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General Tabletop Discussion
*Dungeons & Dragons
should we have domains back if so how?
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<blockquote data-quote="NotAYakk" data-source="post: 8809001" data-attributes="member: 72555"><p>Reign, by Greg Stolz, has a system for organizations. The organization has a bunch of (somewhat abstract) features and attributes.</p><p></p><p>These organizations can come into conflict or try to do things.</p><p></p><p>PCs in this game adventure and act as spoilers. Their actions can add bonuses to what the organization tries to do, and the game is designed that these relatively small bonuses (an extra die or whatever) can swing the results.</p><p></p><p>The idea is that instead of modelling an economy or whatever, you abstractly describe the organization and attach a story or plot generator to it, together with mechanics on how individual adventures can impact the story or plot it generates.</p><p></p><p>The engine it uses - the One Roll Engine - is cute, and from what I can recall it should be pretty easy to use ORE for domains while using traditional D&D for the individual characters. The two are mostly separable.</p><p></p><p>As a benefit, it means you don't have to add up the gp cost of all of the retainers in a castle or settlement and determine if the castle is a functioning economic entity. The problem with that model is often you want an economic entity that is either functioning or disfunctioning in a specific way, and simulation level detail means you have to do a PILE of work to get it to function or not function in the way you are aiming for, let alone confirm that the simulation level detail actually simulates what you think it does. A better model would be one that takes what you are aiming for (a keep guarding a settlement) and describes what it needed to make it function, modelling someone in-game having the expertise to know how many cartwrights it needs, instead of telling you the price of cartwrights and the impact carts have on transportation capabilities and cart wear and repair systems.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8809001, member: 72555"] Reign, by Greg Stolz, has a system for organizations. The organization has a bunch of (somewhat abstract) features and attributes. These organizations can come into conflict or try to do things. PCs in this game adventure and act as spoilers. Their actions can add bonuses to what the organization tries to do, and the game is designed that these relatively small bonuses (an extra die or whatever) can swing the results. The idea is that instead of modelling an economy or whatever, you abstractly describe the organization and attach a story or plot generator to it, together with mechanics on how individual adventures can impact the story or plot it generates. The engine it uses - the One Roll Engine - is cute, and from what I can recall it should be pretty easy to use ORE for domains while using traditional D&D for the individual characters. The two are mostly separable. As a benefit, it means you don't have to add up the gp cost of all of the retainers in a castle or settlement and determine if the castle is a functioning economic entity. The problem with that model is often you want an economic entity that is either functioning or disfunctioning in a specific way, and simulation level detail means you have to do a PILE of work to get it to function or not function in the way you are aiming for, let alone confirm that the simulation level detail actually simulates what you think it does. A better model would be one that takes what you are aiming for (a keep guarding a settlement) and describes what it needed to make it function, modelling someone in-game having the expertise to know how many cartwrights it needs, instead of telling you the price of cartwrights and the impact carts have on transportation capabilities and cart wear and repair systems. [/QUOTE]
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should we have domains back if so how?
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