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Anyone have Strongholds and Dynasties or Empires?
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<blockquote data-quote="mearls" data-source="post: 1195066" data-attributes="member: 697"><p>Hey,</p><p></p><p>That stuff looks pretty cool so far. We couldn't fit anything aside from a land = power take on rulership in Empire. The book was pretty crammed to begin with, especially with the mass combat rules. In terms of design, I pretty much drew inspiration from the old D&D Companion Set. I wanted to replicate the basic role of War Machine and the domain management tools. C1: Test of the Warlords has to be one of my favorite all time modules. It formed a major part of post-Expert set portion of the D&D campaign I ran in junior high.</p><p></p><p>In terms of design, I tried to build most of the differences into the system in terms of the ruler's character class, the citizens of the realm, and a few other places. Had the book been 100% rulership (as opposed to a 50/50 split with rules for mass combat) alternative power sources would've been in there.</p><p></p><p>I think you're defintely on the right path there. I like the idea of giving wizardly organizations power nodes and ley lines to fight over. Good stuff.</p><p></p><p>I highly recommend Chris Aylott's Dynasties and Demagogues, published by Atlas Games. It goes into a lot more detail on politics than Empire. The two books complement each other very well.</p></blockquote><p></p>
[QUOTE="mearls, post: 1195066, member: 697"] Hey, That stuff looks pretty cool so far. We couldn't fit anything aside from a land = power take on rulership in Empire. The book was pretty crammed to begin with, especially with the mass combat rules. In terms of design, I pretty much drew inspiration from the old D&D Companion Set. I wanted to replicate the basic role of War Machine and the domain management tools. C1: Test of the Warlords has to be one of my favorite all time modules. It formed a major part of post-Expert set portion of the D&D campaign I ran in junior high. In terms of design, I tried to build most of the differences into the system in terms of the ruler's character class, the citizens of the realm, and a few other places. Had the book been 100% rulership (as opposed to a 50/50 split with rules for mass combat) alternative power sources would've been in there. I think you're defintely on the right path there. I like the idea of giving wizardly organizations power nodes and ley lines to fight over. Good stuff. I highly recommend Chris Aylott's Dynasties and Demagogues, published by Atlas Games. It goes into a lot more detail on politics than Empire. The two books complement each other very well. [/QUOTE]
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