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AEG Empire, how is it?
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<blockquote data-quote="jgbrowning" data-source="post: 1240875" data-attributes="member: 5724"><p>I think it was jgkushner who called MMS:WE a "meta-setting." That's a pretty good discription. Though we made decisions about the subject matter, we tried to limit the subject matter to campaign neutral ideas.</p><p></p><p>We couldn't figure out how to give any power the way you're talking about without effectively creating a campaign setting. I tried, however.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> All authority comes from the land because any other source of authority is campaign specific. Even if its something as simple as say "the thieves guild." We were trying to avoid putting in more campaign specific material than we had to.</p><p></p><p></p><p></p><p>That's what we were hoping people would use them for. They show how power centers have influence over individuals.</p><p></p><p></p><p></p><p>Yeah, Birthright's pretty cool, but again it's a system based upon a campaign setting.</p><p></p><p></p><p></p><p>Yes we made some choices in campaign settings. The King Template we thought we could get away with because, well, there's very few kings....<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In order for us to give hard game mechanics to the medieval period we'd suddenly not be making a social history suitable for any generic D&D campaign and we'd be making a campaign setting. I think Green Ronin's going to do a medievel setting with their mystic vista's line and I expect them to stat out the church and other aspects of the historical period. We didn't want to make a campaign setting, we just wanted to provided the "social fabric" that can fit in with most generic D&D campaigns.</p><p></p><p></p><p></p><p>I agree. To me there's no difference in who owns land because the land will produce the same product regardless of the class of the owner because we were really just talking about the land and not the owner. Any other effects like you mention (ala birthright) are really really dependent upon the campaign setting. We were trying to leave it open enough so everyone could use it.</p><p></p><p>I'd have like to have made more along the vein you're mentioning, I just didn't think MMS:WE was the place to do it. I have a feeling that Green Ronin will be more along the vein you're looking for in this aspect.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 1240875, member: 5724"] I think it was jgkushner who called MMS:WE a "meta-setting." That's a pretty good discription. Though we made decisions about the subject matter, we tried to limit the subject matter to campaign neutral ideas. We couldn't figure out how to give any power the way you're talking about without effectively creating a campaign setting. I tried, however.... :D All authority comes from the land because any other source of authority is campaign specific. Even if its something as simple as say "the thieves guild." We were trying to avoid putting in more campaign specific material than we had to. That's what we were hoping people would use them for. They show how power centers have influence over individuals. Yeah, Birthright's pretty cool, but again it's a system based upon a campaign setting. Yes we made some choices in campaign settings. The King Template we thought we could get away with because, well, there's very few kings....:) In order for us to give hard game mechanics to the medieval period we'd suddenly not be making a social history suitable for any generic D&D campaign and we'd be making a campaign setting. I think Green Ronin's going to do a medievel setting with their mystic vista's line and I expect them to stat out the church and other aspects of the historical period. We didn't want to make a campaign setting, we just wanted to provided the "social fabric" that can fit in with most generic D&D campaigns. I agree. To me there's no difference in who owns land because the land will produce the same product regardless of the class of the owner because we were really just talking about the land and not the owner. Any other effects like you mention (ala birthright) are really really dependent upon the campaign setting. We were trying to leave it open enough so everyone could use it. I'd have like to have made more along the vein you're mentioning, I just didn't think MMS:WE was the place to do it. I have a feeling that Green Ronin will be more along the vein you're looking for in this aspect. joe b. [/QUOTE]
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