Review: Domain Building by Third Kingdom Games

Domain Building

By Todd Leback (Patreon Page), Cover Art by Jen Drummond, Cartography by Todd Leback, Interior Art by Patrick E Pullen, Dyson Logos, Rick Hershey, David Lewis Johnson, and Miguel Santos

49 pages including Cover and OGL thing

Designed specifically for use with Old School Essentials by Necrotic Gnome, but useful for virtually all fantasy role playing games.

The book is divided into chapters which I will break down here. I won’t go into too much detail, as a lot of work went into making this product and I think you should purchase a copy.

Introduction

These mechanics are an exploration of higher level domain building for the Fighter class. Other classes will have their own higher level activities described in future supplements.

There is a helpful glossary for specific terms used throughout the text; Civilization Rating, Domain, Garrison, Infrastructure (important because this improves value and ultimately Market Class see: below) Land Value, Market Class (this is perhaps the most important to game-y stuff as it determines the availability of goods and services and population size), Resources, Resource Step, Retainers, and Urban Center.

Chapter 1: Retainers

Retainers, henchmen, minions, etc are vitally important to building up hexes and protecting domains. While the player character is off doing high level adventures adventuring, their trusted and loyal Lieutenants are protecting their domain, clearing nearby hexes of low level dangers, and managing various other things on the player’s behalf.  This chapter explains how to recruit retainers with a thorough but elegant system, then shows you how to keep your retainers happy.

Chapter 2: Domains

Characters at this point should have already cleared the hex they wish to build a domain in, using the mechanics described in the previous volume; Hexcrawl Basics. Now, the character(s) must do additional things/meet requirements before the domain can actually happen. These include creating a garrison to protect the hex and people and building or taking over a stronghold.

Chapter 3: Developing your Domain

Once your domain is founded its time to acquire money and power! This chapter contains rules for populating your domain hex, growing and improving it over time, details about the very important Market Class, and growth of your domain’s borders.

Chapter 4: Maintaining your Domain

The chapter title summarizes what’s in this chapter pretty well. It contains detailed systems for determining land value and extracting value from the hex, like mining or livestock. Gaining wonderful income from the hex.  Then Leback hits us with the dreaded expenses and bills!

This chapter also details and explains how to create and build up Urban Centers; the villages, towns, and cities of your domain. There are even rules for gaining Experience Points just from building and maintaining your domain, albeit much slower than going off on adventures.

Chapter 5: Domain Supplemental

This chapter has some more rules to consider for morale of your people/subjects, the size of your domain, and trade. The trade section makes a good point separating trade the player-characters conduct themselves on a first person basis, versus the abstract mass trading that goes on within a domain or with other domains. Leback has really mastered the skill of taking complex ideas and gracefully explaining easy to use mechanics for addressing those ideas.

Chapter 6: Domain Building Extended Example

Here Leback takes us through, step by step, the building of a domain using all the rules in the previous chapters.

Each of the previous chapters had numerous detailed examples already, but this one puts everything together. Even though each of the individual rules in the previous chapters were clearly explained, it is extremely helpful to have a full example where everything is put on the proverbial table for all to see. 

The Extended Example takes the domain from humble beginnings as a wilderness hex, 150 miles from the closest civilization, to a two-hex domain with a thriving village, within a year of game time.

The extended example really showcases the almost mini-game aspect of domain building.

Conclusion

I’ve found this document to be very well written, concise, and informative. It seems very game-able to me, and in fact almost like a mini-game, making domain management much more fun than it felt with the dry descriptions from old school DnD/AD&D.

I’d also like to add that I REALLY like the cover art for these Third Kingdom Games products.