Fields of Blood
Fields of Blood: The Book of War (Eden Studios)
Content:
Construction system: B+
Domain management system (small scale) : A
Domain management system (medium scale): A-
Domain management system (large scale) : B+
City/Urban Center details: N/A
Trade system: C
Internal Realm Politics system: A-
Inter-Realm Politics system: A
Resource Management system: A
Mass Combat system: A
Troop raising: A+
Dynastic heritage system: N/A
D&D/Fantasy content: A
Arcane Magic Integration: A
Divine Magic Integration: A
Short & Sweet: Excellent rules set. Excellent balance of breadth (how many factors/options are presented) and depth (how much detail is involved). There are numerous "levers" presented with which to "tune" the rules to fit your liking and style.
The Construction system is slightly more detailed than Empire, much less than S&D or MMS:WE. You have more options for WHAT to build than in Empire, but the process is abstract. The system focuses on the buildings/projects that impact defense and production; others (like basic residences) are not covered.
Domain Management: The system is abstract enough to be workable with any of the scales mentioned above. The presumed mapping scale, however, is 12-mile-across hexes; as a result, existing campaigns mapped with larger areas in mind (like mine) will not convert as easily. Which brings up the reason I gave slightly lower grades as the size increaes: although there is a sidebar which discusses scaling the upkeep costs to control realm size, it does not do so with general scale in mind (as in, all realms are expected to be larger or smaller) as it does with the balance of power (more or less domains with X units of area).
Cities are not detailed per se, although they can be improved, much like Empire, by the addition of improvements.
Trade is handled as a bonus to production for each realm. Resource management is generic, so there are is no "I offer 4 units of grain for his 1 lumber" type of trading. There are options so that trading with a different type of culture offers a different level of benefit to each side, though, which is a good optional addition.
Political operations are well-represented, better on the inter-domain than the intra-domain, though. Religion, Mages, and Rogues/Merchants are represented as semi-independent influences in the Domain. They are NOT available as separate domains (as in Birthright), but they offer benefits to the domain & settlement where they exist. However, it is possible for a ruler to use the Guilds (as they are called) of a foreign realm against it. In a similar vein, the ruler and the people share the resources of the domain; typically, the ruler spends both pools as s/he sees fit, but the DM can sometimes "commandeer" the people's share of resources and spend them as the people see fit, instead. There are also rules for regions to rebel, generally when treated poorly.
Resource Management is abstracted, but well-represented. The mix of race and terrain has a big effect, maintenance costs are presented, the rulers have some tools to improve the gathering resources and cut the costs of maintaining structures. MMS:WE was based on a specific mix of terrains in historical earth, so never addressed fantasy races or alternative terrains. Empire did a comparable job to FoB in this area. Although S&D offered great detail in this area, I may have to downgrade my opinion of it (I think S&D's system crashes above a certain point; I have posted a challenge in the S&D discussion thread in hopes someone can show me I am wrong). Where FoB seems to be weak is the presumed scale. The resource production presumes the land is defined in 12-mile-hexes, and that a kingdom of more than 7 such hexes is "large". My small Barony has 31 such hexes (based on land area), and is facing an enormous cost to maintain the government. This is so fundamental, however, that I am not sure attempts to "tune" the system using the "levers" will work out (I may have to tinker with ALL of them). Arnwyn asked about a "starting from scratch" scenario -- it should be workable under these rules, but may need a little finessing to get that first "region" set up.
The Mass Combat system is well-defined, with good comprehensive rules for converting D&D monsters to the system. Want to run a scenario of "The Coming of the Tarrasque" ? He's here, statted out, and ready to chew up your armies. Customizable units, elites, heroes, terrain effects, special formations, tactical maneuvers -- all are covered. Someone asked before about taking over a piece of land: there is a special section that discusses this specifically. Extensive coverage is given to the use of magic, including standard spells on the battlefield and new "Battle Magic" spells specifically.
Caveat: I have not actually used the Mass Combat rules, yet; my comments are based on reading them.
The raising and supporting of troops is covered in good detail. Maintenance and supply lines are represented. The systems are abstract, using the generic "resource points", but seem to fit well with everything else.
All D&D fantasy content is represented; monster races, arcane and divine magic ... very comprehensive and well-integrated. This includes my pet peeve with some of the other books: arcane and divine magic. The "guilds" of priests and mages can use their facilities to cast realm-scale magics. The facilities come in various sizes, and need to be upgraded from the base to reach the higher-level effects. A point I am particularly pleased with is that Druids get a separate set of structures and spells, just as Druids do as a base class. The structure sizing requirements are tied in well to the growth of the population.
A few general comments to round it out: There are liberal examples used in the book, and they almost all form a continuous mega-example. This was a weak point of S&D, I thought, in that there were too few examples, and each was isolated. It is much easier to see how it all fits together with integrated examples. There are numerous sidebars explaining how things work and how to adjust them; the recognition of the need for tinkering is a good thing. I also liked the occasional parenthetical comment; the humor worked for me. However, the editing could be better. There are a few too many sentences with extra words or missing words.