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D&D Older Editions, OSR, & D&D Variants
Stuff You'd Like from OD&D, AD&D, Holmes, B/X, BECMI, RC?
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<blockquote data-quote="Dausuul" data-source="post: 5785750" data-attributes="member: 58197"><p>I'll be honest: I never actually had a character with followers. The only character who ever got to a high enough level to qualify was a 2E mage, and by the time I got my tower the campaign was more or less over. But the <em>idea</em> of followers and strongholds was a huge draw for me; that my character would not be forever a rootless adventurer, and could one day, if she survived, carve out a realm of her own.</p><p></p><p>One might then ask why we need rules for this. People at Wizards have mentioned their market research indicates most campaigns never get beyond the low- to mid-levels; what's the point of adding a whole new subsystem for followers and strongholds which most people won't ever use? Why not just <em>imagine</em> that my character will one day become "queen by her own hand?"</p><p></p><p>But it makes a difference to have rules for it. Without rules for dominions, it takes an extraordinary and committed DM to step outside the dungeon-crawling idiom of the low levels and create essentially a whole new game to encompass this larger realm. So I can imagine what I like, but I know deep down that if the campaign ever actually does reach those levels, it'll just be more of the same. Conversely, if there are rules for followers and strongholds, I can look forward to using them even if I never reach that point.</p><p></p><p>And, y'know, "most campaigns" is not "all campaigns."</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5785750, member: 58197"] I'll be honest: I never actually had a character with followers. The only character who ever got to a high enough level to qualify was a 2E mage, and by the time I got my tower the campaign was more or less over. But the [I]idea[/I] of followers and strongholds was a huge draw for me; that my character would not be forever a rootless adventurer, and could one day, if she survived, carve out a realm of her own. One might then ask why we need rules for this. People at Wizards have mentioned their market research indicates most campaigns never get beyond the low- to mid-levels; what's the point of adding a whole new subsystem for followers and strongholds which most people won't ever use? Why not just [I]imagine[/I] that my character will one day become "queen by her own hand?" But it makes a difference to have rules for it. Without rules for dominions, it takes an extraordinary and committed DM to step outside the dungeon-crawling idiom of the low levels and create essentially a whole new game to encompass this larger realm. So I can imagine what I like, but I know deep down that if the campaign ever actually does reach those levels, it'll just be more of the same. Conversely, if there are rules for followers and strongholds, I can look forward to using them even if I never reach that point. And, y'know, "most campaigns" is not "all campaigns." [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
Stuff You'd Like from OD&D, AD&D, Holmes, B/X, BECMI, RC?
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