Domain level play not only offers new ways to interact with the fantasy world but can offer a change of pace.  Now that players control armed forces you can offer your players a distraction from the regular campaign.  Using mass combat rules (ACKS offers some and I believe Birthright does as well) you can assign a regiment of troops to each player and have a strategic engagement.  Perhaps one player defends the central keep against marauding orcs while another has the cavalry.  Other players take archers or foot soldiers and work to keep the orc army contained and then eliminated.

If the game master would like to try a side story involving intrigue it’s much easier to pull off within a player’s domain.  Political or diplomatic stories of any kind can be difficult for a traveling party with no roots.  Defending a location takes on new dimensions if the players know they can’t just skip town if things get ugly.  When it’s a player’s domain and a visiting lord (and his troops) threaten to tear the town up if he’s insulted, the players care.

When domain level play is introduced it is an excellent opportunity to reinforce the realities of medieval life and mindsets.  A lord should think of a wife and producing heirs.  If he disappears on a journey the domain will descend into chaos without an heir.  There’s no need to bring romantic scenes into your game.  Have a marriage happen off camera and take it from there.  What about reputation?  The reputation of the realm and its master are closely linked.  If miscreants start spreading malicious rumors they can’t be ignored.  What other lords think of the realm will start mattering to the realm’s future.  Trade routes will dry up if they think the domain’s lord is a coward.  Merchants don’t want to send their caravans to a town that won’t be properly defended when disaster strikes.  Also, what does the player want their domain to become known for?  What is the desired future for their subjects?

Medieval society will start becoming a little more real if you make it known that the player ignores important residents at their own peril.  If the merchant guild becomes unhappy, taxes will see a decrease.  If a popular local priest is slighted it will cause unrest.

Finally, medieval society was constantly concerned about defense.  Modern players don’t want to look like war mongers but if the domain’s defenses and defenders aren’t properly maintained invaders will appear.  Make them devote a considerable part of their budget to military matters.

Roleplaying Considerations

Domain level play opens up numerous roleplaying possibilities.  Is the new domain its own city state?  Will the player’s character claim a title or simply be acknowledged as a warlord or lord mayor?  Is there a certain kind of subjects the player will try to attract?  Who is living nearby and how does the player want to relate to them?  Going one’s own way has total freedom but fewer opportunities for allies.

The player may want to extend the realm of a neighboring ruler.  Once the domain is established the player can offer fealty to that ruler and become a member of the nation’s nobility.  There will be some strings attached but that just means roleplaying opportunities.  If you don’t want to focus the campaign on one player’s domain, make the ruler grateful to the player and make taxes and obligations light.  The ruler may waive taxes altogether if the player defends the border.  That player will have an easier time finding allies among the nation they’ve joined.

If your campaign has time to focus on a domain, let the player repulse their first invasion.  Once a new domain appears it’s only natural that neighboring groups, whether civilized nations or monstrous hordes, will see it as a threat.  An army will approach and attempt to lay siege.  If the player successfully defends the domain it will feel more like they’ve earned it.  Relations with neighbors will also have a reason to settle down.  After this, more commoners will have the confidence to settle in the new domain.

Instead of building a new stronghold, what about renovating an old one?  Legends might be attached to the ancient site.  Rumors of a subterranean complex carved out long ago may prove true when a mysterious door in the basement is discovered.

Higher level characters should be standing before kings and arch wizards.  They should be dealing with threats that affect whole continents or even worlds.  It makes more sense that leaders of kingdoms would be sought out by kings and arch wizards.  Dungeon & Dragons Fifth Edition’s higher tiers of play click better when domain level play is involved.

When a player is directing a domain they will be more inclined to interact with the fantasy world the game master is running.  They have more reason to listen to news from afar and care about trade routes, earthquakes and orc incursions.  If the players have domains near each other the whole party will have an investment in a region on the map.  Perhaps one domain is on the coast and that player keeps an eye on trade.  The next domain is on the plains and is the bread basket to feed the region.  It will be the most vulnerable to invasions.  The next domain is by the foothills and old creatures that dwell in the deep forests must be considered.  The fey are nearby and influence events.  The next domain is in the mountains.  This is the place where the party hides out when catastrophes shake the realm.  Giants and dwarfs live nearby and their affairs unavoidably effect the domain.

Ideas

DLP Lite:  If you don’t want to go the whole nine yards, give your players a taste of domain level play without all the hassles.  Make every member of the party become advisors to a ruler.  One player leads the army, another the spy network, one leads the court sages/wizards, etc.  The players will hear about the weighty matters brought before the ruler without it being entirely on their shoulders.  Each player will direct a group of NPCs and see to one aspect of the domain.  Domain level play is meant for higher level characters (around level 9 or so) but this option can be offered to characters of any level.

Temporary DLP:  Have a section of your campaign be an assignment from a ruler.  The party is given supplies and followers and sent to a dangerous region to establish a town.  Monsters will have to be subdued, the growing town’s problems will have to be addressed and when it’s all done the players can walk away if they don’t like it.

Weighty Concerns:  Domain level play makes more sense the higher the characters’ levels become.  To overcome a truly powerful villain the players must gather immense resources.  Perhaps expensive magical research must be conducted to create the right spell (or uncover it).  Expensive materials may be needed to create magical weapons to stand against the villain’s lieutenants.  Expensive expeditions must be funded and sent out to retrieve rare items.  While the player characters weaken the villain’s allies directly, the players’ domains are raising tax money or mining materials to pay for all these expensive and necessary things.  What happens if the commoners think their taxes are too high?  What if rumors spread that the players are using the domains’ hard-earned wealth for dissolute living?  How do you explain where the money is going?

Double Trouble:  A neighboring domain is sending an army to siege a player’s domain but the player’s main force is not back yet from a battle.  An army of orcs is coming from the other side to make a raid.  Is there a way to make them engage each other to buy time for the player’s army to return and defend the keep?

Kill the Pill:  A scheming king is marching on the player’s domain with a sizable force.  The king sent a wizard to enchant the player’s garrison and make them helpless.  Can the players find the enemy wizard in the surrounding wilderness and neutralize the enchantment in time to allow the garrison to defend?

Excalibur Protocol: A hostile colony of kobolds is discovered living underneath the domain.  Their raids against the commoners could decimate the town.  A magic item owned by one of the players turns out to be featured in the kobolds’ legends.  If the players can learn the word of power the kobolds will serve the realm by mining.  If not, it’s time to look for a new domain.

High Society:  Nobles from civilization stay at the fortress and one is robbed or insulted. The issue can’t be ignored.  The domain’s reputation is at stake.

Building Allies:  The player has been gone from the domain for a long time.  Upon returning the player learns a popular captain of the guard with noble blood is raising support to overthrow the player.  Removing the troublesome figure would turn the subjects against the player.  To stop the coup the player must build support with key figures in the domain.  People like the chief sage, the head of the merchant guild, the silver mine’s foreman and the wise woman on the edge of town must all be convinced.  The result of these efforts will give the player an intimate knowledge of all that is going on in their domain.

I hope this four part series on domain level play was helpful.  If you liked it or felt I left something out feel free to leave a comment.


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