Every wargame design must balance simulation and playability. Achieving this balance is often quite hard, and most games end up tipping towards one or the other end of the range. Balancing Domains at Wars was even harder than other wargames I’ve designed, because I was actually attempting to simulate two things – an ancient or medieval battle, and a battle fought by characters from an ACKS game.
While designing Domains at War, I frequently tested my game mechanics against available real-world examples. Nowhere was this more challenging than in the area of siege warfare, which is akin to the PhD level of ancient warfare. Below are a few of the historical reference points I relied on in assessing whether the construction and siege mechanics had a reasonable level of versimilitude.
The mechanics of siege warfare, both at the battle and campaign level, presented the most challenging part of the design of Domains at War. Pitched battles are glorious in their simplicity; sieges revel in complexity. Artillery, arson, assault, location, mining, supplies, treachery – all play their part.
Welcome, everyone! The Domains at War kickstarter has just launched, and after just 48 hours we’re already close to meeting our initial goals. It’s an exciting time for me as a designer, as the rules pass from a small closed circle of testers into the hands of the larger gaming community.
Why are magic items so expensive to make in ACKS, and why is it so hard to sell them? That's the topic of today's blog post.
When veterans of other fantasy games, particularly D&D 4th Edition and Pathfinder, begin to play Adventurer Conqueror King System, almost all of them express shock at how expensive and time consuming it is to create magic items. A simple potion of healing, for instance, requires 500gp and 1 week to create. The exact same item in D&D 3.5 requires 50gp and 1 day. Magical research in ACKS is 10x as expensive!
We've gotten glowing reviews on the cover for the Player's Companion. The piece, called "Inheritance," was created by Michael C. Hayes. While you've doubtless seen his work on books, games, and Magic cards, today we thought we'd introduce you to the artist himself.
AUTARCH: Many RPG players are influenced to buy a book based on the cover artwork, but cover artists don't get as much recognition for their work as the designers do. Could you please tell us about yourself?
The Autarch designers are going to be at GaryCon with print editions of ACKS and with playtest versions of the Player's Companion. We've got four different ACKS scenarios running - a linked series of adventures running Thursday to Saturday, plus a late-night Saturday session of swampy mayhem.
Thursday 6pm: Adventurers in the Borderlands (Tavis Allison)
Friday 6pm: Conquerors of the Borderlands (Greg Tito)
Saturday 2pm: King of the Borderlands (Alex Macris)
Saturday 8pm: Night of the Walking Wet (Tavis, Greg, and Alex)
We are excited to announce that the final draft of the Adventurer Conqueror King System went to the printers today. We are now merely weeks away from the game hitting stores. Thank you again to all the backers and supporters who have made this possible.
I once had the pleasure of lunch with John Zuur Platten, the business partner of Flint Dille, Gary Gygax's old friend and collaborator. Through Flint, John had had the chance to learn much about Gary Gygax and the origins of D&D. John explained to me that "to understand D&D, you have to understand that Gary thought like an insurance actuary. D&D is fantasy fiction through actuarial science."
“I've been running this game for months now using an open world sandbox game, similar to Ben Robbins' West Marches game, and it's downright amazing. Love the comprehensive rules for everything economic and the B/X framework with layered extras, like proficiencies and special maneuvers (disarm, wrestling, etc.). If you're at all into D&D, I would check this out.”
“The campaign chapter also contains a bunch of amusing rules for magical research – not only can you create your own spells, but you can also cross-breed monsters and turn yourself into a lich! Perhaps the best part, though, is the conceit that wizards can build dungeons somewhere (probably not directly under their tower), wait for monsters to settle inside, and then send adventurers inside to harvest their parts. It sounds tremendously inefficient both for the PC (hoping you get a sufficiently interesting creature!) and the player (dungeons get stocked by making wandering monster roll…after roll…after roll).”
“The Sinister Stone of Sakkara succeeds in it's goals as an introductory module, and serves as a great example of what today's authors are doing with the concepts introduced some 40 years ago by the original team. For new players, what most folks think of as cornerstones of "old school" play - faction dynamics, multi-path dungeons, resource management & logistics, are all introduced within the two levels of the titular dungeon. Interacting with monstrous or human NPCs in a non-combat function is well rewarded, exploration delivers results, and the "solving" of the dungeon; with secret doors, traps, and treasure extraction all in play, is baked in. ... the whole thing serves as an example of what can be accomplished with Chapter 10 of ACKS. New and experienced Judges will find this example invaluable. ”
“This book is a great addition to the ACKS system, as well as any OSR game, for much of the material in here could be easily ported to another game of choice. If you are running ACKS, this book will help tailor make the system to your world. If you are on the fence about ACKS, check this book out. Its flexibility and substance just might make you a convert.”
“Autarch has created a lens with Domains At War. This finely crafted piece allows you to view mass combat within your game. It is up to you to focus the lens, choosing when to pull back and see the whole of a war campaign and when to zoom into a single battle. The rules of D@W work seamlessly, allowing a group to flow back and forth between both rule sets as the story of the game and their interest demands. If you are looking for a rule set for a d20 game that abstracts mass combat in a fun, simple way, while still providing players influential choices, check out D@W”
“...not a lot of people are talking about the combination of the fighter damage bonus with the cleave rule. That’s a huge deal that makes fighters more the premier class of the game– especially when you take in all the things done to dial back the mages”
“This is what a rationalised 21st century dungeoncrawling RPG can look like: enough old school aspects to appeal to grognards, but with enough mechanical crunch to appeal to new(er) school players. The systems maths is robust enough that it doesn't fall to pieces if you breathe on it, but simple enough that you only need to do simple-addition-up-to-20 in play. And we did it crowdfunded and with substantiative fan base interaction and customer feedback.”
“If the history of wargaming is the Sun, Domains At War: Battles is that point of light you get after focusing what's good about wargaming through the lens of DND. It's quick, flexible, and dead simple to pick up for anyone that's rolled dice with purpose.”
“This game (Domains At War: Battles) does for mass combat what Steve Jackson did for tactical combat with Melee and Wizard. Even better, the basic system of armor class, hit points, and d20 to-hit rolls will be immediately recognizable to most role-players. It’s great that people that could never be convinced to sit down to a game of Commands & Colors or Dragon Rage will play this, but the fact that it provides a context for martial characters with high levels of Wisdom and Charisma to really make a difference totally seals the deal. This is something I’ve wanted for a long time even if I didn’t quite know it and it addresses a wealth of design issues that emerge in many of the older role playing games. This is a very big deal, an achievement on par with the development of playable megadungeons.”
“Adventurer Conqueror King adds a new wing to the Old School with its epic-scale world construction rules, which help the Judge develop an entire setting, logically and organically, in the sandbox spirit of the hobby's earliest campaigns.”
— Allen Varney
“If you are not running ACKS, or you're not in an ACKS game that's putting any emphasis on domain management, this (Domains At War:Campaigns) still has a lot of use for you - if you ever want your game to feature war as a backdrop, or have the PCs interact within that war, or your players have ever wanted to take a mass of henchmen and mercenaries to a robber knight's keep - and you want that war and those battles to be as simulated as the PCs actions are - if you want it to be gamed and real, you still want this book.
“If you run anything even marginally compatible with B/X, or based on the original through 2nd editions of the paternal game, you can take advantage of this book (Player's Companon). There's dozens of little $1 Labyrinth Lord classes or extended spellbooks spread around RPGNow - this is all of them, and more.”
“I will also make a note that Domains at War is my favorite RPG purchase since I bought the ACKS books in the first place. On a recent reread I was struck by suddenly realizing the formula for maximum spell damage being dealt to a unit is based on what percentage of the unit the spell's area of effect can cover. I had to stop reading for a few minutes while I admired it.”
“The Player's Companion extends the core rules by adding a series of new classes, the dwarven machinist and spelunker, the elven ranger, and some human classes - mystic (monk), shaman (druid), and priestess. I'll come out and say it though, the thing that got me fired up with the book-love was the extensive list of templates. (I think they claim there are 144 of them). An ACKS template is basically some pre-selected options that speeds up character generation and gives the character a bit of early flavor. ACKS supports the old school roll-and-go - it's got basic 3d6 in order for abilities and simple classes, like classic D&D. The templates take it the rest of the way, by adding a preconfigured set of starting equipment, starting money, and suggested proficiency selections.”
“What does this offer that the OSR books and rules already in your collection don't? Strongholds, domains, and even mercantile ventures are addressed. Yes, your character may just outgrow the dungeon life. If you play in any fantasy type RPG and are interested in building your own campaign, many of the tools are here.”
“Matthew Skail, the dungeon designer (The Sinister Stone of Sakkara), really instills a sense of cumulative horror as the creepy images and icons found in the upper level are revealed to be more than just artwork later on. Some of what’s in the lower level is horrific enough that Raggi would be proud.”
“...The Sinister Stone of Sakkara is more embedded within its setting (the Auran Empire) than The Keep on the Borderlands ever was. B2 was released before there even was an official setting for D&D (that came with X1 The Isle of Dread). Nowadays game consumers seem to prefer more flavored, setting-based content. So whereas the Keep was led by The Castellan, Türos Tem is led by Legate Ulrand Valerian...”
“I think its safe to say that I have never seen a set of rules and guidelines for stronghold and dominion management in any other D&D game (or even any other game remotely similar to D&D) that were this complete. The mechanics in the BECMI/Rules Cyclopedia books pale in comparison. Even Pendragon, which probably has the most detailed rules on manors that I’d seen systematized until now, doesn’t really match up. You get complete rules for just what kind of stronghold each class can make, how many followers it will attract, what every little bit of it will cost, how many peasant families you can attract and support, and what kind of revenue you can collect. On top of that you get rules for how to expand your domain, what kind of various expenses are involved on a regular basis, rules and tables for being a vassal of a lord or king, morale rules for your dominion to see if the peasants are revolting, rules for building and running villages, towns and cities, and building and managing markets.”
“It makes good on D&D's largely unfulfilled promise to take characters from lowly insignificance to the heights of power. There are rules for building castles, establishing and ruling domains (as well as wizard's sanctums and thieves guilds), and trading -- just about anything a high-level, power-hungry fantasy character might be interested in pursuing. Adventurer, Conqueror, King is a very cleverly designed game whose rules are quite compatible with most retro-clones, particularly Labyrinth Lord, making it extremely valuable to any player or referee looking to add any of its rules to their existing campaigns. This is good stuff and well worth a look.”