Domain Rulership, Part Seven

Previously in this series, I looked at one of the high-water marks for fine detail in domain rulership systems. This week, I’m going to some systems at the opposite extreme: 13th Age and Dungeon World. Not counting, of course, systems that simply have no rules for domain rulership or strongholds. Absence is different from minimalism – and I’m about to split that hair damned fine.

The Ranger Class, Part Seven

This time in History of the Classes, we’re wandering some distance afield of Dungeons & Dragons itself. Dungeon World and 13th Age both look to the dungeon-crawling action of D&D as their spiritual ancestor, though, and they both have a Ranger class. Since they both set out to re-envision D&D, I thought it might be interesting to see how they tackle a class that D&D has had a hard time pinning down.

The Paladin Class, Part Seven

To be honest, when I started this series I never would have guessed that I would need seven articles to talk about one class. On the other hand, D&D has a long and nuanced history, including a lot of offshoots, clones, retroclones, demi-clones… so today I’m tackling three of those not-quite-mainline iterations: the Rules Cyclopedia (OD&D), Pathfinder (3.x, but honestly if you read gaming websites you don’t need me to tell you this), and 13th Age (4e…ish).

(Part Eins, Zwei, Drei, Vier, Fünf, Sechs)