I love Birthright, and it's the setting I like to run in best. I'm currently running it using Pathfinder.
I recall Birthright being one of the examples used when insiders talked about late-era TSR mismanagement- the books had high production values and slim to no profit margins. So it was financially DOA.
Conceptually, Birthright was a hybrid in the worst sense.
As a setting for adventurers, it didn't offer much that you couldn't get in Greyhawk, the Forgotten Realms, or one of the other dozen settings that were out by then, and many people already had their favorite.
As a nation-building wargame, it was cool, but nothing you couldn't get from Diplomacy or some other nation-level wargame.
The card-based battle rules were not well-received.
It added at least two extra rulesets to character building (bloodline powers and domain rules) to a game which is already pretty complicated. For my current game, I trimmed the bloodline rules down to about 3 pages of feats and character progression, and I trimmed the domain rules down to maybe 2 pages. And I still I had players not interested in them. The original rulebook was, what, 96 pages?
The domain rules were too complicated for the number of NPCs a GM would have to manage; the universal advice from players on handling NPC domains was to handwave them, because it would be too tedious to meticulously track every possible domain.
I think it would have been better received as kingdom rules for Greyhawk, FR, et al. But I'm glad they published it, and I enjoy the books I have.
I recall Birthright being one of the examples used when insiders talked about late-era TSR mismanagement- the books had high production values and slim to no profit margins. So it was financially DOA.
Conceptually, Birthright was a hybrid in the worst sense.
As a setting for adventurers, it didn't offer much that you couldn't get in Greyhawk, the Forgotten Realms, or one of the other dozen settings that were out by then, and many people already had their favorite.
As a nation-building wargame, it was cool, but nothing you couldn't get from Diplomacy or some other nation-level wargame.
The card-based battle rules were not well-received.
It added at least two extra rulesets to character building (bloodline powers and domain rules) to a game which is already pretty complicated. For my current game, I trimmed the bloodline rules down to about 3 pages of feats and character progression, and I trimmed the domain rules down to maybe 2 pages. And I still I had players not interested in them. The original rulebook was, what, 96 pages?
The domain rules were too complicated for the number of NPCs a GM would have to manage; the universal advice from players on handling NPC domains was to handwave them, because it would be too tedious to meticulously track every possible domain.
I think it would have been better received as kingdom rules for Greyhawk, FR, et al. But I'm glad they published it, and I enjoy the books I have.