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Thread: Game Time
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06-03-1998, 04:36 AM #1Kevin KnowltonGuest
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
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06-03-1998, 05:29 AM #2craig@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
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06-03-1998, 10:31 AM #3The Olesen`sGuest
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?)
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06-03-1998, 12:36 PM #4Eric DunnGuest
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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