The ‘Dominion’ Level GamePosted: October 1, 2012 Filed under: adventures, aldeboran, Blackmoor, campaigns, Chainmail, Dungeons and Dragons, rules 1 Comment
I’ve always had this fantasy of running a D&D campaign (or Labyrinth Lord or whatever) with player characters having their own little dramas AND a continental level wargame with country A, B and C going to war with each other, being invaded, plagues wiping out half the population and other mishaps. To the players on the player level game, these incidents might or might not have an effect on the player’s lives (much like news and current events in the real world), but, unlike the relatively static fantasy world that most RPGs take place in (or the world where all world events are orchestrated by the DM), there would always be something going on in the wider world… and even the DM (or referee) might not necessarily know what the map would like like later in the campaign. When/if player characters manage to take control of armies or perform deeds of derring do that grab national or international attention, the players may become ‘active forces’ in the world game rather than just players on an individual level. So what happens on a ‘national’ level isn’t just decided by GM fiat — it could be played out as a wargame.
Part of the inspiration for this idea comes from the original ‘Chainmail’ by Gary Gygax and Tom Keogh. (NOTE: If you are reading this blog, it is 90% likely you can skip the rest of this paragraph…) ‘Chainmail’ is probably pretty familiar to blog readers; it’s a book of rules for ‘miniature war games’ published by Gary Gygax back in the 1970s. Gygax and Tom Keogh were original ‘sand table’ gamers who would set up miniature armies of Crusaders & Saracens or refighting the battle of Agincourt or similar medieval period conflicts and ‘Chainmail’ was their rule set for deciding who won the battle. Later editions of ‘Chainmail’ included a ‘Fantasy Supplement’ that included rules for goblins, dragons, etc. According to grognard lore, Arneson was inspired by ‘Chainmail’ and some other games being run and talked about in the wargamer circles at the time (check out “Braunstein“) to run some games where each player controlled a single guy instead of an army. From these ideas, so the story goes, Dungeons & Dragons was born.
(NOTE: If you are a ‘grognard’ who is not an actual veteran of the wars of Napoleon, it is 75% likely that you can skip this next paragraph) “The First Fantasy Campaign” was published in the 1970s by Judge’s Guild. It’s a collection of Dave Arneson’s notes and some maps, incomplete in many areas and full of typos. The rough presentation, however, does not stop me from considering it a very interesting booklet. In it, Arneson describes the ‘Blackmoor’ campaign that he ran for years when he was living in Minnesota and it was this book that made me want to consider the idea of a micro/macro campaign where play might switch back and forth between ‘campaign level’ play (where armies clash on the battlefield and borders get re-drawn) and ‘player level play’ (where each player might control just one character). Back in Armeson’s day, if I am understanding the book correctly, the players often took control of the different forces and battled it out. Blackmoor Castle itself apparently changed hands sveral times. The First Fantasy Campaign also had very vaguely stated rules for allowing players to build roads in their kingdoms, build inns and canals, etc. Plus it has one of the most kick-ass maps of a fantasy campaign that I think has ever been published.
|My Campaign Map, circa 1980 something|
Unfortunately, despite the best intentions, I’ve never gotten the critical mass of interested players involved… and the huge time issue to carry out such a campaign probably makes it a pipe-dream in any case. I’ve played a few ‘skirmishes’ on the tabletop, but not every player enjoys the miniature-war-game-combat aspect and then there is the fact that my regualr gaming group suffers from what I think could politely be called ‘Attention Deficit Disorder.’ Everyone is always thinking the grass would be greener if only we were playing a slightly different (or much different) game — getting them to commit to such an endeavor would be like trying to herd 100 cats through a thunderstorm. Never gonna happen.
I would say that would require articulation of resource management in hexes and their impact on populace. “Taking that next hex would give us an iron mine, that after pacifying from monster dwellers, could support mining and lower weapon costs throughout your realm. However, the Goblin King who took your lake access has caused a lack of food (fish and irrigation) at which the people are crying out. Either retake it or get access rights…” It would be a pen and paper version of Dwarf Fortress…