City Government Power Bases – Law and Affiliation
In the introduction last week I covered the goal of this series, which is to use the idea of power bases – where do fantasy governments, government officials and factions get power and influence? – to make your cities interesting places to adventure.
Each part in this series will cover two or three power bases in detail. I cover multiple power bases in each part to keep the series limited to seven parts or so. The bases in each part might be related, but sometimes are not and are coupled just due to the schedule.
By the end of this series, you should be armed with a decent tool to make your cities unique, dangerous and compelling for players. This week discusses the power bases of law and affiliation.
Software giveaway
At the end of this post leave a comment about adventure hook ideas concerning Law or Affiliation for a chance to win NBOS software! More information at the bottom. There will be more NBOS software giveaways in other parts of this series, so stay tuned.
The Law
Every society has a body of laws, whether a set of traditional customs passed along via campfire lore or a complex constitution that fills a library. The law is potentially one of the most powerful power bases. It gives the government or politician the right to act on the behalf of the society it governs with that society’s implicit approval. If the government wants to act and it’s a legal action, the government doesn’t need to go to the people and ask for permission each time.
By choosing legal actions, the government can just go ahead and carry out its will. If a government takes unpopular actions, the government can reiterate, “it’s the law” and gain a high degree of compliance without effort.
Furthermore, if governing is akin to a game played by politicians, then the body of laws provides a discreet set of rules that can be bent, twisted and loopholed.
Strengths
The law gives governments the right and authority to take legal actions. Clever officials can change the laws through established legal processes to make future actions permissible, which is a powerful ability and a big reason why this power base is highly sought after.
The law costs little or nothing to wield. Each time a government wants to take a legal action, the only costs are usually just those imposed by the action itself. Lawyers and lawsuits can increase expenses, but in reality these only come into play for a minute fraction of the legal actions a government takes on a daily basis.
Enforcing the law could become costly, so government officials must pick their battles carefully. If you are thinking about guard and military forces here, you are correct, but note that the idea of professional, full-time forces is uncommon in Earth’s history and should be a conscious design decision instead of an assumption.
Further, creating a body of professional soldiers represent a risk for any government. At the least, extra effort must be made to ensure loyalty, something a government might not have the resources for. Other complications arise from professional guard and military forces, as well.
Weaknesses
If an office is caught acting outside of the law, there’s often hell to pay. Public reaction, legally stipulated penalties (such as fines, removal of governance privileges and prison terms), and weakened position are the main repercussions. The law then often becomes a limiting factor for governments.
In addition, the law is a fragile power base. Some cities might provide legal means for law changes against the ruling authority’s wishes. Also, once a government or official has been replaced, their legal authority is gone – it’ll take a coup, re-election, re-appointment, or whatever to get this power base back.
Flavor
Those who have the law on their side often publicly display their authority. Badges, symbols of office, uniforms, wardens, and such are wielded to reduce resistance on legal actions taken.
How do the people in your fantasy city visually recognize who has legal authority?
City folk often develop certain philosophies about how the law should work, or be formed, enforced, or applied. These points of view can become firmly entrenched and some societies can be divided by who holds what view.
For example, in your city certain families might be known for their aggressive, mean politicians; others are reputed for their generosity and community spirit; and others are noted for their commitments to economic reform. These families are intense rivals and a constant source of PC adventures.
Do sub-groups within your city hold opposing views of how the law should be used or interpreted?
Affiliation – it is all about bonds and connections
Having inborn or cultivated alliances with others of power offers a definite asset. A government can try to tap its affiliations whenever it needs assistance, be it monetary, military, social or just a few votes. There are several types of affiliations and this presents many opportunities for campaign customization:
- Family or clan
- Character class
- Racial
- Beliefs or political views
- Shared history or background
Example – The Khan’s Truce
The Khan wants to raid a faraway settlement known for its salt and other resources. He asks all clan leaders to supply 100 raiders in one week. However, three clans band together and defy the Khan, saying they are the weakest of the clans and cannot afford 100 raiders as that would leave them under-defended again rival clans in the city.
The Khan cannot afford to lose 300 raiders from the mission. He also cannot appear weak to the other clans. In addition, one exemption will lead to more, decimating his raiding force. He calls a meeting with clan leaders the night before the raiders leave. He negotiates a temporary truce between all clans – until the raiders return – so all clans can operate without need for defenses against each other.
Normally a truce is impossible. However, the Khan went to the second most powerful clan (with the Khan’s being most powerful) before calling the truce meeting and promised them a larger cut of the raid’s pillages if that clan would support a truce.
With the top two clans calling for truce, the other clans fell into line, making the agreement happen.
The truce satisfies the three hold outs who agree to supply their 100 raiders each. The raiders return eight weeks later, victorious. The spoils are given out, but the three weakest clans’s spoils are halved.
“Why?!” they demand.
“No one defies the Khan. For the inconvenience of the truce, your halves are cut. I also am taking 25 of your returning clansfolk. They will become my slaves.”
“Why?!” they demand again.
“For defying me! When I say you do something, you do not conspire to say no. Next time, it will be your heads as my spoils!”
With that, the Khan uses the half shares to give himself a bonus and to pay the second largest clan its extra due, further cementing loyalty with that clan and future affiliation leverage. The Khan also quashes thoughts in the other clans about forming unions to get their way. He also knows the three weakened clans are now in jeopardy, and when the time is right, he will offer protection – for a price and future affiliation power.
Strengths
An affiliation offers a strong bond government can place trust in and gain a good amount of leverage and benefit from. The threat or mere mention of certain affiliations can sometimes be used as an influential playing card in political dealings – the affiliation does not actually need to be tapped to get a desired result, which is quite powerful. “If you do not support me on this in the senate, I’ll get every dwarf in the kingdom to stop buying your wool!”
Weaknesses
The boundaries, depth and quantity of affiliation are not often known, increasing its risk as a power base. One never knows how an affiliate will act until the moment of truth arrives. When an affiliate does act, it’s also difficult to forecast their degree of commitment.
Drawing frequently upon an affiliation can overtax it as well, making future requests more likely to be refused or ignored.
Finally, affiliates have their own minds, needs and power games to win. Most affiliations are not absolute bonds, so one always risks being played by the other party.
Flavor
Affiliations are one of the core parts of politics! Who supports whom and why is the stuff of conversations, rumors and debate. For the political entities you design, create a list or chart of affiliations.
You might consider making three columns: Strong, Weak, Potential. Opponents will target weak and potential affiliates and try to sway their allegiances. You can create impromptu NPC parley using all columns.
Spy games are great adventure sources as government entities try to determine the nature and extent of affiliations of their foes and even of their own side. “Talk to the head of the Bureau of Taxes for me would you? Find out what he thinks of us down here in the Licenses Division.”
A show of support is another great source of flavor. As mentioned, you can utilize the mere existence of an affiliation as a gambit for political aims. Sometimes things must be played further by proving that such an affiliation exists. This is perfect fodder for interesting background events, plots, and encounters.
Decide whether the proof of affiliation must be public or not, if any side-deals must be formed to make the demonstration of support happen, and how the affiliation will be demonstrated.
For example, a politician might tap his old friend from the war who is an officer in the Weavers’ Guild. To prove the politician has the Weavers on his side, he and his friend arrange a one-day strike-in exchange for a lucrative government linens contracts.
Next
Stay tuned for the next part of this series, which covers class and level. If your game system uses such rules, these become personal power bases that cause interesting repercussions throughout all levels of government.
Win NBOS software
It is time to bring this theory to the game table with some game hooks related to what we’ve just discussed. That’s where you come in.
NBOS makes such fine software as Fractcal Mapper, Astrosynthesis, The Keep and Screenmonkey. Leave a comment below with an encounter or adventure idea related to The Law or Affiliation power bases.
A random commenter will be drawn on Friday. The winner gets their pick of one NBOS software title! Enter your hooks ideas now.
- City Government Power Bases – Overview
- City Government Power Bases – Law and Affiliation
- City Government Power Bases – Class and Level
- City Government Power Bases – Leadership
- City Government Power Bases – Social Leverage, Marriage and Wealth
- City Government Power Bases – War and Military plus Software Giveaway
- City Government Power Bases – Magic and Psionics
- City Government Power Bases – Religion
- City Government Power Bases – Land
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February 2nd, 2011 at 2:36 am
In one of my latest campaign, there were two countries at war. The player’s homeland was governed more or less democratically (feudal democracy or so). Anyway there was a House of Flaming Fist, a really big family of warrior-wizards specializing in offensive, fire magic, very powerful lot. They were all captains of the army and high political figures. Until, apparently, they turned out to be outright traitors who, for some quirky reason, killed all the other politicians and let the opposite army march freely into these lands.
Though I think this is a pretty obvious thing :). Nice article, as always!
Maurycy recently posted..Ogg Vorbis in Flash
February 2nd, 2011 at 7:32 pm
I’m currently in the midst of creating a setting. One thing I started with were the cultures of each region. A culture in a particular region is clan based, another culture nearby is similar but has more restrictions on outsiders. A culture on the other side of the mountains is caste-based. From these cultures I start to create the countries around them. The country of the first culture will be ruled by the chief of the strongest clan. Its neighbor will be ruled by a “head chief” who rules with consent of the other clan chieftains.
I think that by starting from the ground, in this case the cultures behind the civilizations helps create a more dynamic and detailed setting.
February 2nd, 2011 at 10:54 pm
A stranger approaches the party and indicates that he has an opportunity for them. He arranges for a private meeting with the party and informs them that he is speaking to them on behalf of a powerful politician in the city who is seeking to strengthen his position.
He would like the party to engage in a number of small, highly visible crimes over the course of the next two weeks. His employer feels that the party is skilled enough to engage in the activities without being caught while being sucessful enough to achieve the intended goal.
He assures the party that this is for the better good, for his employer is striving to gain the authority to create stronger law enforcement capabilities to the city but many of the other politicians are too weak to support this noble goal. The small crime spree is just the catalyst required to ensure that the city will be better protected in the future.
He re-iterates that these should be small but visible crimes, perhaps a mugging, perhaps a theft from a warehouse – certainly not intended to injure any of the citizens. Just enough to frighten the politicians into recognizing the danger.
Motivations: Is this a set-up to capture the party and demonstrate how effective the law enforcement in the city is? Is the deal exactly as promised? Is this being used to provide a cover for a crime which the politician wishes to commit, but will now be more difficult to trace with the crime spree – or perhaps become pinned on the party incorrectly?
February 3rd, 2011 at 8:37 am
I tend to use historically accurate power structures. I have always enjoyed English/British culture as well as Irish/Celtic culture. I enjoy the historical tension that there is between Ireland and England and I generally try to use that in my Campaign. The power structure is generally a Monarchy for the more powerful of the 2 and a Tribal system for the lesser of the 2. The tribal country isn’t always the smaller and in fact usually is larger than the Monarchy and if united would be able to defeat the Monarchy. The country based on England has their Dukes and Knights and Earls. The country based on Ireland has their Chieftons and Lairdes and Kings and Even occasionally a High King. Generally speaking the more Barbaric people are from Ireland and the more civilized are from England. Druids are hunted as heretics and Clerics are more akin to a Catholic Priest. The Gentry from England are high level martial characters. The Ruling class in Ireland are also high level martial characters but more or the Barbarian class than fighter. Druids in Ireland are seen as equal to clan chieftons and are accorded with great respect.
Justin Driscoll recently posted..General Discussion • Daggerdale Detailed by Developers
February 3rd, 2011 at 9:12 am
Your group has just set out for the morning to run a few errands and handle some mundane business for the day. As your group is parting ways to do their separate errands one of them notices a piece of paper/parchment fluttering along the ground with the light breeze.
Upon retrieving it you see a short list items: 2 feathers (one brown), red string (2 yards), metal bottle small, 4 green flower stems with spikes and wooden box large. At the bottom are two drawings.
One is a rough diagram of a small area that has the words ‘Well’ and ‘Sand’ marked with big dots showing where they are. You can not determine where the location is because the map has no reference to its surroundings.
The other is either a design of some kind or symbol, but it is very crudely done, almost as if it was done in a hurry.
The whole thing is written in a language known only to one of the party members.
February 3rd, 2011 at 9:37 am
Something that I learned while working on an extensive city campaign years ago is that the web of connectivity extends beyond just a since sphere of influence and through multiple tracks. Mayor/City leader -> Law enforcement -> Underworld -> Business -> Social elite -> Religious leaders. These are not direct connections, but rather one course of possible travel for a given adventure hooks. These kinds of information nets mean that players with a means to get into any one of these levels may hear stories relevant to their characters.
Example:
The mayor is getting flak for a problem with gang violence in his city. He looks to the police to increase enforcement. The police need additional funding to hire more street enforcement. The mayor goes to sell the idea to the rich land- and business-owners knowing that raising taxes will not go over well. Little does he know (or maybe he does) that some of these wealthy get their incomes not through the most legitimate means, so an increase of enforcement will have a double impact on their bottom line. Should an increase of enforcement occur, we see some of the street thugs retreating to houses of worship for sanctuary.
Where does your party fit into this equation? Perhaps your high-level players are new entrants into the local social elite because of the spoils of their adventures. Perhaps, your group that includes the paladin, rogue, and mage find themselves at odds due to conflicted loyalties. The paladin enlisted as a new leader of law enforcement. The rogue who has finally worked his way to the be the lieutenant of the local guild leader. And the mage who knows that the only way to get apprentice to the local master is help setup a regular import of illegal nightshade.
Alex Bender recently posted..New Post- Hit-Exp caps for Heroic 5mans
February 3rd, 2011 at 10:15 am
I love this current Article Series. I am currently running a political based game. And it’s opening my eyes to some new ways to make things interesting. My city is run by a city council. Before the game I generated each npc and inserted them into an excel spreadsheet. 51 Councilmembers! That’s a lot of NPC’s to interact with. Each Council Member then had an Age, A length of Service, electorate, and Committees assigned too. So I knew where in the city the NPC was from how long they have been in power and then what they influence in the city. Based on their service, electorate, and Committees each NPC had a power rating (Politcial Level?) Then I went on too mess it up more. I created three tiers of Councilmembers. Are you Elected to the City Council? Have you been awarded a Lifetime Seat due to Service to the state? Or do you hold one of the coveted hereditary seats? This created a lot of potential in allied groups. Which became evident by the stats:
The Disenchanted Youths; Young Members with Hereditary Seats, vowing to change the old-cat ways.
Northward Aristocrats; Wealthy, Affluent, Hereditary. Status-quo.
Trivumate of Age; Gerontocracy. Ancient. Wise. Advice.
Five Golden Coins; Committee Chairs. Economic. Guild Member. Collusion.
With that setup here comes the hook:
Opening Session, Each PC has been invited to the an Art Gallery Unveiling. Many important people are going to be there. Rich Merchants, Councilmembers, Artists, and some of the finer people in town. It just happens that the 8 members of the Cultural Affairs Council are attending the Unveiling as they are want to purchase some of the Artists works for the museum. At odds with each other over which pieces to buy, the councilmembers bring the PC’s into the fold. Can you convince Councilmember X to go for painting Y. Of course each painting was an allegory for the goals of each of the Councilmembers. So without doing anything drastic the characters have aligned themselves with forces well beyond their understanding. It’s Delicious.
Ashon recently posted..Vial Descriptions
February 4th, 2011 at 3:23 am
Great article!
I think it’s important that you note the presence of tradition and custom – often more powerful than a written law.
When the two collide a magistrate or magnate who pursued uses the codified law without regard to tradition (since time immemorial etc.) will see a lot of resistance and could end up without any control. (along the lines of the military maxim of never giving an order you know will not be followed).
One nice case I use it to illustrate this is when King Edward I (who has a great reputation as a law maker) made a general enquiry into how the nobles of his kingdom held their lands. Earl Warren was the first to answer his case. Rather than providing title deeds he drew an old sword and said “by this warrant my ancestors won their lands, and by this I do and will hold mine”. There was no more discussion of the issue!
Whether or not this is allegorical it does provide a powerful example of tradition.
I would always try to create a framework around which society’s laws operate. Rather than being all-encompassing just hit core principles and the high points (murder, treason, theft).
Also I think about how magistrates and officers (like Sheriffs or Bailiffs) get to their position. Who appoints or elects them? Who has oversight over their actions? Who supports them with force when the going gets tough?
For example in medieval Europe militias were often provided by discrete local interests such as guilds or nobles and could be relied on to support their fellows rather than law and order in a strict and neutral sense.
Donogh recently posted..The Tyrants Heart
February 4th, 2011 at 1:46 pm
Politically-motivated stories have a lot of potential for driving emotion and providing plot twists, and laws and affiliations can often supply an easy source for such twists. Here’s a sample hook:
A prince, the second son of the king, was a partier and layabout who secretly paid a witch to rid him of his fertility so he wouldn’t father any illegitimate children. After all, why would he need heirs if he wasn’t going to be king? However, his older brother has just died, and now the prince is desperate to get his fertility restored and just as desperate to keep the whole issue secret. He doesn’t trust the priests since they have never liked him, so he needs to get back in touch with the witch. She, however, cannot restore his fertility since she used it to create an heir who is now a young man and knows nothing of his heritage.
This can be approached from many angles: are the PCs hired by the prince, through an intermediary, to plead with the witch on his behalf? Does the witch enlist them in protecting the heir and helping him obtain a legitimate place in court? Are the PCs commissioned by the priests or the king to investigate the prince’s suitability as crown prince before he can be officially declared the heir?
February 4th, 2011 at 2:50 pm
Power comes from odd sources. I remember once, in Honolulu–my old hometown–a fellow died, and it was remarked that he was the most powerful man in the state, because he was the starter at the Ala Wai Golf Course. Ala Wai was a public course, but it was just outside Waikiki, and was open at the crack of dawn. As a result, it was a favorite of many officials because it was both convenient and inexpensive. Both the governor of the state and the mayor played there, as did State legislators, Judges, and major movers and shakers in business. The starter is the guy who gives you your tee time (like a reservation to play, for non-golfers). He was in the position to do a favor for the governor, the mayor, State Supreme Court justices, *on a weekly basis.* (“Hey, Bobby, can you squeeze us in this morning?”) So yeah, powerful.
Which inspires an adventure hook. The adventurers need a favor from an otherwise inaccessible bigwig. The bigwig frequents a club, golf course, exclusive restaurant, archery range–anything recreational that might appeal to the elite of that community, and where the adventurers would stick out like a sore thumb (we’ll say a golf course for the example). The mission: get admitted by the starter into this exclusive golf course in hopes of striking up an acquaintance with the bigwig. So you know nothing about golf? How hard could it be? Golf etiquette? Wing it! A suspicious starter (who zealously protects the recreation time of his powerful patrons) must be either bypassed, fooled, or bribed (though a guy that the Archmage High Lord Executioner regularly tip, know by his first name, and owe many favors to will not be easy (or safe) to get past.
The adventurers can always offer to do him a favor in return, but considering that all the high nobility, the rich, and the otherwise pwerful all want to be in his good graces, the idea of a favor he would ask that the afforementioned can’t grant him is frankly a little scary…
No golf in your world? What about an elite house of Courtesans (think the Lady in charge rather than the starter?) If the place is a premier place for witty repartee, music, and getting away from the demands of public life, the proprietress might be powerful indeed.
February 4th, 2011 at 3:00 pm
Hi Johnn,
I would very much like this software and could put it to good use. I thought I would write about my campaign hitting your notes point for point but decided it would be too long and, frankly, boring. In the end, that would not win me the software which is by lucky random draw. So here is the back of the module synopsis even the players themselves have not read.
Kind regards, Richard
===
The world of Greyhawk in 517 (CY) is an expanse of ever growing alliances and conflicts between the races. In Celene, the land claimed by the Elven nation, a feudal monarchy has reigned for thousands of years. But for the past few years the monarchy has tried to remove long standing barriers between the Elven people and the other races, particularly the Human city state to the north in Verbobonc. When the Old King died in 511 of old age, he left his daughter to rule as Queen above the objection of her three older brothers and his many council advisors. To their surprise, the Lady Rhalta of All Elvenkind has proven a strong force to contend continuing in her father’s anti-isolationist footsteps and skillfully creating policies and enacting laws enabling co-mingling. Half-Elves, while still not openly accepted, are quietly tolerated and isolated tales of other races squatting in the small thorps of Celene are becoming more common. The situation is so delicate that open hospitality is about to erupt not only between the Human race to the north but with the Dwarven races to the west, races long tolerated because of their own protectionist policies.
Something must be done to save the culture of the Elven people, representing a mere 2% of the entire population of the world of Greyhawk, from assimilation! A secret society is formed to protect the Elven race.
And thus begins a story of fear, power and manipulation at the highest levels of politics leading to a civil war between the Elves in Celene, national wars with her neighbours and finally the opportunity the Humanoid hordes of The Pomarj have long and patiently waited for these many years: revenge.
This is the epic campaign that begins the adventure for 1st-level characters, considered outcasts in Celene, that first uncover more than simple treasure hidden inside a dungeon ruin. From there they learn of the power struggles taking shape in the capital Enstad, and rivalries harbored within the Royal Family itself. Two Barons will eventually come to blows forcing the players to take sides or be hunted by both. The choices are far from clear as one fulfills his fief duties with the Queen but earns the scorn of his people, while the other plays upon the fear of the people in an effort to undermine his neighbour and his nation.
Not until the characters stand in the very halls of power in Enstad, face-to-face with the Royal Family, will the campaign be resolved and the fate of a nation be decided.
February 4th, 2011 at 3:16 pm
Affiliation Hook (requires a cleric or other holy person):
The party arrives in a new town and shortly after arrival encounters the local Lord. He is standing with a group of his servants and a few men-at-arms, gathered around an injured horse. The Lord spots the holy person in the party and says (using the appropriate title), “Priest, come and heal my horse.” Once the healing is completed the Lord will thank the priest and immediately require the priest to attend to him in his carriage as he has a number of tasks which must be accomplished at his manor house.
Should the PCs object the Lord will have this to say, in private at first, “Listen, in this town, you work for me. The church was founded by my father, built by our family and the priest is my brother.”
Affiliation: The Lord gains a great deal of his power through the power of the church over the people. In addition, the long associate of church to the Lord has resulted in an environment where the clergy of the church cater to the Lord. In exchange, he ensures they are suitably funded. Perhaps there are other secrets where the Lord has covered up for indiscretions or illegal activities of one of the clergy.
Outcome: How does the party handle this? Will they accept the affilitation for the short time they are in the town? Will they look to exploit the power which can come with affiliation to the Lord? Will they take advantage of the access granted to the Lord due to their affiliation? Or will they attempt to free the church from the affiliation? Or perhaps turn the church into a separate power base within the town, vying against the Lord?
February 6th, 2011 at 1:52 pm
Congrats to Alex Bender as the random giveaway winner. Alex, visit nbos.com and contact me with your software pick and I’ll hook you up.
Thanks to everyone for your great comments. Most chances to win NBOS software coming as this series continues.
February 6th, 2011 at 1:58 pm
@Maurycy: Affiliation for treason. Nice! I did not cover that in the article, so thanks for your comment.
@Erik: Your process is great. I also like your clan vs. caste cultures. Neat.
@Gerald: “He would like the party to engage in a number of small, highly visible crimes over the course of the next two weeks.” So the PCs just get to do their thing AND get paid for it? Isn’t that double-dipping? lol.
February 6th, 2011 at 2:06 pm
@Justin: Any change you could write out a few different historical structures for a Roleplaying Tips article?
@Ashon: wow, 51 NPCs sketched out. Well done. Great hook too – puts those social skills to use.
@Donogh: good call on tradition and customs.
February 6th, 2011 at 2:10 pm
@Sideshow: nice hook! Fertile ground for adventure. :)
@Ppinkosh: that is a great story! I am watching West Wing these days and have new respect for the little things that grease the wheels of power.
@Richard: Great to hear from you. How are things in Poland? Are any RPGs big over there right now?
February 7th, 2011 at 9:11 pm
@Johnn,
Being a big Random Table guy I wrote up a table to quickly generate the Councilmembers. I went and posted it up on my blog over at http://randomdm.wordpress.com/
Ashon recently posted..Random Talosian Councilmember
February 8th, 2011 at 8:23 am
Neat! The bell curve of the Committee table put emphasis on interesting portfolios. Does that mean those offices have more council members?
February 8th, 2011 at 9:38 am
Of course it does. And with fewer members on the outside of the curve, those tend to be the less desirable committees that get more done.
Ashon recently posted..Random Talosian Councilmember
February 14th, 2011 at 7:05 am
Hi Johnn,
It’s deadly quiet for me. Trying to fight through my writing retardation. You know I hate to write. It’s a battle.
Greg over on Twitter, @Shinobicow776 , says Asians are using RPGs like gangbusters for foreign language development. It’s not so popular here for the Poles have not connected fun to learning although learning is fun is not quite the same attitude.
The big game in Poland is Warhammer. My group of foreigners, the Dutch guy has better mastry of English than I do these days, have played DnD v3.5 & 4e and just started a Midnight game all at first level. As you know from LinkedIn I am fixing up a game of v3.5 suitable for AD&D 1e sensibilities though I be branded a heretic by everybody for it. I am creating a wiki in support right now.
Great to see so many good entries and lots of work done. Impressive. Now if only I could conjure up another foreign RPGer in Poland to replace the one that is leaving, I would be more motivated to do that wiki… ohh, ..shiny!
See you at the discussions. Happy Valentines!
Richard
June 11th, 2012 at 2:50 pm
+1 ))