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Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
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<blockquote data-quote="Silveras" data-source="post: 1272522" data-attributes="member: 6271"><p>The former are treated nebulously. You can allow your troops to pillage once they are in enemy territory, for example, but there is no 'Declare War' action (although there are a host of others, including 'Declare a Trade Embargo', 'Threaten', and 'Propose an Alliance'). The book is focused, it seems to me, on how the characters influence the resolution of actions -- the special abilities of the Court members / Cabinet Ministers often provide bonuses to the dice rolls used in resolving actions (including combat). As such, the government is a collection of individuals, and the rules are structured to allow the group members to contribute individually. </p><p></p><p>There is no strategic overview to battle. I want to be clear what I mean: Strategy is knowing which battles have to be won and which you can afford to lose. Tactics is the art of winning a battle. A good tactical leader is not necessarily a good strategic leader, and vise-versa. </p><p></p><p>The Open Combat system is focused on the staging of "this battle", not on the relative value of "this battle" to the overall course of the war. Birthright had good, solid mechanics for wresting control of a province from one regent and handing it off to another. Strongholds & Dynasties leaves that in the area of "DM's discretion". </p><p></p><p>This is why I mentioned Cry Havoc above; if war (as opposed to the occasional battle) is to be a major part of your campaign, you will likely find Cry Havoc more suited to your needs. </p><p></p><p>As for insurrection: Popular rebellion and how to squash it is mentioned, but mostly as a nuisance and not as a major theme. Governments have Control and Corruption ratings (the base value for Control is not explained clearly enough for my taste, by the way; this is another area where a summary table would be highly useful). Your regime's overall popularity with various social classes and factions affects your Control in that, if you fail a check, you can lose a lot of control if a lot of people are unhappy with you. If the Control rating slips by too much, 1 settlement becomes unruly. You can send troops to quell this unrest (no rules for moving troops around from province to province, only rules for moving them on the battlefield). Long-term, you can avoid this by keeping the people happy with your government, although that is an expensive proposition. Other governments can try to provoke insurrection in your lands, as well. Most of the details are, again, left to DM's discretion.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1272522, member: 6271"] The former are treated nebulously. You can allow your troops to pillage once they are in enemy territory, for example, but there is no 'Declare War' action (although there are a host of others, including 'Declare a Trade Embargo', 'Threaten', and 'Propose an Alliance'). The book is focused, it seems to me, on how the characters influence the resolution of actions -- the special abilities of the Court members / Cabinet Ministers often provide bonuses to the dice rolls used in resolving actions (including combat). As such, the government is a collection of individuals, and the rules are structured to allow the group members to contribute individually. There is no strategic overview to battle. I want to be clear what I mean: Strategy is knowing which battles have to be won and which you can afford to lose. Tactics is the art of winning a battle. A good tactical leader is not necessarily a good strategic leader, and vise-versa. The Open Combat system is focused on the staging of "this battle", not on the relative value of "this battle" to the overall course of the war. Birthright had good, solid mechanics for wresting control of a province from one regent and handing it off to another. Strongholds & Dynasties leaves that in the area of "DM's discretion". This is why I mentioned Cry Havoc above; if war (as opposed to the occasional battle) is to be a major part of your campaign, you will likely find Cry Havoc more suited to your needs. As for insurrection: Popular rebellion and how to squash it is mentioned, but mostly as a nuisance and not as a major theme. Governments have Control and Corruption ratings (the base value for Control is not explained clearly enough for my taste, by the way; this is another area where a summary table would be highly useful). Your regime's overall popularity with various social classes and factions affects your Control in that, if you fail a check, you can lose a lot of control if a lot of people are unhappy with you. If the Control rating slips by too much, 1 settlement becomes unruly. You can send troops to quell this unrest (no rules for moving troops around from province to province, only rules for moving them on the battlefield). Long-term, you can avoid this by keeping the people happy with your government, although that is an expensive proposition. Other governments can try to provoke insurrection in your lands, as well. Most of the details are, again, left to DM's discretion. [/QUOTE]
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Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
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