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AEG Empire, how is it?
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<blockquote data-quote="Silveras" data-source="post: 1240829" data-attributes="member: 6271"><p>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. </p><p></p><p>Those Influence Point rules <strong>could</strong> 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. </p><p></p><p></p><p></p><p>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 <strong>more</strong> 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. </p><p></p><p>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 ?</p><p></p><p>In the end, the strong implication that there is <strong>no</strong> 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, <strong>is</strong> an action").</p></blockquote><p></p>
[QUOTE="Silveras, post: 1240829, member: 6271"] 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 [B]could[/B] 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. 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 [B]more[/B] 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 [B]no[/B] 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, [B]is[/B] an action"). [/QUOTE]
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