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Player characters as heirs and eventually rulers
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<blockquote data-quote="77IM" data-source="post: 6407333" data-attributes="member: 12377"><p>I've been thinking about this style of game too. I think most of the published domain - management rules (Birthright, Kingmaker, Reign, a couple others I don't recall) focus too much on the nuts-and-bolts mechanics of the domain itself, when most players really want to go on adventures.</p><p></p><p>I think you could devise a simple system with a focus on adventure and a 3-part feedback loop:</p><p></p><p><strong>1.</strong> Plot hooks. This is stuff like "Trolls are menacing the eastern farmsteads!" or "People have started disappearing from the market square after nightfall!" or the classic "A plague has broken out!!!"</p><p></p><p>The point is for the domain to create problems for the PCs to solve using their PC skills so that the domain drives adventure.</p><p></p><p><strong>2.</strong> Benefits. This is the classic "Let's raid the treasury for magic items" but includes more subtle benefits like access to healing, sages, information networks, transportation, hospitality, delivery, craftspeople, and of course armed hirelings.</p><p></p><p>This helps the PCs on their adventures (something every PC wants) plus it will make them feel really powerful.</p><p></p><p><strong>3.</strong> Decisions. These are problems and opportunities that can't be solved by adventuring, the PCs as rulers just have to decide. Things like, "Settle a dispute between two farmers" or "Should we use the funds for the spring festival to repair the bridge" or "How should we deploy the troops on the north border." This may include some social-interaction scenes.</p><p></p><p>This is the feedback-loop: decisions made in part 3 should inform what plots happen in part 1 and what benefits are available in part 2.</p><p></p><p></p><p></p><p>On a final note, if your PCs are from different kingdoms, be aware that <em>adjacent</em> kingdoms are usually enemies or at least rivals since they compete for resources on their shared borders.</p></blockquote><p></p>
[QUOTE="77IM, post: 6407333, member: 12377"] I've been thinking about this style of game too. I think most of the published domain - management rules (Birthright, Kingmaker, Reign, a couple others I don't recall) focus too much on the nuts-and-bolts mechanics of the domain itself, when most players really want to go on adventures. I think you could devise a simple system with a focus on adventure and a 3-part feedback loop: [B]1.[/B] Plot hooks. This is stuff like "Trolls are menacing the eastern farmsteads!" or "People have started disappearing from the market square after nightfall!" or the classic "A plague has broken out!!!" The point is for the domain to create problems for the PCs to solve using their PC skills so that the domain drives adventure. [B]2.[/B] Benefits. This is the classic "Let's raid the treasury for magic items" but includes more subtle benefits like access to healing, sages, information networks, transportation, hospitality, delivery, craftspeople, and of course armed hirelings. This helps the PCs on their adventures (something every PC wants) plus it will make them feel really powerful. [B]3.[/B] Decisions. These are problems and opportunities that can't be solved by adventuring, the PCs as rulers just have to decide. Things like, "Settle a dispute between two farmers" or "Should we use the funds for the spring festival to repair the bridge" or "How should we deploy the troops on the north border." This may include some social-interaction scenes. This is the feedback-loop: decisions made in part 3 should inform what plots happen in part 1 and what benefits are available in part 2. On a final note, if your PCs are from different kingdoms, be aware that [i]adjacent[/I] kingdoms are usually enemies or at least rivals since they compete for resources on their shared borders. [/QUOTE]
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