Because the Internet is often tone-deaf, I wanted to be 100 percent clear about how I see the relationship between the Domain Game and Adventurer Conqueror King: f-bomb those guys.
Now that I got the interest of those who have a teaser-line feed, I don't mean that in the slightest. In fact, if it wasn't crystal clear from my last post and from Tavis's comments, I believe something(s) highly interesting and useful to our corner of the hobby is going to arise out of this. I don't know the exact shape of the end result, both parties still have some talking—and I have some writing and editing—to do yet.
There are a couple things that should get addressed in the mean time.
Thread one is the opinion that Austrodavicus (man, what a great handle) voiced here and on his matching post at Dungeons Down Under. Dave's punchline is that “people will pick through both works for their own games.”
My gut says this “yep, this likely is pretty what people in our DIY hobbyist end of things are going to do.” Hell, it's what I would do.
Although it came from a different impetus at the time, I should repeat that acknowledging that fact has been part of the core vision of the Domain Game for sometime. Cherry-picking is hardwired into the project.
I tried to accomplish this in a number of ways:
- By making it fully, or at worst mostly, compatible to existing older and neo-classical flavors of D&D. You won't have to switch games or shoehorn what you are already playing overly much to use it.
- By dividing certain sections into “basic”,“advanced”, and “narrativist” parts. Want to hand-wave the nitty-gritty details on how a domain gets a monthly income, but want a simple chart-based system? Stick to basic. Want to see how the sausage is made? Go with advanced. Want to take a freeform, off-stage approach to ruling? Go with the narrativist.
- By making the granular, “advanced” parts modular. So you want to keep most domain-play basic, but you want to keep some detail on say how the annual grain harvest works or exactly how one attracts colonists to a strange land, you can use this piece or that in with the basic framework--or one of your making.
- By having three distinct layers oriented to three different places in the power arcs of D&D characters. The “Pendragon D&D” work for the first layer (roughly levels 3-7). Clearing (or adapting) the wilderness--and scratching out a subsistence--for early name level at the second and larger-scale kingdom level action for even higher-level characters. One also has the flexibility to use any of these layers at any level, if that's where your think your game is going.
The second thread, on the nature of the old school second-wave--and where all this fits in--coming at you later today or tomorrow.