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<blockquote data-quote="ruleslawyer" data-source="post: 3843745" data-attributes="member: 1757"><p>I've run two campaigns (the two longest I've DMed) that featured strongholds. One was a BECMI game in which all four characters participated in realm-building; it so happened that one player (the fighter) was a slight latecomer to the campaign and a casual player, so the others set up his PC as castellan and assumed that he was at home minding the domain if the player didn't show up. I built the campaign around enlarging the dominion and safeguarding it, and used the C/M series of adventures, which do a nice job of building story hooks into running a domain. In our final story arc, the domain's anointed ruler (the cleric PC) was forced to travel forward into the future several generations along with his friends to save the domain of his great-great-granddaughter. Good stuff.</p><p></p><p>The second campaign was a 1e/2e/3e FR campaign that lasted a long time and in which the PCs ended up rescuing from evil three separate domains scattered across the Realms. They connected the three domains by means of gates (permanent teleport spells), but really only focused on expanding the third one, which was a small realm centered around the town of Glister north of the Moonsea. In time, that realm became a strong power, but one constantly under threat by giants, ogres, orcs, drow elves, and the cruel city-states of the Moonsea (Zhentil Keep, Mulmaster et al), which kept the PCs on their toes and led to several grueling adventures as well as a few massed battles and a great deal of power-mongering and diplomacy. The game worked in part because I set up rules to keep much of the "boring" stuff offstage, and also because by the time the domain was substantial enough to be a problem to manage, the PCs were personally powerful enough, and had enough cohorts and other loyalists, to deal with the majority of issues without each and every one necessitating a full-blown adventure.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 3843745, member: 1757"] I've run two campaigns (the two longest I've DMed) that featured strongholds. One was a BECMI game in which all four characters participated in realm-building; it so happened that one player (the fighter) was a slight latecomer to the campaign and a casual player, so the others set up his PC as castellan and assumed that he was at home minding the domain if the player didn't show up. I built the campaign around enlarging the dominion and safeguarding it, and used the C/M series of adventures, which do a nice job of building story hooks into running a domain. In our final story arc, the domain's anointed ruler (the cleric PC) was forced to travel forward into the future several generations along with his friends to save the domain of his great-great-granddaughter. Good stuff. The second campaign was a 1e/2e/3e FR campaign that lasted a long time and in which the PCs ended up rescuing from evil three separate domains scattered across the Realms. They connected the three domains by means of gates (permanent teleport spells), but really only focused on expanding the third one, which was a small realm centered around the town of Glister north of the Moonsea. In time, that realm became a strong power, but one constantly under threat by giants, ogres, orcs, drow elves, and the cruel city-states of the Moonsea (Zhentil Keep, Mulmaster et al), which kept the PCs on their toes and led to several grueling adventures as well as a few massed battles and a great deal of power-mongering and diplomacy. The game worked in part because I set up rules to keep much of the "boring" stuff offstage, and also because by the time the domain was substantial enough to be a problem to manage, the PCs were personally powerful enough, and had enough cohorts and other loyalists, to deal with the majority of issues without each and every one necessitating a full-blown adventure. [/QUOTE]
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