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Why did domain level play fall out of style?
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>>97837556
Nobody bought the AD&D domain level modules, and the attempt to reintroduce it in 2E flopped commercially.
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Management is a niche compared to just adventuring and doing cool things. I like strategy and management games but even I am not sure I would enjoy such a playstyle right after work.
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If you can point me to people who want to play Accountants&Advocates or Bureaucrats&Bean Counters, then you'll have the people who are interested in "domain level play" in the cockeyed fashion we've often seen it.

People will happily play lords or even kings if it means making broad policy decisions or making judgments in times of crisis, but the day-to-day business is considerably less exciting in a TTRPG format as opposed to a video game, with the drudgery being passed on to either the GM or the players. There's a right way to domain play, and a problem is that many games with domain rules took a far too simulationist approach and that's how you rob the fun out of having a domain.
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>>97837748
Thing is, if you look at real life "adventurers" you will see that these avenues go hand in hand; these men were often merchants or feudal claimants, or eleventh sons looking to carve out a fiefdom.
Real life "Adventurers" showed up in ships, with entourages and envoys, and maybe a small army, and are as likely to sack a few port-towns as they are to entreat with the local authorities.
Vikings, Conquistadores, Mercenaries, Migratory tribal warlords.
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>>97837901
And real life adventures died mostly from diarrhea. Diarrhea was a huge problem in the ancient world, and still is a huge problem today in many parts, though most people try to spare the poor folk who died by it by saying they died due to "poor water" or "fever" or any number of things other than "they shat themselves to death."

You've got to know what pieces of real life you actually want to include in games, and what parts are best left out.
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>>97837941
I don't think sacking an island of primitives to turn them into coconut picking serfs for your coconut matting and tinned coconut water empire is equitable to dying of the runs, but there should totally be a table of parasites and diseases to roll on for drinking from dutty water.
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>>97837901
That's just playing fantasy rogue trader, you don't bean count but give orders and look dashing while doing the cool shit.
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>>97837556
Because all the bookkeeping rules that come with domain play are utterly meaningless in a game. The threats to your domain will always be what seems appropriate to the GM.

So you spend 20 cumulative hours building up your fief, then you get to play the lame little wargame that abstracts your dozens, hundreds or thousands of soldiers into 5-12 little tokens and, wooow, so worth it.
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>>97837556
The rules weren't good. Not only were they boring, but often they just made no sense.
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>>97837556
Because you might as well play a board game about that. Plus DnD rules for domain play are notoriously shite and all retroclones reflect that even further.
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>>97837556
It never was in style to my knowledge. Birthright was one of the worst-selling settings in the history of the game.
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>>97837901
>muh real life!
>followed by an utterly ridiculous claim
Spoken like a true never-game
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>>97837556
Bad rules + bad theme + bad gameplay + lackluster concept to begin with.
This really isn't rocket science. If not for OSR faggots, nobody would even care about this shit for over 40 years
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>>97838333
made for a badass PC game though
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>>97838388
Yeah, appealing to Steve, Bob and Joey. And a decade later, also Dave. Very good and successful game
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>>97838388
It was alright.
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>>97837556
DnD usually struggles with things not related to dungeon crawling. Being the master of a domain doesn't really jive with that. It's the same reason that hirelings are so rare.



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