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Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright

mattcolville

Adventurer
Silveras said:
Pulling out my copy of Birthright, it looks like it is mapped at 1"=25 miles. Eyeballing it, most provinces seem to run from 1/2" x 1/2" to 1" x 2"; the average appears to be 1"x1". That would put the smallest provinces "spot on" in the scale of FoB, but most BR provinces would be about 4 FoB hexes.

Matt, have you had a chance to do some measurements and calculations ?

Alas, no. I'm working on my own D20 stuff now. This may mean a more ambitious project in the same area, but realistially my involvement with the Book of War ended long ago. Though I am interested in what people perceived were the strengths and flaws of the book, in the high likelyhood I revisit the subject with some other product.
 

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Silveras

First Post
ytreza2 said:
Please Silveras, after some monthes of playtests, could you tell us which rules you are using now ?

I have tested all these rules exept S&D (but i have ordered it).
- MMS is the one i prefer. Unfortunately, it doesn't purchase some rules about trade for instance. What i want to say is that MMS is excellent, but it's too "conceptual" and not enough detailed for my campaig...
- Empire is too incomplete (ressources management, etc...) and some bugs are not fixed
- FOB is good but contains no detailed ressources management, so you don't know if the province is rich because of its trade capabilities or mines or agriculture...
- Birthright is too complex. It's a game, not a set of rules for a RPG campaign, and i don't have time to play at my favorite game AND birthright :(

And on S&D, how have you scaled the internal consumption ?

Thank you very much

Sadly, I have not been running any games for some time, and so have not had any opportunity to continue playtesting.

I had posted my house rules for modifying Birthright a while back, but it does not appear to have survived the last round of archiving. The main idea was to merge the idea of Birthright's province levels with MMS:WE's population density. A short version of that document is available on the Expeditious Retreat Press' web site.

I was not too bothered by the lack of resource details in FoB. If anything, I think roo much detail is what "broke" the Book of Strongholds and Dynasties. S&D divides resources into categories and grades of refinement, and then only allows so many in a province. While the book states that Provinces can be of any size, it also appears that the rules were written with a specific size in mind. As a result, the resource rules do not seem to scale well at all. I made a few attempts to make them work, but had no success. The book's system works fairly well for small domains, but breaks when they reach the point of trying to support a city.
 

Silveras

First Post
mattcolville said:
Alas, no. I'm working on my own D20 stuff now. This may mean a more ambitious project in the same area, but realistially my involvement with the Book of War ended long ago. Though I am interested in what people perceived were the strengths and flaws of the book, in the high likelyhood I revisit the subject with some other product.

I will be curious to see what you come up with.
 


Silveras

First Post
mattcolville said:
Alas, no. I'm working on my own D20 stuff now. This may mean a more ambitious project in the same area, but realistially my involvement with the Book of War ended long ago. Though I am interested in what people perceived were the strengths and flaws of the book, in the high likelyhood I revisit the subject with some other product.

On that note, and since Wraith Form was kind enough to bump the thread ...

Strengths:
  • Nomadic camps
  • Consideration of cultural type
  • Frequent notes about "tuning the system"
  • Active representation of organized groups (the Guilds)
  • Treatment of domain-level spellcasting
  • Large selection of core monsters converted to Unit stats

Weaknesses:
  • 12-mile per hex scale does not lend itself to use with existing camaigns mapped at 24 or 30 miles per hex
  • Inability to play as head of a Guild instead of a land-ruling leader
  • Specific list of spells for domain magic instead of guidelines on selecting and adapting "normal" spells.
  • Treating humans differently from "other monsters" in the troop creation rules (specifically, using Human Commoners while other monsters are Warriors by default).

I would urge others to post what they thought were the strengths and weaknesses of Fields of Blood here, as well.
 

rom90125

Banned
Banned
\bump...

Just found this thread. Outstanding Siv...truly inspired!

I own Cry Havoc and FoB but have not had the chance to integrate either into my current campaign.

After reading everyone's input, I felt compelled for the bump. Is there any new opinions or insight to add?
 

Silveras

First Post
rom90125 said:
\bump...

Just found this thread. Outstanding Siv...truly inspired!

I own Cry Havoc and FoB but have not had the chance to integrate either into my current campaign.

After reading everyone's input, I felt compelled for the bump. Is there any new opinions or insight to add?

I don't have anything new to add at the moment, but I expect to revisit this thread once Power of Faerun is out (March 2006 or so). From the catalogue entry, it sounds as if it addresses similar material.
 


*Necromantic Bump*

I'm curious about any more discussion on this. I own Powers of Faerun, and it completely lacks any mechanical guidelines, but has great RP guidelines for running a realm and how they get setup, particularily *in* Faerun.
 


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