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<blockquote data-quote="thirdkingdom" data-source="post: 8316363" data-attributes="member: 78442"><p>I recently wrote a book (<a href="https://www.drivethrurpg.com/product/353949/Into-the-Wild" target="_blank">Into the Wild</a>) addressing this very issue for Old School Essentials (and other OSR-games), which focuses primarily on domain building (which is mostly the purview of fighters, but other classes can do it too, just not as well). I wrote another book (A Guide to Thieves' Guilds) a year or so ago that focuses on running Thieves' and Assassins' Guilds (again for OSE). I think a big way that domain-level play can be done successfully is through extensive use of retainers.</p><p></p><p>As the higher-level PCs get involved in doing name-level activity they spend more time researching spells, creating magic items, running domains, etc., and the players start controlling their retainers for more day to day activity. As downtime allows the higher-level PCs return to adventuring as needed. I'm a big proponent of creating retainer trees, which allows you to play at different tiers at once. For instance, you could have a 12th level main PC who, while they're not creating magical items or running a spy ring are exploring the outer planes, and they've got a few 6-8th level retainers who are busy exploring new lands, delving into higher-level dungeons, etc., and those mid-level retainers have a few low-level retainers who clear the easy dungeons, handle patrols of newly claimed territory, etc. It allows for the name-level stuff to be abstracted out while giving the players something to do in the meanwhile ("Okay, so Arwenna is busy creating a wand of fireballs, which will take about a month. During that time I'm going to get her loyal retainer, Gworg the Unwise, to lead an expedition to see if they can't convince the hill giants to the east to stop raiding out supply lines.").</p></blockquote><p></p>
[QUOTE="thirdkingdom, post: 8316363, member: 78442"] I recently wrote a book ([URL='https://www.drivethrurpg.com/product/353949/Into-the-Wild']Into the Wild[/URL]) addressing this very issue for Old School Essentials (and other OSR-games), which focuses primarily on domain building (which is mostly the purview of fighters, but other classes can do it too, just not as well). I wrote another book (A Guide to Thieves' Guilds) a year or so ago that focuses on running Thieves' and Assassins' Guilds (again for OSE). I think a big way that domain-level play can be done successfully is through extensive use of retainers. As the higher-level PCs get involved in doing name-level activity they spend more time researching spells, creating magic items, running domains, etc., and the players start controlling their retainers for more day to day activity. As downtime allows the higher-level PCs return to adventuring as needed. I'm a big proponent of creating retainer trees, which allows you to play at different tiers at once. For instance, you could have a 12th level main PC who, while they're not creating magical items or running a spy ring are exploring the outer planes, and they've got a few 6-8th level retainers who are busy exploring new lands, delving into higher-level dungeons, etc., and those mid-level retainers have a few low-level retainers who clear the easy dungeons, handle patrols of newly claimed territory, etc. It allows for the name-level stuff to be abstracted out while giving the players something to do in the meanwhile ("Okay, so Arwenna is busy creating a wand of fireballs, which will take about a month. During that time I'm going to get her loyal retainer, Gworg the Unwise, to lead an expedition to see if they can't convince the hill giants to the east to stop raiding out supply lines."). [/QUOTE]
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