I have another question which I hope you'll find interesting. A while ago I came across a post from the Secrets of Blackmoor blog which asserted—rather disparagingly—that D&D as a product lost the essence of what made Blackmoor a "living world": the layering of the strategic, the tactical, and the "Braunstein" scales of game. The point comes across as a bit snobbish to me, and I think the author makes more than a few assumptions about just what the wider world does with their games. All this did make good food for thought, however, as it does seem about right at least that domain play is a bit of a niche pursuit within the hobby.
This is an interesting issue, since Blackmoor definitely had a layer of different games taking place within a shared world. Where posts like the one you mention go astray is that in Blackmoor, dungeon-crawling (what would turn into D&D) was clearly the weird offshoot, and wargaming the main course.
This style of wargaming is fascinating, since at this stage, it was really far from, say, a Warhammer tournament, and much closer to the 4X grand strategy games played on computers -
Civilization,
Master of Magic or
Crusader Kings. Complex world simulation that would move into new forms of play based on player and GM whims, and evolve continuously around a table. This is documented in Arneson's
First Fantasy Campaign, and much less clumsily in the essays that have been republished as
Tony Bath's Ancient Wargaming (this one's a winner, I can wholeheartedly recommend picking it up).
However, what these pieces miss is how table-specific and non-portable these games were - really dinosaur-like, and no wonder they diedout shortly after they evolved into their late form. Role-playing games, on the other hand, are structured enough to be bottled and sold, yet flexible enough to expand outwards if needed.
We have just forgotten that we can do it. Once the realisation hits, it is easy enough.
Being the veteran referee and creator that you are, what are your thoughts on domain play as a worthwhile activity, especially for the most common scale of gaming groups today? I note that somewhere in the comments of your blog someone shared a translation of your "Bulls and Mine Rights". How much has this sort of thing featured in your gaming?
How much—and please take this as simply a matter of curiosity—would the materials in EFF support the domain play style of gaming?
In our case, the guidelines for skirmish combat and domain management emerged organically from campaigns we were playing at the time, when the players expressed an interest in holding on to a specific village they had cleared of evildoers, or inherited from its previous owners. So I cooked up some basic rules, plundering
Empire of the Petal Throne,
Wilderlands of High Fantasy, and a simplified economic geography model from my day job, added ideas from
The King of Dragon Pass and its older predecessor,
Castles, and we delved into them. This was quite fun, although in the second campaign, playing SimVillage was a bit too much for my liking for a fantasy adventure game. Turns out if you receive a nice new hammer and a saw, there will be a whole lot of hammering and sawing going on, even when the poor GM expected, and prepared for a nice cellar adventure!
The issues didn't really emerge in later campaigns, at least not on this level, so the guidelines haven't developed all that much, although we still use the mass combat rules when they come up. But the example is there - you
can expand the scope of play organically, and transform the play experience. But there are also limits to the exercise - do you want to play domain management to spice up your fantasy game, or do you want to play a domain management game? Is everyone at the table happy with that?