Yes, that's a clumsy paraphrase of a
likely apocryphal Gygax quote and, yes, it's hyperbole—role-playing
games need some kind of rules structure to keep them from just
slumping into amateur theater hour. (And yes there is much to use in
later supplements and games digging into this realm-ruling
realm—including my own Hill Cantons: Borderlands when it's
tarrying rear sees the light of published day.)
But it's an exaggeration that amplifies
a simple truth, you may already have more in your head and hands
about how to run this then you realize. For one you the ultimate
baseline: your own capacity to imagine a robust imaginary world and
adjudicate on a situational basis. Though a victim of scatter-shot
organization there is also the fact that a fairly substantive rules
framework for domain-play in D&D was already in place as early as
1979--in two books that you likely already own.
Let's do some textual analysis of the
explicit and implicit domain game lying in those lovable old
hardbacks (coming again for an encore this summer). Here's part one
mostly from what we can gather from the Players' Handbook (part two
of this post deals with the smorgsborg scattered throughout the DMG).
Different Classes, Different
Domain Games
When you put together the various scattered paragraphs on higher
level play you get a sense of a few overall themes (I will present a
few more when we get to the DMG) that what class and race you are
highly colors what you can as a charcter when you get to name level,
enough that it feels like you have not just one domain game but
several.
Only the three original core classes
are able to “rule”. Only clerics, fighters, and magic-users
are able to exert political authority enough to be able to squeeze
income out of a local population. Furthermore they collect this
revenue in varying amounts implying that the classes have different
spheres of activity in the realm that can control.
There is an implied subtext I see in
the terseness that the only beancounting that is important to AD&D
domain ruling is knowing what the population of the land you control
is and how much swag you can pull out of them.
Cleric (income from “trade, taxation,
and tithes”): 9 sp per inhabitant per month
Fighter (income from “trade, tariffs,
and taxes”): 7 sp per inhabitant per month
Magic-User (unclear but they “rule
much as a noble”): 5 sp per inhabitant per month
Domain play does map neatly to
name-level. Clerics begin in a limited way—they can build a
temple and attract followers but not tax--right before name level at
8th level. On the other hand you have Magic Users who
cannot build a stronghold and rule until 12th level, one
after name level.
Ruling is for humans. Level-caps
make it a humanocentric part of play for PCs. Only Dwarves with 18
STR and Half-Orcs can become name-level fighters. No PC demi-human
can achieve a qualifying Cleric or Magic User level. So ruling is
really left as far as PCs go to humans.
Class determines type of
“stronghold.”
Clerics: At 8th level must
build “a place of worship, a building of not less than 2,000 square
feet in floor area with an altar, shrine, chapel, etc” to attract
followers. At 9th level to rule they have the: “option
of constructing a religious stronghold. This fortified place must
contain a large temple, cathedral, or church of not less than 2500
square feet on the ground floor. It can be a castle, a monastery, an
abbey or the like. It must be dedicated to the cleric's deity (or
deities). The cost of construction will be only one-half the usual
for such a place because of religious help.”
Fighters: Have freeholds which are
“some type of castle” based in a cleared radius of 20-50 miles.
Magic-Users: Have strongholds based in
a cleared radius of 10-20 miles.
Thieves: Cannot build strongholds (i.e.
a building that serves as a seat of power) but can “build a tower
or fortified building of the small castle type for their own safety;
but this construction must be within, or not more than a mile distant
from, a town or city.”
Assassins: Like thieves cannot build
strongholds but can build guild headquarters when they reach 13th
level and defeat the sitting guildmaster “the headquarters...is
always within a large town or big city...It is typically a warehouse
or other nondescript structure, with safeguards and traps added.”
However evocatively at 15th
level, “the headquarters of the Grandfather of Assassins can be
virtually anywhere and of any form--cavern, castle, monastery,
palace, temple, you name it. However, if it is a large and obvious
place, the headquarters must be located well away from all
communities - such as in the midst of a murky woods, a dismal marsh
or fen, a lonely moor, a deserted island, A remote coast, or far into
forsaken hills or atop a mountain.”
Druids: vaguely “When attaining
levels above the 11th, characters will generally inhabit building
complexes set in woodlands and similar natural surroundings.”
Paladins: Beyond personnel costs they
can only keep enough treasure “to
construct or maintain a small castle.”
Monks: Can either steal or build one:
“The monastery or monastery-like headquarters of the monk can be
that of the character he or she defeated to attain 8th or higher
level, or it can be a building specially constructed by the monk
player character after attaining 8th or higher level. In the latter
case, the monk may retain up to 250,000 gold pieces value in treasure
in order to finance construction of the place.”
No Easy, Guaranteed “Endgame”
There is an implied style of play that
often seems to crop up in OSR circles that domain-level play is
either: (a) part of an automatic and assured process (you get the
required level and poof); or (b) consitutes some kind of partial or
full retirement. The AD&D domain game seems in its sparse detail
to be about fighting your way up and fighting to maintain your
position.
Indeed three classes—assassins,
druids, and monks--have to literally do both. As they reach name
level they must fight and defeat increasingly smaller circles of
high-level characters (and presumably must be fielding the same from
NPCs and other PCs) culminating in a single character of the highest
level. No gentle coasting to oblivion there.
And even ruling for the three main
classes implies a small-scale and intense experience. Only wilderness
clearing—and constant vigilant patrolling--of a relatively small
scale is mentioned at all. There is zero mention anywhere in the
books of coasting into the higher and safer higher ranks of the
nobility surrounded by a cast of tens of thousands of soldiers,
retainers etc. There is a strong implication that you are right there
at the edge of the howling wilds and you don't get out of that until
you actually handover your character sheet to the DM.
More perhaps tomorrow on followers,
wilderness clearing, political forms, and military matters from the
book with the screaming, butt-ugly red fiend.
I love High Level play. It's more than just bashing tougher monsters, it's all about making tough decisions and dealing with the consequences. Do you really want to be the boss? Even Conan buggered off after a while for a simpler life!
ReplyDeleteThe mention of a mountain retreat for the grandfather of assassins is supposed to evoke Alamut, I guess.
ReplyDeleteI love the defeat-your-superiors method of claiming high level titles, though it reminds me more of Pokemon these days than of The Golden Bough. And now you've set me thinking about name level for gunslingers...
The only thing I don't like about all this is the formalism of levels - or, to put it another way, one of my favourite things about Ars Magica is how it makes this sort of domain building the first task at first "level" - go get yourselves a Covenant - something adapted to your ambitions and ability to maintain.
"The only thing I don't like about all this is the formalism of levels."
DeleteI have to agree, I think this kind of play should happen whenever the players are in a position to do it--and want to. Why have an artificial feeling magic light that happens at a certain level?
OD&D and B/X play more fast and loose with this.
And now you've set me thinking about name level for gunslingers...
DeleteSurely the most badass gunslinger would entirely forgo having a name? ;)
The mention of a mountain retreat for the grandfather of assassins is supposed to evoke Alamut, I guess.
ReplyDeleteI love the defeat-your-superiors method of claiming high level titles, though it reminds me more of Pokemon these days than of The Golden Bough. And now you've set me thinking about name level for gunslingers...
The only thing I don't like about all this is the formalism of levels - or, to put it another way, one of my favourite things about Ars Magica is how it makes this sort of domain building the first task at first "level" - go get yourselves a Covenant - something adapted to your ambitions and ability to maintain.
Fighters: Have freeholds which are “some type of castle” based in a cleared radius of 20-50 miles.
ReplyDeleteThat 50 mile radius figure (if its not a typo for diameter) works out substantially larger than Yorkshire or Wales, or about the size of the Peloponnese. That 'petty baron' suddenly doesn't seem so petty.