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Downtime and Demesnes |
On Downtime and Demesnes (2019)
by Courtney C. Campbell
Published by Hack & Slash Publishing
Old-school
D&D has been fairly well supported by adventures over the last decade.
Rules and character options, we have had more than we needed (we honestly didn’t
need that many). This book targets a fairly neglected niche: campaign-level
play. This is the stuff that happens between the characters go on adventures –
when they spend their well-earned money, advance character and party goals, and
gear up for the next expedition. In modern models of play, a lot of this has
fallen by the wayside; the role-assumption-vs-adventuring dichotomy has taken
hold too firmly in peoples’ minds. You are either supposed to be doing silly
voices, or you are supposed to be heaving skulls (silly accents optional).
I suspect many
old-school games also forgo this element, or simplify it to “okay you buy
equipment, you go to the cleric, you ask the sage, what about you?” This is all
right. However, OD&D, Ready Ref Sheets, and the Dungeon
Masters Guide hint at a game that expands the scope of D&D into domain
management, trade, diplomacy, hireling management, and similar activities…
something D&D’s “complex wargaming” precursors like Blackmoor and Tony Bath’s
Hyboria were already doing. It is a loss that most “OSR” rulesets – even the
better ones – have largely stuck to copying the rules or inventing their own,
while failing to cover the true scope of expanded play you can find in the
AD&D rulebooks.
On Downtime
and Demesnes is a supplement meant to introduce these
elements to your game. (The default system is B/X, but the lessons apply just
as well to all the other D&D variants out there.) Its approach is to create
easy, straightforward procedures to turn downtime activities and
strategic-level play into gameable content. This is undoubtedly the right way
to do it. The guidelines the book offers are not as hard as ironclad rules (game
mechanics), but they are also not vague like general guidance – they are
somewhere in-between, a tool to navigate game situations in a fair and
interesting way, a bit like dungeon crawls have procedures for random
encounters, treasure allocation, or light sources. The end result should
provide a challenge, have a meaningful stake, and produce a better game
experience. As the book suggests, only significant or interesting forms of
interaction are worth the attention (a wise principle regarding spending game
time), and the subsequent guidelines tend to stick to this maxim.
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Laying the Groundwork |
Accordingly, the
book covers all the varied situations that may come up during downtime. This is
a comprehensive work, in that it offers either a procedure, a random idea
generator, or at least basic advice for most things that could reasonably come
up in a realistic game situation. Healing from sustained injuries – there are
guidelines for that. Earning an income – here is a way to handle it. Amassing a
library of exotic books for future benefit – yes. Hiring specialists or launching
the career of a secondary character to step in the main PC’s footsteps – it is
there. Investment in mercantile ventures? Mining? Clearing terrain? Building
stuff? Breeding bizarre monstrosities to terrorise the land? Yes, yes, yes, yes
and yes.
These guidelines
are of varied complexity. None of them would make play burdensome, and most
tend to be something you can resolve with a few player decisions and random
rolls. Earning extra XP by carousing is a 1d8*100 roll, deducted from gp and
added to XP, followed by a saving throw to see if there have been complications.
Sacrifices to dark gods can net you gold, XP, a magic item or the services of
an evil creature, depending on the implied value of the sacrificed
person/animal. Spending a week bragging about the party’s adventures nets 5%
more experience (but you have to roll maintenance). Racketeering gains 100 gp
per level per month on a successful Move Silently roll (but has a small,
unspecified odd of attracting unwanted attention). A few guidelines are on the
level of mini-games – designing your own fortress and clearing/developing the
land around it is more involved, as it should be.
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Making it Come Together |
I believe some
areas are underserved by this otherwise useful book. I was excited to read the
guidelines on political influence, but it only outlines what influence entails,
and how you can gain it – not how you might use it in concrete terms, what you
may gain through influence (and how much), or what happens when two influence
conflict or simply overlap. It seems to be the beginning of something, a
thought experiment that was never properly finished. This is the case with a
few more interesting guidelines – the author pitches an intriguing what-if, but
doesn’t give a satisfying answer. There is an extensive set of tables to ideas
and guidelines to build ships with various capabilities and unstandard quirks,
but no system for sea battles or just sailing adventures to put these
capabilities to the test. The end results are a bit fragmentary and
scattershot, even if it is very strong on the idea level.
Where the
general procedures are fairly universal, the “random ideas” are oddly specific.
A list of 10 bizarre pet stores includes a shop selling attack chickens, an ant
farm, and a balloon animal store. Do you really need one of those? If yes, how
many times?
Then we come to
a curious flaw that seems to permeate the whole work. All of this seems to take
place on Horror World. I can’t put it otherwise: there is such a strain of
pessimism and negativity about mankind running through the book that it seems
deeply misanthropic. The philosophy, in turn, messes with the systematic outcomes.
This is an implied setting where bad things happen, people are rapacious and
evil, and you are screwed from day one. It first becomes visible in the random
tables. An early one, “100 Obnoxious Peasants”, should have been rightfully
amended “…who Will Ruin Your Life”. These village bumpkins are not annoying
but funny louts – these are peasants who will flirt with your characters only
to rile up their whole clan against them (94), offer them friendly handshakes
while unwittingly infecting them with the plague (86), or buy them a beer while
trying to provoke them to say something treasonous (99). Then there are “100
Noble Patrons”, more appropriately “100 Noble Patrons From HELL”.
Here, we have a lady who invites the party for dinner to pick their mind, only
to beat them to the score with a self-sponsored party (03), another lady who
hires adventurers to awaken her evil god under the guise of making trade deals
(96), a baron who invites adventurers to his castle to use them for flesh golem
parts (35), another lady pursued by killers who will try to befriend you (27), and
a baroness who runs a charity for orphans, sacrifices 10% of them to devils,
and “If killed she arises as a vampire due to a wish she got from hell.” (09)
You would think I am cherry-picking, but these are just two sequences of random
rolls – most (almost all) of these peasants and patrons are literal or social
deathtraps if you interact with them. Or not interact with them, because many will
become extremely vengeful and dangerous anyway if spurned, and will come
after you if you give them a wide berth.
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Random Goblins Destroy Your Life's Work |
Certainly, nothing
like a corrupt, dangerous fantasy world to generate adventure opportunities.
Sometimes it is appropriate – sure, goblins are nasty little evildoers, so 12
horrid goblin pranks are sort of useful (although, being so specific, they have
much less use than the procedural elements). But in a bunch of these
mini-games, the only winning move is not to play, and that pushes the players
towards disengagement, non-interaction, and a foul kind of cynicism. Would you
play Russian roulette with one chamber? Yeah? How about five chambers? This is
like the social equivalent of a “negadungeon”, those stupid things promising to
wreck your campaigns and the player campaigns therein if you play them. Fortunately,
this particular mean streak does not invalidate the book, and is much less
present on the procedural level than the “idea generator” level. But there, you
can run into nasty stuff in seemingly inconsequential situations. Perhaps you were
happy to inherit something – but you are fucked, because it is a necklace of
decapitation, or a peculiar curse. The odds are really bad, and that makes for
dull gaming.
So here is an enjoyable
book (handsomely illustrated by the multi-talented author) filled with a whole lot of highly useful guidance for running
campaign-level sessions, either to expand on the existing action, or to enter
new domains of play. The procedures it introduces are clear, elegant,
low-maintenance, and appropriate. In this respect, Downtime and Demesnes is
an excellent resource and a great idea mine. It also has aspects which are half-baked,
or damaged by a very peculiar view of how your average D&D world was
supposed to function. These elements, good and bad, are mixed together in a
single volume. You will need to exercise judgement to decide what to use from
it (or how to use the flawed content in a fruitful way – this is a distinct
possibility). It should be fairly easy. But it should have happened in the
writing phase.
No playtesters
are credited in this publication.
Rating: *** /
*****