Making Dominions work

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HedgeWizard
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Making Dominions work

Post by HedgeWizard » Thu May 23, 2019 8:09 am

I’ve been pondering Dominions from the Hero’s Companion for some time now and it seemed to be missing something for me. Basically I wanted to make more of a connection between them, the map generation rules and the Settlement rules in Blacksand while also giving some personality to them and their rulers.

Ta Da! Here are my Advanced Dominion rules, short and too the point but I think adding some fun possibilities to your games.

https://www.dropbox.com/s/4lyio5z42f79v ... df?dl=0&m=

Let me know what you think!
Last edited by HedgeWizard on Tue May 28, 2019 6:09 pm, edited 2 times in total.

drbargle
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Re: Making Dominions work

Post by drbargle » Thu May 23, 2019 10:02 am

I can only see the first page as it says 'previews for Pages files are limited' and I can't open the file when I download it...

HedgeWizard
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Re: Making Dominions work

Post by HedgeWizard » Thu May 23, 2019 10:57 am

Oops, it’s because did it in pages (now working an apple). Will put it in a pdf.

HedgeWizard
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Re: Making Dominions work

Post by HedgeWizard » Thu May 23, 2019 11:01 am

I have corrected the link in the original message

drbargle
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Re: Making Dominions work

Post by drbargle » Thu May 23, 2019 11:08 am

Cheers. That works now.

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SkinnyOrc
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Re: Making Dominions work

Post by SkinnyOrc » Fri May 24, 2019 12:52 pm

You might consider adding a description of what the dominion's primary resources are. The old D&D Companion Set had this which I've adapted a bit for AFF2.

First, select or randomly determine (using 2d6) the number of resources in the dominion. For dominions larger than 1 24-mile map hex, this may be applied to each hex.
2-3 : 1 resource
4-8 : 2 resources
9-10 : 3 resources
11-12 : 4 resources

Next, select or randomly determine (using 2d6) the type of resource. When selecting, consider the location of the dominion and its terrain; for example, a desert has very few vegetable resources.
2-5 : Animal
6-10 : Vegetable
11-12 : Mineral

Typical Resources
Animal (2d6): 2 horses, 3 dairy, 4 fat and oil, 5-6 herds, 7 fowl, 8-9 fish, 10 honey and beeswax, 11 furs, 12 ivory.
Vegetable (2d6): 2 wine, 3 farm produce, 4-5 fodder, 6-8 foodstuffs, 9-10 wood and timber, 11 plant oil, 12 paper.
Mineral (3d6): 2 gemstones, 3 gold, 4 silver, 5 copper, 6 iron, 7 stone quarry, 8 clay, 9 lead, 10 coal, 11 tin, 12 tar and oil.

darksoul
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Re: Making Dominions work

Post by darksoul » Sat May 25, 2019 2:25 am

SkinnyOrc wrote:
Fri May 24, 2019 12:52 pm
You might consider adding a description of what the dominion's primary resources are. The old D&D Companion Set had this which I've adapted a bit for AFF2.

First, select or randomly determine (using 2d6) the number of resources in the dominion. For dominions larger than 1 24-mile map hex, this may be applied to each hex.
2-3 : 1 resource
4-8 : 2 resources
9-10 : 3 resources
11-12 : 4 resources

Next, select or randomly determine (using 2d6) the type of resource. When selecting, consider the location of the dominion and its terrain; for example, a desert has very few vegetable resources.
2-5 : Animal
6-10 : Vegetable
11-12 : Mineral

Typical Resources
Animal (2d6): 2 horses, 3 dairy, 4 fat and oil, 5-6 herds, 7 fowl, 8-9 fish, 10 honey and beeswax, 11 furs, 12 ivory.
Vegetable (2d6): 2 wine, 3 farm produce, 4-5 fodder, 6-8 foodstuffs, 9-10 wood and timber, 11 plant oil, 12 paper.
Mineral (3d6): 2 gemstones, 3 gold, 4 silver, 5 copper, 6 iron, 7 stone quarry, 8 clay, 9 lead, 10 coal, 11 tin, 12 tar and oil.
I have to agree that this would be a good addition. It's because to resources that people build in a certain area. It's what creates trade and/or conflict.

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SkinnyOrc
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Re: Making Dominions work

Post by SkinnyOrc » Sat May 25, 2019 7:47 am

darksoul wrote:
Sat May 25, 2019 2:25 am
I have to agree that this would be a good addition. It's because to resources that people build in a certain area. It's what creates trade and/or conflict.
That's it, knowing what the main resources are gives the GM all sorts of ideas for how to describe the dominion and what's going on there. In the Companion Set it was also part of an economic model where a vegetable resource was worth 1gp per family in the dominion, animal 2gp/family and mineral 3gp/family. Those numbers would probably need changing for AFF2, but for me working out dominion income is less important than providing details you can use in game anyway.

HedgeWizard
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Re: Making Dominions work

Post by HedgeWizard » Sun May 26, 2019 2:59 pm

I like this idea and am working on an adapted version of the rules to include it. I don’t want to go too far down the simulationist route and start calculating the exact wealth. Either it’s so generic that it adds little but book keeping (hills + sheep = 1gp, planes + grain = 2gp...) or you end up into a complex set of calculations taking into account supply and demand, inflation, relative quality, production volumes etc.

There will be another roll which gives the key economic driver (roll twice if larger Dominions). This then gives what it is that the local economy relies on (local resources, worked products, trade, services etc.). And then another to see how rich it is (rich = same income as higher dominion, poor = as lower etc).

As you’ve rightly said this is a key part of driving the conflict between rulers, story telling and basic appearance of the place.

HedgeWizard
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Re: Making Dominions work

Post by HedgeWizard » Tue May 28, 2019 6:10 pm

I’ve updated the link at the top with the latest version. Let me know what you think!

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