Every time the PCs advance they can add a new feature to their stronghold, and this will also trigger some kind of base-of-ops focussed encounter, too. It’s a very simple, no real maintenance, system for having a base as a background feature which provides tangible benefits.</p><p></p><p>Legends of Anglerre has a system for modelling bases and organisations using Fate. This is the ‘Fate fractal’ in action, so you could do it in any Fate game however this is a detailed worked example. Organisations / bases have stats of their own, plus aspects and stunts. It’s more mechanically rich than the Savage Worlds rules and provides more support for maintenance, complications, or conflict if these are things you want to feature more in your game.</p><p></p><p>Lastly, there are several GURPS supplements on running organisations or territories. These are the most detailed, as you might expect. If you really want a campaign to focus on the details of these things GURPS has you covered.</p><p></p><p>Sticking with D&D? Rules Compendium is on the shelf too.</p></blockquote><p></p>
[QUOTE="dbm, post: 9731124, member: 8014"] I have three main options in my library, and which I would use would depend on how I wanted ‘domain play’ to feature. Savage Worlds has a simple ‘base of operations’ system, which has tailored implementations for different genres including fantasy, supers, sci-fi, and horror. The PCs can have or find a base at GM discretion, and then there are features that the base can have which provide bonuses to the group. For example, in a fantasy base you might have a scrying room. Every time the PCs advance they can add a new feature to their stronghold, and this will also trigger some kind of base-of-ops focussed encounter, too. It’s a very simple, no real maintenance, system for having a base as a background feature which provides tangible benefits. Legends of Anglerre has a system for modelling bases and organisations using Fate. This is the ‘Fate fractal’ in action, so you could do it in any Fate game however this is a detailed worked example. Organisations / bases have stats of their own, plus aspects and stunts. It’s more mechanically rich than the Savage Worlds rules and provides more support for maintenance, complications, or conflict if these are things you want to feature more in your game. Lastly, there are several GURPS supplements on running organisations or territories. These are the most detailed, as you might expect. If you really want a campaign to focus on the details of these things GURPS has you covered. Sticking with D&D? Rules Compendium is on the shelf too. [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Domain play, what, if anything, do you use?
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