jgbrowning said:
Glad you like it. I'll add my $0.02 in here..

.... It is conceivable that there would be some characters at odds with each other in the above situation. I think that's more of an issue for the DM and his PCs to work out however. It's also very individual and campaign specific. There's no rules for the chaplain because those rules would need to descend from your campaign's choice of god, more than they would be from simple landowership.
Of course, that situation is all role-playing to resolve, I would think. What I was getting at, though, was that there is no "room" in the treatment in MMS for either the Cleric or the Druid to have any "power" through being the "official" spiritual leader; ALL authority comes from the land, in the end. The closest alternative is what I suggested Heretic Apostate look at; the Influence rules in the City Builder section.
Those Influence Point rules
could form the basis of what people here are seeking. Extended up to be used for the Kingdom, they could be used to show the division of influence among the merchants, religious factions, nobility, and arcanists' organizations.
jgbrowning said:
Yep. That's actually what we were trying to show. The lord of a manor/benefice has the same abilities/responsibilities from that ownership regardless of character class. We only did this after some thought, however, as i think it seems more "D&D natural" to assume that a manor ruled by a cleric would have to be different than a manor ruled by a fighter.
We think class is a game mechanic that's supposed to support role-playing. If you want a cleric to have different responsibilities/benefits of being a landowner those responsibilities are based upon your role-playing choice. We thought about making them different but realized that the differences would be solely based upon the campaign setting and we didn't want to go there. What would be considered appropriate differences in one campaign wouldn't work in another.
There was very little difference in the day to day between a religious landholder and a secular landholder historically anyway so we thought to stick more with the historical. In the end, these differences seem to us to be more a matter of setting than class. It also seems a bit more meta-game thinking than we usually engage in. Why would you think a cleric would have different benefits from owning land than a fighter, except that we're all used to thinking in "different class=different abilities" D&D terms. It was tempting however, but it seemed to have more drawbacks than positives to us.
MMS:WE tries very hard to not make what it's doing dependant upon more than a basic high-medieval western europeanesque environment (basically MMS:WE is a social historical guide for that time period, rather than a traditional historical guide). We thought about more class-specific ideas, but decided against them in the hope that something more general would allow people a greater freedom in fitting the book in with their campaign.
joe b.
I guess it depends on what level you look at. Birthright managed it nicely, in some ways. All regents could and did perform the same functions, but some had an easier time than others with some tasks. Priests could more readily sway the populace for or against the state. Rogues (or "mercantile-oriented characters", if you prefer) could make
more money than a Fighter or Mage doing mercantile actions. Warriors more readily exert military control. It is that kind of game-play-friendly differentiation that I think most of us are seeking.
On another note, by basing MMS:WE on Western Europe, you already made some choices about the campaign setting involved. For example, terrain. MMS:WE is focused on the default terrain mix laid out in the book, and so does not translate quickly to a desert setting, a tundra setting, or a tropical jungle setting. Having chosen to model Western Europe, there would have been nothing wrong with choosing Western European-style roles, abilities, benefits, and/or penalties for the classes. Isn't that exactly what you did for the Magical Medieval King template ?
In the end, the strong implication that there is
no difference based on class is just as much a decision about the campaign setting as any other (in the same spirit as "To take no action,
is an action").