On Citizenship and Taxes
A slow introduction to the Domain Turn
As always of late, Tumblr has mangled the formatting of this post if you view it in the dashboard. Open it in the browser instead to see the table and the list as imagined.
Our language on Strongholds is about the end-game: you win. For as long as you keep playing, you can recruit henchfolk for free if you have a place for them to stay. But it seems that we have some appetite for more of an economic domain game after all.
The best domain rules I've seen are those in Kevin Crawford's Wolves of God. They have the right time-scale, being seasonal, and better yet they are grounded in a political economy, unlike Crawford's usual faction systems that are purely abstract game-pieces as in Worlds Without Number. In short—they rule. The second part of these rules (to follow) will be adapating and rewriting enough of that system to take it beyond dark-age england into our D&D non-time, a flattened ahistorical medieval that is every time between the year 600 and 1300, all at once but unevely distributed. Lots to do.
But first, what about everyone else? If I wanted to really build from scratch a game with this kind of grounding in political economy, I'd need either Wolves of God's curtailing of character types, or else an expansive view like Skerples' classic posts on Taxation and the Estates. But, a complex background system, more decisions at character creation, and entanglements with the world before a character is fully drawn are not things I am looking for in my drop-in friendly, low barrier game.
Becoming a citizen
The desperate characters we roll up at the table, who delve into dark places and criss-cross the landscape, are essentially members of the outlaw class. They are displaced persons, travellers from distant lands, or runaways making their own way. This is why everything they know about the region is probably from a rumours chart, and why nobody seems to remember them before they show up for an adventure. This is also why even when they meet civilized folk traveling the countryside, a few bad reactions can lead to bloody battle.
As Skerples puts it: “you owe no taxes, but you have no rights”.
As long as they continue their simple lifestyle of plundering tombs, travelling from place to place, and drinking towns dry, they stay this way. But at a certain point, they will want to put down roots: to establish a home base for magickal research, to swear a bond to a lord or holy order, or to establish a small church. Or simply because they find the building charts more friendly than the carousing ones for spending their money.
When a character enters the service of a lord or holy order, or establishes a home or place of commerce in town, they become a Citizen.
The Season Turn
On each Solstice or Equinox, or whenever a character returns to adventure in a place where they are a Citizen and one or more of those dates has passed since their last appearance here, they must settle their taxes. There are three steps to this:















