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Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
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<blockquote data-quote="Jürgen Hubert" data-source="post: 1286329" data-attributes="member: 7177"><p>I tried to ask this question in its own thread, but didn't any replies - so now I'm asking this here:</p><p></p><p>I'm looking for domain rules for <a href="http://www.fadingsuns.com/" target="_blank">Fading Suns</a> d20. Fading Suns is a science fiction universe, but most of humanity lives in a feudal society just like in the middle ages, so much of the rules in these books should be applicable. To my mind, the most useful rules should cover the following:</p><p></p><p>- I don't need any rules for integrating D&D magic into a kingdom, since Fading Suns doesn't have them (psychic and theurgic powers exist, but these are much weaker and have much less of an impact on society). However, some high tech survives in the Fading Suns era - from modern-day guns, radios, and computers all the way to starships. Most people will never see one of those, or even own them - but they are available to the ruling nobles, or at least the richer among them. So it should at least be possible to take technology into account with the domain rules...</p><p></p><p>- The nobles aren't the only power base out there - there is also the Universal Church of the Celestial Sun, the only legal religion in the Known Worlds. But this faith is splintered into multiple sects, and its bishops and priests also scheme for temporal power that can be every bit as vicious as the schemes of the nobles at times. So some sort of system that measures the worldly influence of religions and religious figures would be great (though not mystical power - though some priests can be powerful occultists, it is ultimately the faith of millions of believers that gives the Church its power, and not the arcane workings of some eccentric members...).</p><p></p><p>- And then there are the Guilds, mercantile organisations which each have monopolies over certain pieces of tech. They can get fabulously wealthy, and though they own next to no land and few people really like them, they can have tremendous influence by merely threatening a boycott against an offending noble or priest... Some sort of trade system, preferably one that can be used independently of existing power bases (such as noble fiefs) would be very useful...</p><p></p><p>So, which book would you recommend for this?</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 1286329, member: 7177"] I tried to ask this question in its own thread, but didn't any replies - so now I'm asking this here: I'm looking for domain rules for [URL=http://www.fadingsuns.com/]Fading Suns[/URL] d20. Fading Suns is a science fiction universe, but most of humanity lives in a feudal society just like in the middle ages, so much of the rules in these books should be applicable. To my mind, the most useful rules should cover the following: - I don't need any rules for integrating D&D magic into a kingdom, since Fading Suns doesn't have them (psychic and theurgic powers exist, but these are much weaker and have much less of an impact on society). However, some high tech survives in the Fading Suns era - from modern-day guns, radios, and computers all the way to starships. Most people will never see one of those, or even own them - but they are available to the ruling nobles, or at least the richer among them. So it should at least be possible to take technology into account with the domain rules... - The nobles aren't the only power base out there - there is also the Universal Church of the Celestial Sun, the only legal religion in the Known Worlds. But this faith is splintered into multiple sects, and its bishops and priests also scheme for temporal power that can be every bit as vicious as the schemes of the nobles at times. So some sort of system that measures the worldly influence of religions and religious figures would be great (though not mystical power - though some priests can be powerful occultists, it is ultimately the faith of millions of believers that gives the Church its power, and not the arcane workings of some eccentric members...). - And then there are the Guilds, mercantile organisations which each have monopolies over certain pieces of tech. They can get fabulously wealthy, and though they own next to no land and few people really like them, they can have tremendous influence by merely threatening a boycott against an offending noble or priest... Some sort of trade system, preferably one that can be used independently of existing power bases (such as noble fiefs) would be very useful... So, which book would you recommend for this? [/QUOTE]
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