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ElectricSpoon | 1 year ago

Having read that, I really wish to back to being GM and trolling players by awarding them non-fungible plots of land as rewards. Then players get challenged since they failed to occupy the land, so at a later visit, they discover their plot occupied by squatters.

discuss

order

bluefirebrand|1 year ago

It can be a lot of fun if the players actually do occupy the land and start influencing the game world at a higher level than just adventuring all of the time

It also gives them something to invest their hard earned treasure into that isn't just trying to buy more and more powerful magic items to minmax their builds

Ekaros|1 year ago

Or coming back from year or two on adventure and wondering where is everyone and why there is tribes of whatever creatures around. Just to find that your peasants are really really angry for abandoning them and not doing your duty to protect them and moved to neighbour who is actually around to do their job.

busterarm|1 year ago

There are long term/generational campaigns that run like this. It's just that the majority of the playerbase is playing a different game, whether they're murderhoboing or badly copying Critical Role.

And the murderhobo style is as old as D&D itself.

creer|1 year ago

It's actually very practical and useful. A common problem is absent players (their characters are busy trying to run their domain). Another common problem is too much money among the adventurers: easily fixed with costs of construction, required finery, and a constantly deficit-running domain. Sometimes it helps if one of the player has some form of authority over the others - set the adventure in or near their domain.