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Post by Deleted on Oct 6, 2013 3:13:04 GMT -6
Just as the DD combat rules can be used for mass combat, could the rules be SIMPLY adapted to represent a domain with one character = one domain, and has it been done already in a way that doesn't stray from the OD&D toolset into Birthright-style complication ?
Character stats could represent facets of the domain e.g. DEX as infrastructure/speed of armed response/flow of ideas/propaganda, with AC as defences etc while the character class could represent the overall leadership or direction of the community e.g Cleric is obviously a holy community, Thief - a wretched hive of villainy. Saving Throws vs natural disasters/civil unrest etc. Advancement - power - relies on accumulation of wealth and sacking other domains.
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Post by waysoftheearth on Oct 6, 2013 6:23:51 GMT -6
That's an interesting notion @relic... I'd need to think about it some more, but right off the top of my head I'm thinking that, at the political level, you'd probably want a turn per season or even per year. And you'd want to consider what a domain's important "assets" really are. Allies are probably the key asset (and enemies the key liability), then towns/cities, strongholds, armies, and so on. You'd need to settle on the level of abstraction you want to work with in order to decide which of these things matter, what kind of political actions the player can take, and then figure out how they matter in game terms. A fascinating project for sure
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Post by derv on Oct 6, 2013 8:44:04 GMT -6
This is an interesting notion. To me, it seems to take the idea of scaling to it's extreme limit and world domination may occur in a matter of turns ( if one would want to pursue such a thing ). Where it may break down is in population density. How do you differentiate a domains size and relative strength or health from anothers, especially after conquest of other domains? by GP's, level, XP's? What is a domain worth in XP? Would you use morale checks for the general population's sense of well being? What would the result of a failed morale check be? Physical size of domain, population density, and wealth of leadership would not necessarily = health/well being. Lots to think about- could be fun.
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Post by Deleted on Oct 6, 2013 9:20:18 GMT -6
When Traveller 2300 (later renamed 2300 AD) was written, the staff of GDW played a domain game. It was similar to what you've described here, with one player representing each nation or bloc and turns representing long spans of time. It seemed a nice way to generate some pre-historical background for the setting.
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Post by Deleted on Oct 6, 2013 10:08:52 GMT -6
Thank you chaps, I'll draft something up with examples. Cameron, that's one of the ways I could see it being used, as well as a backdrop to a PC party's adventures. Edit: I can see others have applied the character as domain idea before from this preview of Monsters & Magic I was sent last night. Still, it's different than my idea as that is solely combat-orientated.
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Post by Deleted on Oct 7, 2013 1:03:02 GMT -6
Here are some of my initial ideas: Character as Domain STR – settlements/population STR - Edit: instead, preparedness for war DEX - builders of infrastructure –roads/rivers, transportation CON- health INT – learning, how cosmopolitan (languages), magic-use WIS – piety, cohesion CHA – diplomacy, reputation, using reaction rolls for parley Level - amount of hexes under dominion AC –defences, fortifications Shield – patrols, militia 'Class' - the nature of leadership - martial/magic/holy Alignment - Law, Chaos, Non-aligned Melee – attack adjacent domain +str bonus Ranged – attack distant domain +dex bonus HP – Command structure, control of situation. HP: Edit: instead, countrymen available for muster as troops When HP = zero then any further damage taken from one of the six stats Critical hits could affect a stat directly Magic - whether to have spells that effect entire domains - as in G.G. Kay's Tigana - will be an option for High Fantasy Play Turn Undead Table (?) - maybe resisting propaganda of another domain's ethics/religion/radical philosophy ? Hirelings - foreign allies/mercenaries. Specialists - guilds or DaVinci/Sun Tzu-style geniuses More to come (XP etc), but I'll work on these.
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Post by snorri on Oct 7, 2013 2:31:02 GMT -6
That's nice !
Maybe I would have STR = Military potential, and HP = Demography, so HP is linked to level, which is the number of hexes. Attacks damage demography.
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Post by Deleted on Oct 7, 2013 8:23:26 GMT -6
That's nice ! Maybe I would have STR = Military potential, and HP = Demography, so HP is linked to level, which is the number of hexes. Attacks damage demography. Excellent idea, now I see how Rest/Healing fits in ! (Edit: STR as military preparedness, HP represents countryman able to be mustered as troops.)
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Post by snorri on Oct 7, 2013 8:39:58 GMT -6
Yes, that's why you need clerics to give nuptial benediction and baptisme to newborns
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Post by derv on Oct 7, 2013 18:31:56 GMT -6
Could you spend Gold Pieces (Wealth) to raise certain stats? In essence investing into the further development of your domain. Would there be a limit to stats, ie. 18? What's the penalty/affect for having low Wisdom? To me it might affect judgement or the ability to make quick decisions/reactions, hence strong or weak leadership/diplomacy (which you have under Charisma). Also, tied in with Piety could be Dedication or Law Abiding.
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Post by Deleted on Oct 7, 2013 23:50:50 GMT -6
Could you spend Gold Pieces (Wealth) to raise certain stats? In essence investing into the further development of your domain. Would there be a limit to stats, ie. 18? What's the penalty/affect for having low Wisdom? To me it might affect judgement or the ability to make quick decisions/reactions, hence strong or weak leadership/diplomacy (which you have under Charisma). Also, tied in with Piety could be Dedication or Law Abiding. Good questions. My goal is to use the tools of the original edition* - so development is primarily through expansion (advancement) which affects troops and thus combat advantage - but just as a character can develop through equipment/arms /armour - so a domain can buy better defences (AC) for example, or an outland expeditionary force/crusaders/privateers (ranged weapon) Attribute Increases would only be facilitated by (Magic Items) Discoveries and Resources gained through exploration/exploitation/research/spoils of war/trade(?) - and just like magic items they could be plundered by another domain or like potions they could have a limited number of uses. Intelligent resources - an oracle, ensorcelled terracota army etc. may have an Ego and Agenda of their own. Low Wisdom - is lack of piety and social cohesion so civil unrest from citizens, religious agitation from foreign Cleric domains could have an affect - I will tie a Saving Throw into this. Charisma I see as relations with outside allies, also one of the ways established domains compete over newfound colonies. * e.g Elvish domains pick between martial or magic focus for a time period (whichever faction is ascendant or as a response to outside conflict). A plague of undead may cause Level drain. There would be tables for crises/opportunities and stocking new hexes. As ever, reworking the spells will be the most laborious part.
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Post by Deleted on Oct 22, 2013 14:40:27 GMT -6
Well I've given it a shot in play but it's a bit too boardgamey for me as it stands, and works better with low/no- magic. Will continue to tweak and eventually put a PDF together to post here.
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