Domain Rulership, Part Three

It’s been a few weeks since my last Domain Rulership article, so let’s get back to it. This week is the first of at least two articles on Advanced Dungeons and Dragons, Second Edition, because it had two unrelated systems. The first of these is in the Dungeon Master’s Guide, expanded in The Castle Guide and at least referenced lightly in The World Builder’s Guidebook; the second is the majestic Birthright.

Domain Rulership, Part Two

Last time in the History of Domain Rulership, I studied Frank Mentzer’s Companion rules and bemoaned my lack of the Expert rules. To my great surprise, a friend sent me a copy of Expert a few hours after my article went up, so now I can talk about it, and Rules Cyclopedia, and… you know what, I don’t know how much I’ll be able to cover this week, so let’s just take it as it comes.

(Pictured above: every domain ruler needs a council of advisors. This Grima Wormtongue guy seems trustworthy! Wormtongue is a common family name where he’s from. Probably.)

Domain Rulership, Part One

A few weeks ago, my esteemed colleague wrote about PC headquarters and home bases in campaigns. Talking to him about it afterward got me thinking about building new domain-management rules for 5e, taking the best parts from the huge list of other tabletop roleplaying games that have included domain-management elements. To do this, of course, I need to study everything, and as I do that, I might as well turn it into something other people can read too.

There are a lot of games to draw from here, and some of them are more difficult or expensive to track down than others. No promises on which ones I’ll cover in the course of this series, though each edition of D&D will get at least some coverage – including a discussion of how to make 4e’s skill challenges do some of this work.