D&D General Tell me about Birthright

The ideal set up in my experience is having multiple regents in one kingdom. One holding the land and law, one holding the temples, one the guilds and one the sources. They can the plausibly work together against enemies foreign and domestic and have a legitimate reason to hang out.
Ah, like some sort of small council.
 

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The ideal set up in my experience is having multiple regents in one kingdom. One holding the land and law, one holding the temples, one the guilds and one the sources. They can the plausibly work together against enemies foreign and domestic and have a legitimate reason to hang out.

I agree, but one of the good things about Birthright and Cerillia is that it allows different styles of play

1. the classic Small Council cooperative play

2. the Risk-style battling Regents pvp

3 The single Regent “mission command style”

4. High king Pendragon Style - everyone is a regent but they agree to work as allies against a common foe

5. Cerillia is also a nice setting for ‘Normal’ DND Campaign with added intrigue and politics
 


I have a box with that name that has been sitting on one of my shelves since the first Clinton presidential term. I think I browsed through it once or twice.

Oh, "Gangster's Paradise" by Coolio was the #1 hit that year, Dumb and Dumber was the #1 movie, and Forrest Gump won best picture. I didn't have dial-up internet yet.
 

I read "Birthright", I must chip in!

I've been DMing a Birthright multi-campaign on and off for the last 20+ years, each campaign is a generation of Heroes, then their heirs take over, and the story goes on.

HERE is were I keep track of stuff, the first couple of campaigns are not really detailed, since I'm not even sure internet existed at that time... or anyhow I didn't think a "blog" was a thing back then!


in the links on the blog there's also my personal conversion to 5e rules.

In the past, I used to run it "by the book", with the Mass Battles and the Domain Turns using their own set of rules, but lately I'm using these two aspects of the game more as background, than really as codified rules. I've found out during the years that it's a much more powerful experience to roleplay a diplomatic mission and play out fights that roll a couple of dice and say "ok, this is what happens". YMMV
 

The ideal set up in my experience is having multiple regents in one kingdom. One holding the land and law, one holding the temples, one the guilds and one the sources. They can the plausibly work together against enemies foreign and domestic and have a legitimate reason to hang out.
Same here.
 

I’ve mentioned elsewhere that the setting has very strong Game of Thrones and The Witcher vibes. Even though it was released in 1996 before Game of Thrones was published. They even have an Iron Throne as the ultimate prize of a successful dynasty and a Wild Hunt.

There are a few things that I think are particularly powerful from the setting.

- The tension between Humans and Elves - who have warred for land over the centuries with the elves retreating to forest enclaves. Elves in the setting are distant, aloof, and not necessarily friendly… but powerful. It’s an elven kingdom that stands as the greatest bulwark against the Gorgon to the north.

- Foes are strong. The Awnsheghlien are often tragic characters and are real, fully fleshed out and three dimensional. They have their own goals and aspirations. At the same time villains just as easily be a rival baron or a treacherous underling.

- Magic is flavourful. There are a handful of well developed wizards roaming the land, meddling in kingdoms affairs and casting realm shaking magic. This feels a lot like The Witcher and is pretty darn cool.

- The domain rules provide a good backdrop. I played the Gorgon’s Crown computer game which stuck pretty closely to these over and over again and really enjoyed it. Though as often is the case I found when things progressed and got bigger it bogged down (a bit like the various CIV games). I wouldn’t expect the heroes to take over the continent with the domain rules but managing the kingdom over the short term it can work well.

- The domain sourcebooks were a lot of fun. With tons of clues and hooks and ideas. I would consider strongly a campaign for four players that used Ilien, Endier, Roesone and Medeore because all four kingdoms are co-located and also have similar enemies. It’s a cool idea.

On the flip side. The adventures written for it are very poor quality. Either too thinly sketched, too linear, or not able to combine rulership and adventure. Warlock of the Stone Crowns is probably the best of them.
 
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Matt Colville once had a Running the Game video up professing his love for Birthright, but I think he must have taken it down.

I must say that one of my favorite Dungeon adventures was a Birthright-linked adventure. Seeking Bloodsilver, written by a young Chris Perkins, I filed off the Birthright-ness and used it in Greyhawk up in the northern Clatspurs.
 

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