AdventuresAdventures have turned out to be a bit of a can of worms for me. I'll try to put a few of my thoughts for this game down.
THere are two kinds of adventures - Those that support domain actions and those that accomplish an independent goal. Using an adventure action to support diplomacy is the first kind - automatic success or a simple level vs. DDC check. Easy.
The second kind are the ones we are running in the forum, which are awesome. From my point of view, I want Regents to go on adventures - it's a game about Hero-Kings, not purely diplomacy.
So we have two basic levels of play - the Domain and diplomacy level (dispatches, diplomacy, your DO, etc) and the adventure level. Both are important. Adventures are for the stuff that cannot or should not be resolved on the domain level, though the levels of play often interact.
An adventure can be required to resolve a domain level event, domain actions can be necessary to attempt an adventure (before you can slay the lich, you must defeat his army in the field). This is good, I want the two levels to interact - It's in the conflict between these two levels of play that the theme of Birthright comes to the fore.
As other's might have noticed, I have a thing for transparant simple rules - as a gm they make my life easier and they ease communication. So I need a ruleset for adventures that satisfies the following:
1) Adventures should be dangerous enough that you don't want to go on them all the time or at least without good preperations, but at the same time players should be confident enough in the Regents to send them on the occasional adventure. I'm thinking that players participating in adventures 1-2 a year is the sweet spot.
2) There should be consequences to adventures, both good and bad. There is always a goal for an adventure - the success or failure in achieving that goal is the primary consequence. However, the
other consequences are damn important as well. It's good drama when a regent is injured, looses a friend or dies while achieving something heroic. It sucks when a regent dies accidently while hunting a random goblin. It's cool when Bilbo picks up the one ring on the way to kill Smaug, it sucks when adventures are done solely to acquire treasure or magic stuff. (for the purpose of these rules anyway, I enjoy dungeon crawls as much as the next guy
3) Adventures accomplish goals that either cannot be achieved on the domain level or are very preferably to do on the adventure level.
4) Rules should be fast and simple.
5) Rules should allow an adventure both to be run without player input (as just an action in your DO or for when you are too busy IRL to do a full mail or forum adventure), but should focus on creating a cool frame for forum and mail adventures.
6) Optimally, the rules should allow an individual to shine as well as allow the group as a whole to overcome the adventure.
7) Adventures are for Lieutenants and Regents, with Henchmen playing a minor role. Everyone else are pretty much just background fluff or part of the consequences... Except for NPCs - getting a major NPC to go on an adventure with you should be a worthwhile goal.
Whew. With that in mind I think I have an initial outline for the rules, I'll just need to clean them up a little and find somewhere to host them.