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Let's talk about Domains, War, Leadership and Sundry
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<blockquote data-quote="Reynard" data-source="post: 8315798" data-attributes="member: 467"><p>Because the issue has come up in a couple other threads, I wanted to discuss the "other" D&D play -- that of carving kingdoms out of the wilderness, raising armies, building tower and temples and guildhalls, becoming a ruler or leader, and so on.</p><p></p><p>This stuff has been around since the inception of the game and is built into the influential fiction of King Conan and Elric. Eventually growing beyond simply hunting treasure was an assumed part of play, and still should be IMO. In fact, after thinking on it a little bit, the fact that most published WotC adventures end in the low range of the higher levels (12 to 14) they set up the characters perfectly to "retire" from adventuring/world saving and settle down with a few hundred followers in a stronghold of their own design (or which they stole from the big bad of that previously mentioned adventure).</p><p></p><p>As a GenXer who came in by way of BECMI, I am most fond of the Domain and Warfare rules of the Companion Set -- simple yet comprehensive. I bought Strongholds and Followers and it is a good book but not as detailed as I would like (hopefully Kingdoms and Warfare fix that), and I have been eyeing Legendary Games "Ultimate" series for a while.</p><p></p><p>How do you feel about this "leadership" mode of play? What systems do you use to enact it? Is 5E a system that can support it, or needs it?</p></blockquote><p></p>
[QUOTE="Reynard, post: 8315798, member: 467"] Because the issue has come up in a couple other threads, I wanted to discuss the "other" D&D play -- that of carving kingdoms out of the wilderness, raising armies, building tower and temples and guildhalls, becoming a ruler or leader, and so on. This stuff has been around since the inception of the game and is built into the influential fiction of King Conan and Elric. Eventually growing beyond simply hunting treasure was an assumed part of play, and still should be IMO. In fact, after thinking on it a little bit, the fact that most published WotC adventures end in the low range of the higher levels (12 to 14) they set up the characters perfectly to "retire" from adventuring/world saving and settle down with a few hundred followers in a stronghold of their own design (or which they stole from the big bad of that previously mentioned adventure). As a GenXer who came in by way of BECMI, I am most fond of the Domain and Warfare rules of the Companion Set -- simple yet comprehensive. I bought Strongholds and Followers and it is a good book but not as detailed as I would like (hopefully Kingdoms and Warfare fix that), and I have been eyeing Legendary Games "Ultimate" series for a while. How do you feel about this "leadership" mode of play? What systems do you use to enact it? Is 5E a system that can support it, or needs it? [/QUOTE]
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