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.

Domain Rulership, Part Five

Last time in the Domain Management series, we discussed my personal high-water mark for domain-level rules, known in the tongues of gods and men as the Birthright Campaign Setting. We continue therefore to Third Edition. The Dungeon Master’s Guide has nothing on this topic, signaling the total difference in the game’s assumptions about what characters do with their money at mid-to-high levels. The Stronghold Builder’s Guidebook fills in with domain rules, and I’ll get to that in a bit.

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.)

Home is Where the Heart of the Campaign Is

This week on the Campaign Trail we look at creating headquarters with your players.

Most Tabletop RPG (TRPG) involve a fellowship of heroes who wander the land righting wrongs and fighting evil. These characters often have elaborate backstories about the people and places they care about. Good adventures can pull these backstories into the foreground, but without a shared backstory – the other players will have to wait for their turn to shine. If a locale is not tied to any player’s backstory, it can make it even harder for players to really care about that place.

For your next campaign, try giving your players a shared place they can all call home. Rather than having your PCs wander from town to town as adventurer hobos, provide them with their own base of operations. Home can be a manor they cleared of goblins, an inn they purchased, a spooky wizard’s tower, a keep at the edge of civilization or old shack owned by a PCs parents. Wherever they call home, as long as it is a place they want to call their own, you are doing it right.