Run your own domain and go to war! Kingdoms & Warfare allows players to lead an organization that takes on villainous realms in shadowy intrigues, and build an army to battle tides of enemies. Lead a thieves’ guild, holy church, noble court, or other domain to victory against a hag coven, undead dominion, or draconic empire!
Characters are still adventurers, but the stakes are higher. That dragon doesn’t just threaten you, it endangers your people. Dive into the new rules in this full-color book that includes new action-oriented monsters, magic items, and a complete adventure that teaches you how to use domain intrigue and warfare.
You’re not just responsible for your party anymore.
The intrigue and organisation roles are inspiring, if a bit complex. Just reading through them gave me ideas about different games to run. I think it will take a party of players committed to the concept to make full use of the rules laid out here. For me this is also the perfect solution for the one player who can't make it and then runs an NPC commander or villain outside the sessions.
I haven't run this version of the warfare rules but they strike me as the thing I would run outside of regular sessions with the one or two players interested in this subgame.
The monsters are great as always and the Action Orientated Monsters are a nice treat that turns each of them into a boss fight that characters won't just steamroll through. I found Colville's take on demons and what happens when they run out of souls particularly cool.
More Codices is nice to see and the other magic items support the new intrigue and warfare rules well.
The included adventure, The Regent of Bedegar, is a solid continuation from the Strongholds and Followers adventure, and it's nice to see the warfare introduction, Siege, tie in too. The adventure does a good job walking the players and the DM through the new intrigue rules and is set up with the flexibility to be able to handle many of the curve balls your players will inevitably throw at you. I appreciate how much it is presented in a semi-sandbox layout with suggestions for different outcomes based on player choices.
Very useful overall and particularly good if you want to run detailed, domain level play.
I don't think I'll be using these rules, personally. A bit too complex, and I find that they take away from the core of the game. I'd have preferred some rules that help create streamlined resolutions for intrigue and warfare, rather than a whole new system to learn.
I'm sure it'll be right up someone else's alley, just not mine.
Well-written, easy and interesting prose, clear rules, compatible with pretty much any campaign you can think up that you want to include war mechanics in - what's not to love?!