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Book of Strongholds and Dynasties
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<blockquote data-quote="Selvarin" data-source="post: 2010961" data-attributes="member: 6102"><p>The Book of Strongholds & Dynasties, by Mongoose Publishing, is the first in the Classic Play series and, incidentally, also took the longest to for me to acquire. It's 256 pages, a hardcover with binding no better than that of Sheoloth: City of the Drow--which means it isn't as tight as Draconomicon (good binding matters, trust me on this!). The cover art (by Ralph Horsley) is pretty good, neither cheesy nor overdone. The interior artwork is okay,although I must admit I'm not happy to see artwork that was used in the Sheoloth. Especially considering some of Sheoloth's artwork came from The Quinetessential Drow...</p><p>I haven't seen a lot of Mongoose products so I can't say for sure what else has been recycled, but I have a nagging feeling that more of it came from other MGP accessories. A good presentation does count, but this isn't a coffee table book with nice artsy bits. It's meant to be used, so let's get to it...</p><p></p><p>The Book of Strongholds & Dynasties (BSTD for short) is in its own way three separate but interrelated books merged into one. The first part deals with strongholds, the second deals with government (and running a kingdom, realm, etc.), while the latter deals with mass combat. The first part, taking up half the book appropriately, deals with the stronghold and starts with who might want or need one. The term is used loosely to include institutions such as temples, law enforcement as well as warlords and kings. Strongholds, after all are meant to defend against attacks, and thus serve to protect centers of power. Before getting into actual construction, however, the book gets into detail on matters of importance such as accessibility, food supplies, and whether a chosen site is stable or not. It was in the section on Stability (page 21) that I noticed they're still referring to Winderness Lore checks. Yes it's a minor quibble but hello?! Let's recite over and over now: "Wilderness Lore is now Survival, Wilderness Lore is now Survival..."...Regardless, I found this section on finding/preparing the prospective site to be Worth reading. A few skill checks are included and noted but nothing too complex. </p><p></p><p>Basic Buildings In Earth and Wood is the first dip into actual construction. albeit lesser structures: longhouses, ditches, embankments, tree forts, rough stone cottages. Each type lists the skills (and skill ranks) required in order to do so, the labor costs as well as the material costs, structure points, and so on. Artistic representations are usually provided, including building or feature diagrams (which range from poor to excellent quality).This format of describing each type follows through into the Intermediate Buildings and Fortifications chapters, and I like it. It's more tangible and comprehensible to me compared to, say, the way parts of the Stronghold Builder's Guidebook handled the same mundane bits. I feel more comfortable with how BSTD handles this, because there are enough examples for me to look over and make my own estimates without having to crunch a lot of numbers. The Extraordinary Strongholds chapter handles alternatives such as crystal castles and iron-clad strongholds. It goes further into sites such as cliff villages, tree fortresses, and skull fortresses. the Additional Stronghold Features section runs for 26 pages and adequately handles such items as alarm systems, the cost of carpeting, and much more. Different kinds of glass, creating invisible fixtures, mechanical features, it's all here and it won't overwhelm you. (I especially love the portion on secret doors, the idea of secret doors that work only according to a password never occurred to me until then.) There's more on powered strongholds, which I'm not quite as enamored of, but it's there for you to make use of.</p><p></p><p>The second main part of BSTD, dealing with governmental/rulership issues, starts on page 129 with The Mechanics of Government. Encompassing six chapters and 92 pages, it's the second-largest portion of the book. First mention is made of regime and province sheets (found in the back of the book), which you can use to write down the pertinent details that relate to the Open Governmental System provided therein. Here are the seeds for developing and running a kingdom, should you so desire, and to turn your campaign into something beyond monster-sacking and into the realms or politics. I've never been that interested in the minutae of running a mythical medieval land but thankfully these chapters are thorough without running on and on. I must say that Adrian Bott touches upon a lot of subjects, such as the section on resources (whale products for coastal communities and so forth). The chapter on power structure is enlightening, and includes special ability checks depending upon a given officeholder's station. And when it comes to the types of governments discussed, each has an effect on the regime's Control and Corruption rating. I would disagree with some of the notions, such as the idea of mages ruling better because of their intelligence, but each form of government has logical disadvantages listed so it's all quite playable.</p><p></p><p>The third (and last) main section, dealing with warfare and the Open Mass Combat System (v.2). Apparently this is the second revision of the one found in the Quintessential Fighter, and something I've been curious about (I haven't played a wargame since the days of Battlesystem, which I loved). This section is pretty straightforward, nothing I'd point to as 'filler'. I haven't tried the mass combat rules provided in 'Cry Havoc' (nor the D&D version that goes with the pre-painted minis), thus I have little to compare it to. It looks like something I could get into, though, without getting lost in the mess. Following these two chapters are the Designer's Notes and an index.</p><p></p><p>So, what do I really think about this book? Well, as I've stated before, it's more like three books in one. Most books that handle any single subject found herein cost a minimum of $20 retail. Some may provide a better system, or profuse details, but this is a well-rounded product. My feeling is that the Book of Strongholds & Dynasties handles stronghold-building a little differently than the aforementioned Stronghold Builder's Guidebook, and I love it for that. It handles the more mundane aspects that I found lacking in the SBG and while taking on magic to enhance fortresses it didn't go into excess as the SBG did. And it provided decent examples of that which my party would be more likely to afford to build, something that the SBG seemed to lack somewha. (I know the 2.6 million gp Citadel of the Planes was meant as an example in the latter but come on, that was way too much!). The government-based chapters were decent, if I want to get into detailing a local medieval government I can use that and figure out province stats in a jiff. As for warfare section, it seems workable. You'll have to use your own judgement on that.</p><p></p><p>In short, the Book of Strongholds & Dynasties is worth getting. I'd prefer more new art (and better binding), but what really counts is what's inside and the stronghold-building bits are sure to solve some of my gaming problems. I hope it sells well in the States despite getting here a bit later than expected.</p></blockquote><p></p>
[QUOTE="Selvarin, post: 2010961, member: 6102"] The Book of Strongholds & Dynasties, by Mongoose Publishing, is the first in the Classic Play series and, incidentally, also took the longest to for me to acquire. It's 256 pages, a hardcover with binding no better than that of Sheoloth: City of the Drow--which means it isn't as tight as Draconomicon (good binding matters, trust me on this!). The cover art (by Ralph Horsley) is pretty good, neither cheesy nor overdone. The interior artwork is okay,although I must admit I'm not happy to see artwork that was used in the Sheoloth. Especially considering some of Sheoloth's artwork came from The Quinetessential Drow... I haven't seen a lot of Mongoose products so I can't say for sure what else has been recycled, but I have a nagging feeling that more of it came from other MGP accessories. A good presentation does count, but this isn't a coffee table book with nice artsy bits. It's meant to be used, so let's get to it... The Book of Strongholds & Dynasties (BSTD for short) is in its own way three separate but interrelated books merged into one. The first part deals with strongholds, the second deals with government (and running a kingdom, realm, etc.), while the latter deals with mass combat. The first part, taking up half the book appropriately, deals with the stronghold and starts with who might want or need one. The term is used loosely to include institutions such as temples, law enforcement as well as warlords and kings. Strongholds, after all are meant to defend against attacks, and thus serve to protect centers of power. Before getting into actual construction, however, the book gets into detail on matters of importance such as accessibility, food supplies, and whether a chosen site is stable or not. It was in the section on Stability (page 21) that I noticed they're still referring to Winderness Lore checks. Yes it's a minor quibble but hello?! Let's recite over and over now: "Wilderness Lore is now Survival, Wilderness Lore is now Survival..."...Regardless, I found this section on finding/preparing the prospective site to be Worth reading. A few skill checks are included and noted but nothing too complex. Basic Buildings In Earth and Wood is the first dip into actual construction. albeit lesser structures: longhouses, ditches, embankments, tree forts, rough stone cottages. Each type lists the skills (and skill ranks) required in order to do so, the labor costs as well as the material costs, structure points, and so on. Artistic representations are usually provided, including building or feature diagrams (which range from poor to excellent quality).This format of describing each type follows through into the Intermediate Buildings and Fortifications chapters, and I like it. It's more tangible and comprehensible to me compared to, say, the way parts of the Stronghold Builder's Guidebook handled the same mundane bits. I feel more comfortable with how BSTD handles this, because there are enough examples for me to look over and make my own estimates without having to crunch a lot of numbers. The Extraordinary Strongholds chapter handles alternatives such as crystal castles and iron-clad strongholds. It goes further into sites such as cliff villages, tree fortresses, and skull fortresses. the Additional Stronghold Features section runs for 26 pages and adequately handles such items as alarm systems, the cost of carpeting, and much more. Different kinds of glass, creating invisible fixtures, mechanical features, it's all here and it won't overwhelm you. (I especially love the portion on secret doors, the idea of secret doors that work only according to a password never occurred to me until then.) There's more on powered strongholds, which I'm not quite as enamored of, but it's there for you to make use of. The second main part of BSTD, dealing with governmental/rulership issues, starts on page 129 with The Mechanics of Government. Encompassing six chapters and 92 pages, it's the second-largest portion of the book. First mention is made of regime and province sheets (found in the back of the book), which you can use to write down the pertinent details that relate to the Open Governmental System provided therein. Here are the seeds for developing and running a kingdom, should you so desire, and to turn your campaign into something beyond monster-sacking and into the realms or politics. I've never been that interested in the minutae of running a mythical medieval land but thankfully these chapters are thorough without running on and on. I must say that Adrian Bott touches upon a lot of subjects, such as the section on resources (whale products for coastal communities and so forth). The chapter on power structure is enlightening, and includes special ability checks depending upon a given officeholder's station. And when it comes to the types of governments discussed, each has an effect on the regime's Control and Corruption rating. I would disagree with some of the notions, such as the idea of mages ruling better because of their intelligence, but each form of government has logical disadvantages listed so it's all quite playable. The third (and last) main section, dealing with warfare and the Open Mass Combat System (v.2). Apparently this is the second revision of the one found in the Quintessential Fighter, and something I've been curious about (I haven't played a wargame since the days of Battlesystem, which I loved). This section is pretty straightforward, nothing I'd point to as 'filler'. I haven't tried the mass combat rules provided in 'Cry Havoc' (nor the D&D version that goes with the pre-painted minis), thus I have little to compare it to. It looks like something I could get into, though, without getting lost in the mess. Following these two chapters are the Designer's Notes and an index. So, what do I really think about this book? Well, as I've stated before, it's more like three books in one. Most books that handle any single subject found herein cost a minimum of $20 retail. Some may provide a better system, or profuse details, but this is a well-rounded product. My feeling is that the Book of Strongholds & Dynasties handles stronghold-building a little differently than the aforementioned Stronghold Builder's Guidebook, and I love it for that. It handles the more mundane aspects that I found lacking in the SBG and while taking on magic to enhance fortresses it didn't go into excess as the SBG did. And it provided decent examples of that which my party would be more likely to afford to build, something that the SBG seemed to lack somewha. (I know the 2.6 million gp Citadel of the Planes was meant as an example in the latter but come on, that was way too much!). The government-based chapters were decent, if I want to get into detailing a local medieval government I can use that and figure out province stats in a jiff. As for warfare section, it seems workable. You'll have to use your own judgement on that. In short, the Book of Strongholds & Dynasties is worth getting. I'd prefer more new art (and better binding), but what really counts is what's inside and the stronghold-building bits are sure to solve some of my gaming problems. I hope it sells well in the States despite getting here a bit later than expected. [/QUOTE]
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