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Thread: Game Time

  1. #1
    Kevin Knowlton
    Guest

    Game Time

    I have a DM type question that I hope you'all can help me with. I have
    been playing AD&D for about 18 years now and have been a DM for quite a bit
    of those. I know the standard game pretty well but I am new to the
    Birthright setting. I run a fairly normal campaign of my own design heavy
    on the Greyhawk/Forgotten Realms aspects. When the Birthright boxed set
    came out I absolutely fell in love with the Domain rules as a way to
    administrate player holdings once they reached so called "name-level". My
    question then is this; My players and I ran through a couple of practice
    turns and it seems that the potential is there for the Domain Turns to just
    get carried away and all of a sudden you've spent two years game time in
    about an hour. Do you'all have a problem with this and if so how do you
    deal with it? A second question is how do you mix in Adventuring with the
    day to day running of a Kingdom? Any help on this would be greatly
    appreciated.

    Kevin Knowlton

  2. #2
    craig@finance.econ.usyd.
    Guest

    Game Time

    At 12:36 AM 3/6/98 -0400, you wrote:
    > I have a DM type question that I hope you'all can help me with. I have
    >been playing AD&D for about 18 years now and have been a DM for quite a bit
    >of those. I know the standard game pretty well but I am new to the
    >Birthright setting. I run a fairly normal campaign of my own design heavy
    >on the Greyhawk/Forgotten Realms aspects. When the Birthright boxed set
    >came out I absolutely fell in love with the Domain rules as a way to
    >administrate player holdings once they reached so called "name-level". My
    >question then is this; My players and I ran through a couple of practice
    >turns and it seems that the potential is there for the Domain Turns to just
    >get carried away and all of a sudden you've spent two years game time in
    >about an hour. Do you'all have a problem with this and if so how do you
    >deal with it? A second question is how do you mix in Adventuring with the
    >day to day running of a Kingdom? Any help on this would be greatly
    >appreciated.
    >
    As far as possible I try to creat adventures based upon the domain actions.
    If another regent is trying to disrupt trade, rather than simple use the
    domain turns rules to determine the outcome I set it up as an adventure.
    This is however harder if the PC's are far removed in the location of their
    holdings, and this is why I try to encourage them to limited the
    geographical distance between their domains and then I attempt to tye those
    domains together with a common thread so that what affects one to a varying
    extent affects all and therefore ancourage the PC's to work together in the
    adventures. This does not happen with every event of course since one of my
    favourite aspects of birthright is that time can go quickly and therefore
    the PC's can become very aware of their mortality. Not to many other
    campaigns that I have every been involved with face the situation that the
    characters may actually die of old age!!!!!!! This I find tends to bring
    out really good role-playing as the players actually play the aging process
    (thinking of ways to preserve their life is a common wizards goal in many
    great pieces of fantasy literature).

    Craig

  3. #3
    The Olesen`s
    Guest

    Game Time

    craig@finance.econ.usyd.edu.au wrote:
    >
    > At 12:36 AM 3/6/98 -0400, you wrote:
    > > I have a DM type question that I hope you'all can help me with. I have
    > >been playing AD&D for about 18 years now and have been a DM for quite a bit
    > >of those. I know the standard game pretty well but I am new to the
    > >Birthright setting. I run a fairly normal campaign of my own design heavy
    > >on the Greyhawk/Forgotten Realms aspects. When the Birthright boxed set
    > >came out I absolutely fell in love with the Domain rules as a way to
    > >administrate player holdings once they reached so called "name-level". My
    > >question then is this; My players and I ran through a couple of practice
    > >turns and it seems that the potential is there for the Domain Turns to just
    > >get carried away and all of a sudden you've spent two years game time in
    > >about an hour. Do you'all have a problem with this and if so how do you
    > >deal with it? A second question is how do you mix in Adventuring with the
    > >day to day running of a Kingdom? Any help on this would be greatly
    > >appreciated.
    > >
    > As far as possible I try to creat adventures based upon the domain actions.
    > If another regent is trying to disrupt trade, rather than simple use the
    > domain turns rules to determine the outcome I set it up as an adventure.
    > This is however harder if the PC's are far removed in the location of their
    > holdings, and this is why I try to encourage them to limited the
    > geographical distance between their domains and then I attempt to tye those
    > domains together with a common thread so that what affects one to a varying
    > extent affects all and therefore ancourage the PC's to work together in the
    > adventures. This does not happen with every event of course since one of my
    > favourite aspects of birthright is that time can go quickly and therefore
    > the PC's can become very aware of their mortality. Not to many other
    > campaigns that I have every been involved with face the situation that the
    > characters may actually die of old age!!!!!!! This I find tends to bring
    > out really good role-playing as the players actually play the aging process
    > (thinking of ways to preserve their life is a common wizards goal in many
    > great pieces of fantasy literature).
    >
    > Craig

    I also throw in one or two short adventures, like a day or two, during
    the domain turns. This works pretty well for lower level charachters.

    one more thing, read through the reulebook about five more times. I
    haven't been BRing very long either so I can remeber very well what
    starting out is like.

    The best place to base your campaign is in Southern Anuire. All of the
    domains there have good freinds and some enemies. A good way to do it
    is to have a Realm regent, a wizard regent, a guildmaster, and a priest.
    You don't have to do this but when one person controls a realm, and the
    others the holdings the players feel pretty united.

    Could go on for pages but I'll stop.
    (a Birthright FAQ and begginers guide?)

  4. #4
    Eric Dunn
    Guest

    Game Time

    At 06:31 AM 6/3/98 -0400, you wrote:
    >craig@finance.econ.usyd.edu.au wrote:
    >>
    >> At 12:36 AM 3/6/98 -0400, you wrote:
    >> > I have a DM type question that I hope you'all can help me with. I have
    >> >been playing AD&D for about 18 years now and have been a DM for quite a
    bit
    >> >of those. I know the standard game pretty well but I am new to the
    >> >Birthright setting. I run a fairly normal campaign of my own design heavy
    >> >on the Greyhawk/Forgotten Realms aspects. When the Birthright boxed set
    >> >came out I absolutely fell in love with the Domain rules as a way to
    >> >administrate player holdings once they reached so called "name-level". My
    >> >question then is this; My players and I ran through a couple of practice
    >> >turns and it seems that the potential is there for the Domain Turns to
    just
    >> >get carried away and all of a sudden you've spent two years game time in
    >> >about an hour. Do you'all have a problem with this and if so how do you
    >> >deal with it? A second question is how do you mix in Adventuring with the
    >> >day to day running of a Kingdom? Any help on this would be greatly
    >> >appreciated.
    >> >
    >> As far as possible I try to creat adventures based upon the domain actions.
    >> If another regent is trying to disrupt trade, rather than simple use the
    >> domain turns rules to determine the outcome I set it up as an adventure.
    >> This is however harder if the PC's are far removed in the location of their
    >> holdings, and this is why I try to encourage them to limited the
    >> geographical distance between their domains and then I attempt to tye those
    >> domains together with a common thread so that what affects one to a varying
    >> extent affects all and therefore ancourage the PC's to work together in the
    >> adventures. This does not happen with every event of course since one of my
    >> favourite aspects of birthright is that time can go quickly and therefore
    >> the PC's can become very aware of their mortality. Not to many other
    >> campaigns that I have every been involved with face the situation that the
    >> characters may actually die of old age!!!!!!! This I find tends to bring
    >> out really good role-playing as the players actually play the aging process
    >> (thinking of ways to preserve their life is a common wizards goal in many
    >> great pieces of fantasy literature).
    >>
    >> Craig
    >
    >I also throw in one or two short adventures, like a day or two, during
    >the domain turns. This works pretty well for lower level charachters.
    >
    >one more thing, read through the reulebook about five more times. I
    >haven't been BRing very long either so I can remeber very well what
    >starting out is like.
    >
    >The best place to base your campaign is in Southern Anuire. All of the
    >domains there have good freinds and some enemies. A good way to do it
    >is to have a Realm regent, a wizard regent, a guildmaster, and a priest.
    >You don't have to do this but when one person controls a realm, and the
    >others the holdings the players feel pretty united.
    >
    >Could go on for pages but I'll stop.


    I think he's just using the rules, and basing it out of Greyhawk/Forgotten
    Realms, right? Which is a good idea too...I think Greyhawk is especially
    adaptable.

    A couple of points to bring out:

    I think the game time is--well, I think the concept was abbreviated to make
    the game flow smoother. I mean, it's been discussed repeatedly on this
    List about the difficulty of trying to rationalize the population growth of
    a domain in terms of months. If you're using the setting for more


    role-playing, and less strategy, I'd suggest having the province "Rule
    Action" limited to 1 every 2 to 5 years. Otherwise, the time frame is
    pretty close to believable.

    As for adventuring, I take the suggestion that's in the book, which
    basically amounts to, do a few domain turns, go on an adventure, do a few
    more turns, go on another adventure, etc etc. Keep in mind that in MOST
    fantasy books, novels etc, there are lulls, or periods of inaction in every
    character's life. No characters typically run to and fro killing monsters
    and saving countries till they die.

    This way, it's a bit easier to keep track of just what's goin on, and if
    you're running with multiple domains, everyone doesn't necessarily have to
    "synchronize" their adventure actions. Just take 3 months off, and go
    adventuring, or take 3 days off, and just dont' count it as an action.
    There's any number of ways as a DM you can adjucate it. Or they can
    synchronize their watches and all take adventure actions at the same time.

    E

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