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Anyone have Strongholds and Dynasties or Empires?

Thanks for the summaries, Silveras, and for the details you've provided. That's great stuff, and will help me in trying to decide what kingdom management system to use. So far, Empire looks like it's in the running, though I want to see what Fields of Blood has to offer (actually, Teflon, I think the "most people" you describe are just you and some other cynic at ENWorld...). Further, Empire looks like it is easily expandible, if DMs wish to include more factors/modifiers/etc. Is this a reasonably correct assumption? (For example, I, too, would want to immediately add something like a Shipwright's Guild to the city upgrades.)
 

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arnwyn said:
Further, Empire looks like it is easily expandible, if DMs wish to include more factors/modifiers/etc. Is this a reasonably correct assumption? (For example, I, too, would want to immediately add something like a Shipwright's Guild to the city upgrades.)

Adding upgrades should not be too difficult. Adding WORTHWHILE upgrades may be a different issue. ;)

As I said before, much of Empire feels like Sid Meier's Civilization series of games, and other parts like the Warcraft family of games, so I would look to them for inspiration in terms of the potential upgrades and other additions.

The other thing to keep in mind is maintaining a balance between the different power types. Landed power was historically most important, and would also be so in the fantasy world. It would not be good to throw in so many additional options that the landed power base becomes too diluted. Alternative power bases would need to be able to draw on a multi-national network, really, to be able to compete with a landed realm.

On a different note, I should also point out that I really like the way Empire scales. Birthright does not cover smaller (local) nobles; it only operates on the equivalent of the Kingdom level in Empire. Birthright *does* allow for the allegiance of one Kingdom-scale realm to another as a vassal, which is not touched upon in Empire (that I have seen); that is as close as it comes to Empire's Empire scale. Meanwhile, A Magical Medieval Society: Western Europe provides rich details for the lowest-level realm units (single manors). AMMS:WE is much less detailed, though, as the focus rises; it is more of a world-builder's book than a game subsystem at that point. Ideally, any hybrid system would combine the rich detail of AMMS:WE at the lowest levels with the scalability of Empire (perhaps by equating 1 Empire land unit to a benefice of x AMMS:WE manors, x changing with the scale of Empire) and something like Birthright's ability of regents to influence the outcome of actions taken by other regents.
 

Silveras said:
Adding upgrades should not be too difficult. Adding WORTHWHILE upgrades may be a different issue. ;)

As I said before, much of Empire feels like Sid Meier's Civilization series of games, and other parts like the Warcraft family of games, so I would look to them for inspiration in terms of the potential upgrades and other additions.

Master of Magic would be a good one to look at too... I have the massive old strategy guide, with all the charts and tables... :)

The other thing to keep in mind is maintaining a balance between the different power types. Landed power was historically most important, and would also be so in the fantasy world. It would not be good to throw in so many additional options that the landed power base becomes too diluted. Alternative power bases would need to be able to draw on a multi-national network, really, to be able to compete with a landed realm.

On a different note, I should also point out that I really like the way Empire scales. Birthright does not cover smaller (local) nobles; it only operates on the equivalent of the Kingdom level in Empire. Birthright *does* allow for the allegiance of one Kingdom-scale realm to another as a vassal, which is not touched upon in Empire (that I have seen); that is as close as it comes to Empire's Empire scale. Meanwhile, A Magical Medieval Society: Western Europe provides rich details for the lowest-level realm units (single manors). AMMS:WE is much less detailed, though, as the focus rises; it is more of a world-builder's book than a game subsystem at that point. Ideally, any hybrid system would combine the rich detail of AMMS:WE at the lowest levels with the scalability of Empire (perhaps by equating 1 Empire land unit to a benefice of x AMMS:WE manors, x changing with the scale of Empire) and something like Birthright's ability of regents to influence the outcome of actions taken by other regents.

When I get my copy of Empire at the end of the week, I'm probably going to work up an add-on/modification for using the book with Arcana Unearthed, as that's the system I'm using now. To fit with Arcana Unearthed, there are a few additions that will need to be made-

In the Diamond Throne setting, there aren't too many "independent" countries. The majority of the continent is controlled by Dor-Ethenos (The Diamond Throne), as well as two independent nations that pay homage to them (Zalavat and the Faen of the Harrowdeep), two ruined kingdoms (Thartolan and Verdune), one rising kingdom that could become a rival to Dor-Ethenos (Fallanor), and seven "minor powers"- the free cities of the south and the isle of Noll. Given this political structure, the real conflicts are likely to occur on a smaller scale, between entities within Dor-Ethenos, such as guilds, orders, temples, old human nobility, litorian tribes, Chorrim, Rhodin, the Council of Magisters (if it rebands), the criminal network, the runepriests, etc. So there's lots of political struggle and strife potential, but it's of a different nature than national conflicts. Covert warfare, trade battles, raids... a real "game of diamond thrones" seems like an interesting possibility in this setting.

Also, adjusting the new class abilities to fit this system and restructuring the demographics based on the logic of the Arcana Unearthed/Diamond Throne system will be an interesting challenge. It might be interesting to see how it could be combined with the ceremony system, or even the possibility of racial levels granting rulership abilities... hmm...

Also, I'd think that improvements to cities and regions could be based off of the various guilds and structures suggested in Diamond Throne... lots of ideas, indeed!
 

MMMM.... Master of Magic... no, I don't see as many parallels here as I do to Civ. I liked Master of Magic, and would love to see an updated version with newer graphics, etc.... unless it is done a la Master of Orion 3 (awful !).

The approach I was taking with Birthright was to make it less world-specific. One of Birthright's few major flaws, in my view, is that many of its concepts are hard-wired to a specific campaign world-view. My revisions tried to address creating more generic versions of those aspects.

My approach on rulership would be different, too. I think giving each character class additional features for rulership is the wrong approach. For example, I use Green Ronin's Shaman and Witch base classes. While neither is exactly likely to be a ruler, it can also be said that Bards are a bit of a stretch as Kings, too. No, a system that adds abilities to each class means that more work needs to be done as each Base class is added to the overall system. Hmm... and, Mr. Mearls, you missed the NPC classes (Aristocrat esp) when it came to handing out such modifications.

I also disagree with the Template approach used by AMMS:WE; it seems wrong to just suddenly gift the ruler with a couple of levels worth of abilities. Although, with the "racial levels for templates" approach, it is pretty close to being a short Prestige Class (my approach).

For modifying Birthright, I was working on a modified Aristocrat class that was more PC-quality, and a Regent 5-level Prestige Class (requirements: something to rule, and royal blood; benefits: +1 per level bonus on performing Domain Actions, 3 bonus feats). I also created a bunch of rulership-oriented feats like 'Efficient Military' and 'Efficient Bureaucracy' that allowed a Regent to save money on maintenance (military and domain, respectively). I was taking the same approach in coming up with mass combat statistics as is already present in Empire, so I certainly have no quibbles there :D .

Some other plugs:
I will likely scrap my work on alternative Sources (A Birthright term for Power Nodes, Nexus points, etc.) and Ley Lines in favor of using the versions Heroes of High Favor: Elves (Badaxe Games).

I am not going to bother revising the Birthright bloodline rules to feats (I had a working draft), and instead will focus on the Bloodgift feats from Hammer & Helm: A Guidebook to Dwarves (Green Ronin).

I am looking forward to seeing what Green Ronin's Nobles' Handbook looks like. I have found the other volumes in the Master Class series quite good, so I have high expectations for this one, as well.
 

The main reason MoM came to mind was the city improvements and enchantments... lots of ideas for a fantasy world there, and for grading the differences between more advanced and less advanced structures. And I have that manual burning a hole in my closet. :P

A few other things:

I don't have the book yet, and when I flipped through it (at a game store in Minneapolis a week ago, when I didn't have any money) I missed the part about class abilities... do they all kick in at 1st level, or do you get additional abilities as you level? (For instance, one at 5th, another at 10th, etc)... and, if so, what about adding abilities for Prestige Classes? Given the plethora of them out there, I can understand why Mearls may have avoided this in the book, but for campaigns like mine in which I limit the available prestige classes to a small list (usually between 10-20 classes approved for the setting), I may have to add some abilities for them. In addition to reworking the abilities for Arcana Unearthed to begin with.

Rulership feats are an interesting idea, and could mesh in interesting ways with the Arcana Unearthed Ceremonies. I'll have to look into those for my campaign.

Another thought- It's interesting to see how the underlying system could be adapted to other settings... I noticed this with the Cry Havoc! mass combat system as well. How hard would it be to port these rules to make a domain system for, say, Wheel of Time, or, way out there, Star Wars? You'd have to change the buildings, the commodities, and many of the assumptions of the setting (not to mention the scale), but it's an interesting thought. I'm a wargamer from way back, and I've always wanted to run RPG campaigns that added elements of politics, strategy, and rulership... they just seem so lacking in the campaigns I've played in, and the recent computer games of this type have been disappointments (Civ3? Ho-hum. MoO 3? Yech. Warcraft 3? Boring...) It seems that computer strategy games are getting blander and more dumbed-down... the last one I really liked was the original Age of Wonders. I miss games like X-Com, Master of Magic (even with the bad AI and terrible soundtrack), Master of Orion I and II, Civ2 (the most modular, expandible and customizable strategy game ever- Civ3 lacks my favorite element of Civ2!), Alpha Centauri (who says you can't make a turn-based strategy game with a unique plotline and flavorful ambience). I've wanted to run a pencil-and-paper game that merges roleplaying and strategy, just as I've wanted a computer game that could do the same...
 

Tyler Do'Urden said:
The main reason MoM came to mind was the city improvements and enchantments... lots of ideas for a fantasy world there, and for grading the differences between more advanced and less advanced structures. And I have that manual burning a hole in my closet. :P

MoM's improvements and enchantments impressed me less for D&D play than adapting Civ. On the other hand, City-wide spells *might* be a nice addition to the Urbanmancy spells (from CityWorks).

Tyler Do'Urden said:
I don't have the book yet, and when I flipped through it (at a game store in Minneapolis a week ago, when I didn't have any money) I missed the part about class abilities... do they all kick in at 1st level, or do you get additional abilities as you level? (For instance, one at 5th, another at 10th, etc)... and, if so, what about adding abilities for Prestige Classes? Given the plethora of them out there, I can understand why Mearls may have avoided this in the book, but for campaigns like mine in which I limit the available prestige classes to a small list (usually between 10-20 classes approved for the setting), I may have to add some abilities for them. In addition to reworking the abilities for Arcana Unearthed to begin with.

They are phased in at levels 5, 10, 15 and 20 for each class. To be honest, I don't see it being worthwhile to add the abilities to existing classes -- that means every attempt to integrate other materials requires yet more thought/attention/work.

Tyler Do'Urden said:
Rulership feats are an interesting idea, and could mesh in interesting ways with the Arcana Unearthed Ceremonies. I'll have to look into those for my campaign.

Another thought- It's interesting to see how the underlying system could be adapted to other settings... I noticed this with the Cry Havoc! mass combat system as well. How hard would it be to port these rules to make a domain system for, say, Wheel of Time, or, way out there, Star Wars? You'd have to change the buildings, the commodities, and many of the assumptions of the setting (not to mention the scale), but it's an interesting thought. I'm a wargamer from way back, and I've always wanted to run RPG campaigns that added elements of politics, strategy, and rulership... they just seem so lacking in the campaigns I've played in, and the recent computer games of this type have been disappointments (Civ3? Ho-hum. MoO 3? Yech. Warcraft 3? Boring...) It seems that computer strategy games are getting blander and more dumbed-down... the last one I really liked was the original Age of Wonders. I miss games like X-Com, Master of Magic (even with the bad AI and terrible soundtrack), Master of Orion I and II, Civ2 (the most modular, expandible and customizable strategy game ever- Civ3 lacks my favorite element of Civ2!), Alpha Centauri (who says you can't make a turn-based strategy game with a unique plotline and flavorful ambience). I've wanted to run a pencil-and-paper game that merges roleplaying and strategy, just as I've wanted a computer game that could do the same...

Apparently, you missed Birthright. :rolleyes:
Birthright was an attempt to add wargame elements to the AD&D 2nd Edition RPG. Rulership of landed realms, with or without ownership of religious temple networks, criminal/mercantile trade organizations, troops/courts/brigands, and/or magical nexii and ley lines were the core of Birthright. Add some mystical "divine blood gives special powers" and you have a potent combination. Domain management was covered pretty well (though more abstractly than some liked) and Priests and Mages could wield powerful Realm Spells -- magic that affected hundreds of square miles for months (sometimes years) at a time.

Birthright's weakness was that it tried to be insulate the RPG parts from the wargame parts to some degree. It tried to be a simple wargame that RPG-ers would not mind playing occasionally in between adventures, while still being enough of a wargame that wargamers might get to like RPGs through it.

The combat system was card-based. You had a card that represented the unit, for example, with the stats printed on it. Each unit could take up to 4 "Hits", each of which reduced its effectiveness. A battle was set up on a 3x5 grid of spaces, with additional spaces at the back of each side's position representing reserve pool, killed/routed, etc. Units moves were 1 space for foot, 2 for cavalry. Almost all actions were resolved by drawing the next card from the deck; when exhausted, the deck was re-shuffled. Skills could give you an advantage, but not much.

Strategy involved "Where do I need to fortify ?". You could fortify and/or garrison just about any type of holding (Law, Temple, Guild, Source, or Province), but a Castle (fortification for a Province) was most effective.

Politically, Regents could spend "Regency Points" (a pool of personal power) and/or gold to influence the success of actions (their own and others). Religions were especially good at improving/eroding the loyalty of the people to the ruler; merchant rogues were good at making money; mages had nasty realm spells, and any of them could raise armies with enough gold and/or land. All of them could also steal power from each other. Vassalage was handled (although more could have been done with it).

All-in-all, except for the a) lack of scalability, b) tight ties to the campaign setting, and c) sometimes unbalanced "free powers", the Birthright rules were a very good basis for building a campaign just like you described. If the 3rd Edition converted BR rules were a) OGC, b) scalable, c) not tied so tightly to the campaign setting, and d) not tied to "blood abilities", those would be an excellent system to adapt to ANY genre or setting.
 

Oh, I didn't out-and-out miss it, and I've read all the materials that the Birthright group has made for 3e. However, none of my players were really interested in it, and WotC cancelled the setting about the same time I started playing 2e. :P
 


I've been working on a Homebrew 'Domain rulership' system drawing on elements from Civ, Birthright, Aria and stuff which hopefully scales from very small (a single village) to an Organisation (Guild/Temple) to Kingdoms and Empires

Anyway the basic premise is that every Faction (Domain) is a 'character' in its own right which has four Stats (3-18 range determined 4d6 drop lowest) these being
- Authority - Political power
- Culture - Learning, Religion and Social Harmony
- Economics - Ability to sustainably Harvest resources
- Military - Ability to respond to and deal with threats

eg how these apply to a Thieves Guild
- Authority - control of crime in its domain, ability to bribe the law
- Culture - Acquiring new skills, keeping the community happy
- Economics - Generating revenues from its activities (theft, protection rackets)
- Military - Defending its territory from rival gangs

Factions can add upgrades (Holdings, Skills and Feats) through use of labor units and resources eg for a Theives guild these might be a Homebase (Holding), Spy Network (Skill :gather Info 2) and Friends in High Places (feat)

The Aristocrat Class was given the Influence ability from level 1 (Level + cha mod) and Influence can be used for various things (like Regency in Birthright) as well as determining Faction size and highest level 'ally'
 

That sounds kind of slick, Tonguez. When you get to a comfortable point, would you (surprise surprise!) care to post some of the details?

A comprehensive kingdom-management system! My kingdom for a comprehensive kingdom-management system! Err... :)
 

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