By now, it's pretty widely recognized that
Dungeons & Dragons and, by extension,
all roleplaying games ultimately descend from
miniatures wargaming. After all, the subtitle of OD&D is "Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniatures Figures." Yet, fairly quickly, this descent had become obscured, if not outright forgotten. The first version of
D&D I owned, Holmes
Basic, was first published in 1977, just three years after the release of OD&D and, by that point the game's subtitle had already been changed to "Rules for Fantastic Medieval
Role Playing Adventure Game campaigns" (italics mine). The explicit connection to miniatures wargaming had been severed.
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.