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AEG Empire, how is it?
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<blockquote data-quote="Silveras" data-source="post: 1240268" data-attributes="member: 6271"><p>Hmmm... the notes in that thread were just that: notes. About how I might alter Empire if I were to use it. Sadly, I am between games at the moment. I am tempted to just sit down and write my own, drawing on the OGC framework of AMMS:WE and Empire; however, I already have a considerable investment in modifying the Birthright rules to be less Cerilia-specific. </p><p></p><p>I would recommend looking at MMS, especially since it does talk about small benefices of a manor or two as a starting point (more than an adventuring group, less than a kingdom). What is missing there, though, is how to juggle the party members into suitable roles on the manors. It is conceivable that a party with both a Druid and a Cleric, for example, would find them at odds over the religious practices of peasants on a manor controlled by "the party". Likewise, there is nothing (IIRC) other than flavor text for making the party Cleric the official chaplain of the manor(s) (and the RP benefit that his/her superiors might be happy). </p><p></p><p>In that sense, MMS's historical focus may work against it. Because historical domains did not include "real" arcane spellcasters or divine spellcasters with the style of D&D Clerics, there is nothing in the mechanics to differentiate domains where such are the rulers. A Fighter gets exactly the same benefits from being the ruler as does the Rogue, the Cleric, the Sorcerer, etc., and can do exactly the same things.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1240268, member: 6271"] Hmmm... the notes in that thread were just that: notes. About how I might alter Empire if I were to use it. Sadly, I am between games at the moment. I am tempted to just sit down and write my own, drawing on the OGC framework of AMMS:WE and Empire; however, I already have a considerable investment in modifying the Birthright rules to be less Cerilia-specific. I would recommend looking at MMS, especially since it does talk about small benefices of a manor or two as a starting point (more than an adventuring group, less than a kingdom). What is missing there, though, is how to juggle the party members into suitable roles on the manors. It is conceivable that a party with both a Druid and a Cleric, for example, would find them at odds over the religious practices of peasants on a manor controlled by "the party". Likewise, there is nothing (IIRC) other than flavor text for making the party Cleric the official chaplain of the manor(s) (and the RP benefit that his/her superiors might be happy). In that sense, MMS's historical focus may work against it. Because historical domains did not include "real" arcane spellcasters or divine spellcasters with the style of D&D Clerics, there is nothing in the mechanics to differentiate domains where such are the rulers. A Fighter gets exactly the same benefits from being the ruler as does the Rogue, the Cleric, the Sorcerer, etc., and can do exactly the same things. [/QUOTE]
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