A Quiet Land
A downloadable game
The queen entrusted you with a small fortress overseeing the village of Barriston along the borders of her land, charging you to "keep the peace" here, as bandits and stranger things have been seen in the woods...
This is a small project I've been working on bit by bit for a few months, and I finally collected all my notes and summarized them as best I could onto a single page.
I love domain play, and get excited thinking about all the various implementations players might come up with, but books often turn them into very granular simulationist things that have more in common with Excel documents than works of epic fantasy.
This is a very simple answer to that question, but I hope you find it fun and useful!
-Hilander
P.S. Here's the original Google Doc if you want to edit your own copy: A Quiet Land
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (11 total ratings) |
Author | Hilander |
Tags | dnd, domain, Fantasy, OSR, realm, Tabletop role-playing game |
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This looks great! It's phrased as if it's specific to a single player character. What if a group of adventurers reaches the Domain stage together and are running the same domain with each other? I'm curious about things like: Should each PC get paid seasonally or do they split it? Do they each have their own drama event? Etc. Any thoughts are appreciated!
Great question!
For a single domain run by multiple players, I'd split the stipend, decide jointly on the projects, and decide which player the drama is about each turn by rolling.
That said, you could also give each player a "specialization" within the domain, and the ability to pursue individual projects related to their specialization each turn. For example, one player could be a spy-master, another the architect, another a court wizard, and another the military strategist. This solution has benefits and drawbacks: the main drawback is that each player isn't making as much gold, but the benefit is that they can individually pursue a lot more projects.
And of course, the last option is to just give everyone their own village and make them all Lords and Ladies in service to the king. For added intrigue, have each player inform you of their seasonal actions via a private message or post-it note. They may also send one additional secret note to another player each turn, and may make a public announcement about their intentions. Of course, with the addition of some NPC nobility plotting their own schemes, you'll soon have a system that will kill friendships as surely, though far more subtly, than Monopoly.
Let me know if you have any other questions!
Thanks! That's good advice. I haven't been interested in domain play so far but your rule set is simple in the way I prefer.