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Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
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<blockquote data-quote="Byrons_Ghost" data-source="post: 1287564" data-attributes="member: 7396"><p>I've got Dynasties. It's more a guide book for running politically-themed campaigns; it doesn't really have much in the way of mass combat or political systems rules. What your typical "Quintissential X" book is to class X, Dynasties is to politics. There's the usual feats, prestige classes, spells, and other crunch material. One nice thing is that the allow for more social mechanics, uses of charisma-based skills, etc. Good for those who want a political backdrop to adventures, but don't want PCs running kingdoms or the like.</p><p></p><p>For the GM, there's a short mystery adventure, which is fairly good for introducing new PCs to a politically-oriented campaign. Groups used to this sort of thing will find it rather simple, though. There's also systems for political campaigning and debating, but they seemed to be geared more toward a Grecian or Roman type of government. It could probably be adapted for other types of councils or quasi-democratic fantasy governments. It would probably work quite well as an internal political system for guilds, secret societies, etc.</p><p></p><p>Any other questions, feel free to ask. I loved the Companion domain rules; one of my longest-running PCs had a full-fledged dominion. From what I've read on this thread, Fields of Blood sounds like the book I'll be picking up if I ever want to introduce this to my games.</p><p></p><p>Speaking of the basic D&D world, those with Gazetters for Darokin, Glantri, or the like will find the council political rules perfect for those types of settings.</p><p></p><p><em>Edit:</em> Whoops, beaten to the punch! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 1287564, member: 7396"] I've got Dynasties. It's more a guide book for running politically-themed campaigns; it doesn't really have much in the way of mass combat or political systems rules. What your typical "Quintissential X" book is to class X, Dynasties is to politics. There's the usual feats, prestige classes, spells, and other crunch material. One nice thing is that the allow for more social mechanics, uses of charisma-based skills, etc. Good for those who want a political backdrop to adventures, but don't want PCs running kingdoms or the like. For the GM, there's a short mystery adventure, which is fairly good for introducing new PCs to a politically-oriented campaign. Groups used to this sort of thing will find it rather simple, though. There's also systems for political campaigning and debating, but they seemed to be geared more toward a Grecian or Roman type of government. It could probably be adapted for other types of councils or quasi-democratic fantasy governments. It would probably work quite well as an internal political system for guilds, secret societies, etc. Any other questions, feel free to ask. I loved the Companion domain rules; one of my longest-running PCs had a full-fledged dominion. From what I've read on this thread, Fields of Blood sounds like the book I'll be picking up if I ever want to introduce this to my games. Speaking of the basic D&D world, those with Gazetters for Darokin, Glantri, or the like will find the council political rules perfect for those types of settings. [i]Edit:[/i] Whoops, beaten to the punch! :p [/QUOTE]
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Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
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