However, many implicit connections remained, most importantly in the way that most character classes, as they advanced in level, gained followers – sometimes a lot of them. High-level characters can also establish strongholds and rules over a territory, collecting taxes from the inhabitants. These and similar aspects of the game reveal, I think, that D&D never completely broke free of the bonds of miniatures wargaming, where free-wheeling campaigns driven by the machinations of players were common. D&D is very much an outgrowth of that style of play, even if most of the new generation of gamers, like myself, had little or no understanding of this fact. And, to be fair, TSR itself did very little to promote this style of play, aside from half-measures like the D&D Companion Set in 1984.
TSR tried again a little more than a decade later with the release of the Birthright Campaign Setting in 1995. Created by Rich Baker and Colin McComb, Birthright was another example of the many impressive boxed sets released during the Bronze Age of D&D. The set consisted of three softcover books (a 32-page Atlas of Cerilia, describing the game's history and geography; a 96-page Rulebook that detailed changes to the AD&D 2e rules; and a 96-page Ruins of Empire book that detailed all the kingdoms of the setting), a couple of large poster maps, a battle mat, 112 cards with the stats for various military units, a DM screen, and a collection of reference sheets. It was, as I said, a very impressive package. The box was filled to the top with lots of stuff – a hallmark of the era.
One of the central features of Birthright that distinguished it from other D&D settings at the time was that it focused on rulership, whether of a kingdom (or smaller governmental unit) or an organization, like a guild, merchant company, or temple. Most player characters are assumed to be scions, possessors of ancient divine bloodlines that grant them a variety of supernatural abilities. These bloodlines stretch back to the gods themselves, who sacrificed their very essences in order to save the mortal races of Cerilia from the evil god Azrai. When a character is generated, the strength and type of his bloodline is determined randomly. However, through play, the bloodline can be strengthed or weakened, depending on his success or failures in defeating other scions.
Bloodlines and their powers play a significant role in Birthright. Scions are, by their nature, no ordinary mortals. Their powers enable them to rise to prominent positions in Cerilian society, such as great military commanders, merchant princes, high priests, and, of course, the rulers of domains. Success in Birthright's domain management system depends, to a great degree, on the ruler's use of his bloodline strength and powers, though luck and good judgment play a role as well. It's an interesting conceit and, in my opinion, a rather clever one for a leveled game like AD&D. Since even 1st-level Birthright characters possess bloodline powers, albeit weak ones, they can jump right into the action by governing small territories or organizations, with the hope that, as they advance in influence and power, they can expand the holdings they govern as well.
Domains are governed according to a three-month "domain turn" during which a ruling scion (or regent) makes decisions about how he wishes to govern. These decisions involve taxation, maintenance, warfare, diplomacy, and more. There are also tables for handling random events that might occur during a turn. Of course, characters can also – and indeed are expected to – engage in adventuring during these turns, too, since defeating other scions and stealing their divine power is an important way to increase their own. Birthright regents don't just sit on their thrones and let others do the dirty work for them! It's probably not "realistic," but it's fun, in much the same way that a Star Trek captain's leaving his bridge to beam down to a hostile planet is. After, Birthright is still D&D.
Speaking of its being "still D&D," the Birthright campaign setting doesn't deviate too much from the defaults of Second Edition. All the expected character classes are there and any changes to them are minor at best. The same is true of the standard demihuman races, though elves have a slightly more sinister, or at least distrusted, character to them. The setting does make a distinction between wizards, who cast both "true magic" and realm magic, and magicians, who are specialists in illusion and enchantment. Only scions can become wizards, since both true and realm magic require the divine power of a bloodline to operate. Other than this, Birthright doesn't differ all that much, rules-wise, from AD&D 2e as it existed in 1995.
Though the setting assumes that most player characters will be scions, it's not mandatory. Characters lacking a bloodline are possible, though I'm honestly not sure why anyone would play one. They lack both the extra abilities that bloodlines provided and the hit point boost (+10) that comes with them. Non-scion characters get a +10% XP bonus on top of any other bonus they might qualify for, but that's the only benefit to not having a bloodline. I suppose another perk is that you're not as likely to be a target for ambitious scions hoping to empower themselves by killing you.
Like a lot of AD&D 2e settings, Birthright was very well supported by TSR, with a large number of supplements and adventures being published for it over a very short period of time. I never owned anything more than the original boxed set, so I can't really comment on how useful these were. I get the impression that, as one might expect, they were a mixed bag – some were excellent and added a lot to the setting, while others were less so. For myself, I felt that Birthright was complex enough as it was and can't imagine wanting to add more complexity. The domain management system, while compelling, required a lot of bookkeeping, for example, and the mass combat rules, though simpler than a full-on miniatures wargame, nevertheless required a lot of attention.
The Birthright campaign setting is one that greatly interested me at the time of its release. Unfortunately, that time also corresponded to when my interest in Dungeons & Dragons was rapidly fading. As I said, I bought the initial boxed set and read it with enjoyment. However, that never translated into making use of it. Instead, it languished on a shelf for years, until I finally sold it to someone who'd better appreciate it. Now, I regret that a tiny bit, since I think I now have a better handle on the kind of "movers and shakers" political campaign that the rules were designed to handle. Were I to referee such a campaign, though, I doubt I'd use AD&D, so it's a moot point anyway.
If anyone reading this made good use of Birthright to run a campaign, I'd love to hear how it went.
I think I have everything published for the setting including the novels. Birthright is great for a PBP focusing on domains. I played in two that were great fun as long as you kept them focused in a smaller area.
ReplyDeleteIt's funny you should bring that up, because, in the early days of the Internet, there were lots of AD&D PBP games and, as you say, Birthright was an especially popular setting for them. I tried several times to get into one, but either never lasted long or simply failed to get off the ground in the first place.
DeleteI never played Birthright myself (in the mid 90s, I was quite thoroughly a Dragonlance and Ravenloft guy -- forgive me, James!), but I had a friend who was obsessed with it. His attempts to get me excited about it yielded no fruit, though; I couldn't see the appeal of taking time away from dungron crawling to manage a kingdom.
ReplyDeleteMy experiences were much like Darien's; I was too young to care about Legacy components and simply wanted to be out in the rough or down in the ground. We might have spent six or eight moons building a fortified oaken Watchers' Keep of sorts out in the far frontier. The dynamics of managing and provisioning that Keep were fun, plus the cat & mouse of countering marauders afield. But that was the extent of legacy. I think it was called Fort Mondrin.
ReplyDeletethis setting was the setting our group wish tsr had released in the mid 80's. the support was fantastic. if you didnt want to be a ruler, the setting itself was rich for all manner of adventure from seeking out ancient ruins to fighting in skirmish warfare. when we used different rulesets for the game and plugged those into this setting, (harnmaster 3 rules) it was great fun the few times we played. alas family and work and distance collaborated to separate us all. hopefully retirement will lead to a restart of this game. our only quibble was a lack of a latin analog, as one had anglo, norse, german, slavic, and arabic(celtic too if you count the elves) the greco roman was strongly hinted in the Khinasi lands, so some of the off map sites we deemed to have the hispano/italian/greek presence
ReplyDeletemy opinion birthright was a great product arriving at a not ideal time.
Roger E. Moore's account of his playtesting is hilarious: https://www.pvv.ntnu.no/~leirbakk/rpg/adnd/society/adnd_society_brplaytest.html
ReplyDeleteMe and my friends had lots of fun with Birthrigth. We loved playing D&D and Risk so this was like a dream setting for us. I was the DM, so I picked a far away corner of the map so we wouldn´t be bogged down with imperial politics and started playing. In the beggining I introduced an antagonist of sorts (Assuming the players could team up and fight against it) but phased it out as my players started making alliances against one another and open warfare started. Good times.
ReplyDeleteThere was a problem though, since I could not get my players to work together as one group, the game only lasted as long as the war did.
We played a few games with diffferent characters but couldn´t go beyond one or two months of playing each time.
I got into D&D with 3e, so too late for the 2e settings, but I remember that WotC had links to fansites for their unsupported settings and I always found Birthright fascinating. Unfortunately, my friends and I never really got any campaign off the ground back then so even with the amount of fan-made 3e conversions I was never able to use any of it, but it still sits in my mind as an intriguing setting.
ReplyDeleteI wish they had a POD of it, maybe someday I'll see about getting it done myself.
I've never had anyone get to a high enough level to gain followers but they seem like they'd be as much of a hindrance as anything if they were involved with any sort of adventuring at the level where they are gained. People always say characters in later editions are superheroes but high level characters are superheroes (compared to average humans) in any edition.
ReplyDeleteThis is still my favorite fantasy setting for gaming in! I'm a wargamer and history reader, so having the level of detail on ALL the countries really stirred my interest. A friend picked it up first, but I really took to it after just a read-through. I've run 2 long and several short campaigns in this world, across 4 editions of D&D or Pathfinder. Like Anonymous above, I think I have everything printed for BR.
ReplyDeleteMy player groups have always been less interested in running a country-- maybe one player-ruler at a time, and the majority of the table time has been fairly standard adventuring. Usually, that one player-ruler and I would have a 1:1 session to work out the mechanical parts, which are used to flavor the world around all of the PCs.
I've also joined or started at least 3 PbP or PbEM regent games, but they've all foundered pretty quickly.
The continued discussion of this has made me blink twice and consider it a bit more. For the DM's who made it flourish over time, how did each (or all) player(s) embrace the total model? Did they conceptualize based on a Maslow-type structure, or use benchmarks or KPI of sorts, or envision the end goal and diagram a way to get there?
DeleteHaving never gone beyond taking a lump of charcoal and scratching a big world-map (which I am nearly sure we called "Conansonja"; it's okay to laugh) on the plywood wall of a half-pipe skateramp, my only reference was the site and build of an outpost with rotating garrison.
I'm tracking a familiar mudpath here but those components were more practical than philanthropic: scour the surrounding area for hostile tribes and beasts (or pre-select based on that recon), gather raw materials for construction, consider secure sources of water and fire, provisioning, and daily and event security. Leadership and internal conflict resolution. Okay, grog and revelry. Who do you want to recruit first, a blacksmith or a mason or a carpenter?
That, plus the random or directed adventuring required to maintain the outpost or clear enough land to cultivate food and families, was enough to occupy several dopey early teenagers from 1983-1985. Those are all the lower, wider tiers of the pyramid.
For the DM's who made the legacy part of the project work, how did you maintain and stimulate interest?
I've always been intrigued by Birthright, but I consider the "divine right of kings" to be one of the most insidious ideas ever conceived. Having it baked into the lore as a real, tangible thing doesn't sit right with me. How difficult would it be to divorce the game mechanics from the setting/background?
ReplyDeleteActually super easy, barely an inconvenience!
DeleteFor those that might be interested, the designers went back to D&D's wargaming roots and adapted Birthright into a massive board game as a convention event. "The Legacy of Kings" made its debut at the 1996 GenCon, and the rules were eventually published and can still be found online.
"It's good to be the king"
ReplyDeleteOne of my buddies and I have been obsessed with large scale “kingdom games,” probably since we both played the obscure “The Warlord Game” in the late ‘70s. When Birthright came out, I excitedly picked it up and, while I enjoyed reading it, never used it — well, at least as intended. Part of the reason was my friends had moved away from D&D (I personally loathed 2nd edition), and, while I appreciated the work put into setting, it didn’t appeal to me. The engine underneath it though? Beautiful.
Eventually I stripped the best parts of Birthright and mashed them up with GW’s “Mighty Empires” and TSR’s “Greyhawk Wars” to create my own sprawling game, where each player was a monarch with their own kingdom. “Muddy Empires” was a noble attempt, and we got in a few years (in game time) of play before the campaign proved a bit too unwieldy to play in person.
I think if I wanted to do this (and I kinda do) I would try pendragon first. isn't it built about bloodlines/legacy too?
ReplyDeleteJames, I wonder if Battle System is a relevant link in the chain? 1985 boxed set I believe.
ReplyDeleteIt's possible, though, so far as I know, Birthright doesn't make use of Battle System in any way, nor did anyone associated with it work on the campaign setting. On the other hand, Battle System did keep the miniatures wargaming spark alive at TSR in the '80s, so maybe you're right to suspect some kind of link.
DeleteYes, it was the latter point I had in mind.
DeleteI'm a bit confused about this. It seems like a war and resource management game where players play against each other but that's a world apart from parties adventuring together in D&D and I'm not sure how these coexist.
ReplyDeleteIt could be. Birthright was also set up so a group of gamers could all be leaders in the same kingdom — one the monarch, one a high priest, one a guildmaster, etc., as they dealt with external and internal threats to their rule. While the standard turn in BR was a season, and players spent time handling the responsibilities of their charge and interacting in the abstract, the DM also had the option of slowing things down and running an adventure "in real time." There were a lot of possibilities.
DeleteThere’s a part of this post that sounds rather like Vampire: the Masquerade.
ReplyDelete“Most player characters are assumed to be scions…” right through to the end of the paragraph. That’s very intriguing! I could get on board with VtM meets D&D2e.
Birthright is my second favorite D&D setting, with Greyhawk being first.
ReplyDeleteSaddly is also my favorite setting that I never ran, although I own the boxed set and quite a few books.
I always thought that Barovia/Ravenloft would be a perfect fit as one of the slaviic kingdoms with Strahd as an Awnsheghlien, I like the idea a lot more than the one of demiplanes that appeared in the Ravenloft setting box.
I really enjoyed the Awnsheglien source book, Blood Enemies: Abominations of Cerilia. Almost like every big enemy was an Apostle from Berserk or a Taken from the Black Company
ReplyDelete