a blog of short and medium length ttrpg thinking posts

Monday, May 16, 2022

it's a small (domain level) world

So, domain play rules tend to turn games into different games. I like playing Smallworld, so here's campaign rules that kind of turna campaign into that.

A picture of a set-up board for the game Smallworld.

We assume low administrative capacity. Maybe you have enough scribes to keep the calendar but no one is really able to assess consistent taxes or maintain a standing army. Thus, it's fuedalism babey; you want an army, you call up your knights. The like five weeks out of the year where you can spare men-at-arms from field work, the lords play at war.

  • Play out one-week turns on an 18-mile hex map for five turns.
  • All bandit groups, knights (with their companies) and wizards are tokens on the board. Mountains count as a token, outside of their passes. Defenders in castles, mountain passes or woods roll a d6 and, on a roll of 1-3, adds it to their numbers.
  • At the beginning of each turn, a you can call up any knights within a hex of your commander.
  • Write out each turn's movement, up to 6 hexes. The first hex of movement on a road is free, swamps and forests cost double. There's a 1-in-2 chance for your movement to end fording a river or entering a mountain hex.
  • There's a 1-in-6 chance of encountering bandits when moving through a hex they're adjacent to.
  • To cross or enter a hex with tokens in it, you need to put down as many tokens as it has plus one. If you can't, your move ends and set aside one of your tokens as a casualty.
  • Armies don't meet on the move unless they're both aiming to. In a pitched battle, both sides commit secretly to a number of tokens (without knowing how many the other is even bringing with them, unless they have a wizard with them). Then, each side rolls 1d6 and, on a roll of 1-3, adds it to their numbers. The side with the smaller total is pushed back a number of hexes equal to the difference and takes a casualty. On a tie, both sides stop short and take a casualty.
  • All non-casualty tokens catch up with you at the end of the turn. Roll 1d6 for every casualty and wizard (or other healer) in your army. Every 1 is full recovery of one casualty, every 2-3 has one convalescent for the rest of the campaign. All other tokens perish; eulogize them as you will.
  • Lather, rinse, repeat. At least, until everyone has to go back to field work.

A real game would probably have rules for pillaging, recruiting and maybe even maintaining supply lines, huh. Too bad this a blog post.

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