Please share any feedback for this doc. Anything it’s missing? I’d like to help and give more confidence to DMs for Domain play. thanks
Domain play
In Dungeons & Dragons (and other tabletop RPGs) refers to a style of gameplay that focuses on the management of large-scale assets, such as:
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Strongholds (castles, towers, temples, etc.)
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Territories or land holdings
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Organizations (guilds, cults, armies)
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Followers or vassals
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Economy, trade, law, or political influence
It’s usually introduced after characters reach high levels, when they’ve moved beyond dungeon crawling and adventuring to become powerful figures in the world—warlords, rulers, archmages, high priests, or crime lords.
What Domain Play Typically Involves
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Building and ruling a stronghold (keep, wizard tower, thieves’ guild, etc.)
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Recruiting and commanding followers, soldiers, or retainers
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Managing resources (gold, food, manpower, magical items)
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Dealing with threats to your domain (bandits, invasions, politics)
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Running long-term projects (fortifications, magical research, diplomatic missions)
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Navigating regional or global politics
Examples of Domain Play by Class
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Fighter (Warlord/Champion): Builds a fortress, trains an army, defends borders
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Wizard: Constructs a tower, performs magical research, creates constructs
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Cleric/Paladin: Founds a temple, spreads religion, manages a theocracy
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Thief/Rogue: Establishes a thieves’ guild, controls a city’s underworld
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Druid/Ranger: Cultivates sacred groves, rules a wild territory
How It’s Played
In OSR or early editions (like BECMI or AD&D), domain play is often turn-based, using seasons, months, or weeks per turn. You make strategic choices, assign resources, and resolve outcomes, similar to a strategy game layered onto your campaign.
In modern 5e, domain play is less supported out of the box, but supplements like Strongholds & Followers (Matt Colville) or 3rd party rulesets like An Echo, Resounding or ACKS (Adventurer Conqueror King) bring it back.
Why Use Domain Play?
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Gives long-term goals and stakes beyond loot and XP
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Introduces new types of challenges: diplomacy, espionage, infrastructure, legacy
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Rewards characters’ growth by making them agents of lasting change
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Blends storytelling, wargaming, and simulation in a sandbox
DMing domain play introduces new types of complexity, often moving beyond traditional dungeon-crawling into simulationist, political, or strategic territory. This shift can be rewarding but also tricky to manage. Here’s a breakdown of the main challenges and how to handle them effectively:
MAIN CHALLENGES
1. Too Much Bookkeeping
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Problem: Tracking resources, construction projects, NPCs, armies, and events can spiral into spreadsheet hell.
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Solution:
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Use simplified domain turns (e.g., 1 action per season per domain).
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Automate with tools (e.g., Notion, Google Sheets, Obsidian templates).
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Use abstracted mechanics (e.g., morale, prosperity, unrest meters instead of detailed ledgers).
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2. Player Engagement Imbalance
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Problem: Not every player is invested in ruling domains—especially in group campaigns.
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Solution:
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Give everyone something to rule or influence (a guild, shrine, ship, mercenary band).
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Let uninterested players take supporting roles (spymaster, steward, war advisor).
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Focus on conflict and drama, not just logistics—make rulership feel like adventuring with higher stakes.
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3. Lack of Tension or Risk
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Problem: If domain actions are just “declare and succeed,” it becomes boring.
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Solution:
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Introduce uncertainty: rival factions, uprisings, diplomacy gone wrong, mercenary betrayal.
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Add random events each season (drought, monster raids, political shifts).
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Make success cost something—gold, loyalty, time, allies, opportunities.
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4. World Impact is Hard to Track
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Problem: Player decisions can ripple across your setting. It’s easy to lose track of their effects.
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Solution:
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Use faction clocks or fronts (Blades in the Dark or Apocalypse World style).
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Track just a few major actors or threats at a time.
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Let changes happen gradually, and show the effects through rumors, NPC attitudes, and visible world shifts.
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5. No Clear System or Rules
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Problem: D&D 5e and many systems lack rules for domain play, leaving DMs ad-libbing.
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Solution:
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Use or adapt 3rd party systems:
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An Echo, Resounding (OSR, domain rules for sandbox play)
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Adventurer Conqueror King System (ACKS) – very detailed
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Strongholds & Followers (5e-friendly)
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Court of Blades (for intrigue-focused domain play)
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Or use a simple, custom turn structure, like:
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1 action per domain per season
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Actions like Build, Expand, Recruit, Spy, Trade, Attack
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Resolution = 2d6 + bonus vs target number, with consequences on failure
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6. Pacing Issues
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Problem: Domain turns can slow down the game, especially if they interrupt high-action adventures.
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Solution:
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Run domain turns between sessions, via email or Discord.
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Use seasonal domain phases, alternating with traditional adventuring arcs.
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Treat it like a mini-game: 15 minutes at the start or end of a session, then move on.
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7. Making Domain Play Feel Heroic
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Problem: Rulership can feel dry compared to adventuring unless it connects emotionally.
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Solution:
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Tie domain events to character goals, past deeds, and values.
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Make enemies personal—a traitorous advisor, a rival heir, a cursed bloodline.
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Introduce legends and relics tied to their domain.
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Let rulership feel like an extension of their heroism—not a bureaucratic job.
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QUICK RECOMMENDED PRACTICES
| Tip | Why It Helps |
|---|---|
| Use a “domain turn” format (e.g., seasonal actions) | Structures downtime, limits analysis paralysis |
| Abstract resources (e.g., Wealth levels, Manpower dice) | Reduces bookkeeping |
| Create simple action menus per domain | Keeps choices clear and quick |
| Tie domain problems to character backstories | Increases investment |
| Use progress clocks / countdowns | Tracks threats and time-based challenges visually |
| Keep 1–3 active threats or goals | Avoids overwhelm for DM and players |
Handling Prices in Domain Play
Pricing is a core part of domain play, covering buildings, armies, projects, upkeep, espionage, and more. As the DM, your goal is to make costs feel meaningful without overwhelming players with bookkeeping.
1. Abstract vs. Precise Pricing
Abstract Pricing
Best for narrative-first or OSR-style campaigns.
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Use broad tiers:
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Cheap: 10–100 gp
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Costly: 500–1,000 gp
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Major Expense: 5,000+ gp
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Assign rough values to domain assets:
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Basic outpost: 500 gp
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Fortified keep: 5,000–10,000 gp
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Army unit (20 soldiers): 100 gp to raise, 10 gp/week upkeep
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This approach focuses on orders of magnitude rather than granular accounting.
Pros: Fast, easy to adjust, supports flexible storytelling
Cons: Less satisfying for players who enjoy precise economic play
Precise Pricing
Ideal for simulationist or economy-driven campaigns.
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Use detailed rates:
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Keep: 75,000 gp
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Wizard tower: 30,000 gp + magical lab
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Spy network: 1,000 gp/month upkeep
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Include labor, materials, terrain modifiers, and construction time.
Pros: Satisfying for planning-focused players
Cons: Increases prep time and slows down gameplay
2. Construction and Projects
Sample Abstracted Construction Table
| Structure | Cost | Build Time | Monthly Upkeep |
|---|---|---|---|
| Wooden palisade | 250 gp | 1 week | 10 gp |
| Stone watchtower | 1,000 gp | 1 month | 25 gp |
| Small keep | 5,000 gp | 3 months | 200 gp |
| Large fortress | 25,000 gp | 6–12 months | 500 gp |
Modify prices based on labor availability, terrain difficulty, or regional inflation.
3. Troops, Followers, and Specialists
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Light infantry: 2 gp to recruit, 1 gp/week upkeep
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Veterans: 50 gp to recruit, 5 gp/week
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Specialists (blacksmiths, scribes, advisors): 50–200 gp/month
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Mercenaries: Paid in lump sums, often per season
Consider grouping soldiers into abstract units and assigning “power levels” to avoid full stat blocks.
4. Land and Income
Link income to territory, taxation, or trade routes.
Sample Land Income per Season
| Terrain | Income | Notes |
|---|---|---|
| Fertile plains | 500 gp | Productive farmland |
| Forest | 200 gp | Wood income, low tax base |
| Desert | 50 gp | Sparse and low yield |
| Ruins | Variable | May yield treasure |
Include seasonal events such as good harvests, raids, or market fluctuations to alter income.
5. Espionage, Magic, and Research
| Activity | Cost | Time Required |
|---|---|---|
| Spy network (per city) | 1,000 gp + 200 gp/month | Ongoing |
| Scrying tower | 2,000 gp | 2 weeks |
| Magical research | 500 gp/level | 1d4 weeks |
Let players spend extra to reduce time, increase secrecy, or gain better outcomes.
6. Upkeep, Taxes, and Profit
Introduce ongoing costs to maintain balance and prevent runaway growth.
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Standard upkeep: 10–20% of initial investment per month
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Taxation options:
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Low tax: +loyalty, -income
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Moderate: stable domain
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High: +income, risk of unrest or rebellion
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You can introduce choices between raising taxes, improving infrastructure, or suppressing dissent through force or propaganda.
7. General Tips for DMs
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Use tiered costs (minor, moderate, major) instead of line-item expenses
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Keep the number of tracked resources minimal: wealth, manpower, morale, loyalty
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Let players leverage story-based solutions (alliances, diplomacy) to reduce costs
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Encourage reinvestment: domain power should lead to more strategic choices, not just static income
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Introduce hidden costs, corruption, or inefficiencies to add realism and tension
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Track ongoing projects and threats using progress clocks or faction sheets
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(Optional) Ask the players to track their domain play progression. They already track their character gold, inventory, spells, etc. Offer to help them as needed, especially in the beginning to get going. They track, you resolve actions.
Quick Mass Combat System for Domain Play
1. Units as Abstracted Entities
Treat groups of 10–100 troops as units. Each unit has:
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Power (POW): combat strength (usually 1–5)
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Morale (MOR): will to fight (usually 2d6, +modifiers)
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HP or Cohesion: optional, if you want attrition tracked over rounds
Example Units:
| Unit | Power | Morale | Notes |
|---|---|---|---|
| Militia (20 men) | 1 | +0 | Lightly armed |
| Trained infantry | 2 | +1 | Shield, spear |
| Veteran cavalry | 3 | +2 | Heavy charge |
| Elite warband | 4 | +2 | Berserkers or paladins |
2. Combat Rounds (Abstracted Turns)
Each round, both sides declare actions: Attack, Hold, Retreat, Flank, Charge, etc.
Then resolve combats using:
2d6 + Power + situational modifiers
vs
2d6 + opposing Power + modifiers
The side with the higher total wins the clash. The margin of success determines effect:
| Margin | Result |
|---|---|
| 1–2 | Pushback, light casualties |
| 3–5 | Moderate casualties, retreat |
| 6+ | Severe losses, rout or rout risk |
Optional: Apply a “Cohesion” damage system (e.g., units have 3 hits before breaking).
3. Morale and Collapse
After losing a clash, the defeated unit rolls morale:
2d6 + morale modifier
vs Target 7
Failure = shaken (disadvantage next round)
Fail by 3+ = routed (flee or surrender)
Entire armies may check morale when:
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A commander is killed
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A flank collapses
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Half the army is lost
4. Terrain, Command, and Heroes
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Terrain: Grant ±1 to Power rolls for high ground, choke points, or traps
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Commanders: Each general can give one Command Bonus per round (+1 to a unit’s roll)
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Heroes (PCs): Add narrative interventions to shift a clash, delay a rout, or turn the tide. One per battle, unless magically enhanced.
Example: “Yen leads a desperate counterattack on the left flank.”
→ Advantage to that unit’s clash this round.
5. Battle Turns
Use simple turns rather than round-by-round action. Each turn represents 5–15 minutes of combat or a phase.
Each turn, resolve:
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Major clashes (left, center, right, rear)
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Morale checks
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Command effects
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Optional: event or chaos roll (fog rolls in, reinforcements arrive, magic released)
Run the battle in 3–5 turns max. End when:
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One side breaks
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A goal is reached (e.g., hold the hill for 3 turns)
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A major narrative moment occurs (duel, betrayal, etc.)
Optional: Resolution-Only Method (for Faster Play)
If you don’t want to play out turns, resolve a battle with a single opposed roll:
Each side: 2d6 + total army Power + general’s bonus + terrain bonus
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Margin of victory determines narrative outcome and casualties
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Use player choices beforehand (terrain, deployments, spells, scouting) as modifiers
This is great for strategic domain-level wars when the real interest is in outcome, not tactics.
Summary Table
| Step | Mechanic |
|---|---|
| Unit strength | Power (1–5) + Morale (mod) |
| Clash resolution | 2d6 + Power vs 2d6 + Power |
| Morale check | 2d6 + mod vs target 7 |
| Battle length | 3–5 turns, or single-roll option |