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Anyone have Strongholds and Dynasties or Empires?
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<blockquote data-quote="Tyler Do'Urden" data-source="post: 1198450" data-attributes="member: 4601"><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>A few other things:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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...</p></blockquote><p></p>
[QUOTE="Tyler Do'Urden, post: 1198450, member: 4601"] 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... [/QUOTE]
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