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Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
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<blockquote data-quote="Silveras" data-source="post: 1525443" data-attributes="member: 6271"><p>While both of those are true, they are not quite what I and some others are talking about. </p><p></p><p>Birthright's structure allowed a number of regents of various types to operate domains in the same "location". The map contained about 12-18 countries, each of which was divided into 1 or more provinces. The ruler of the country controlled the land of the provinces in that country. That same ruler might, or might not, control the armed forces; some might be his/her soldiers, but some might also be occupying forces from enemy lands, or even brigand groups. Multiple trade Guilds would own offices in the provinces; sometimes 2-3 Guilds would each control a part of the trade in the same province, and be fighting for bigger shares of control. Likewise, rival religions operated networks of Temples, sometimes 2-3 in a province competing for the devotion of the people there. Additionally, mages operated networks of Ley Lines and power nodes (Sources). Because all of these could potentially exist in the same province (0-1 land ruler + 0-3 Guilds + 0-3 Temples + 0-3 Sources), up to 10 "domains" could exert influence in a single Province. Others could exert indirect influence as well. The wheeling and dealing among them was what gave the setting its appeal. Sometimes they were bitter rivals, sometimes allies, occasionally indifferent to each other. </p><p></p><p>In contrast, FoB allows only 1 regent per Province. Guilds, Temples, Towers, and Groves all exist because the Regent decides to recruit them as supporters, and they are extensions of his/her power (generally). The regent (whatever title you choose to use) does not need to worry that the Guild will cut a new deal with someone else. S/he does not need to be concerned that a new religion has made inroads into his/her land. </p><p></p><p>I hope that makes the differences clearer.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1525443, member: 6271"] While both of those are true, they are not quite what I and some others are talking about. Birthright's structure allowed a number of regents of various types to operate domains in the same "location". The map contained about 12-18 countries, each of which was divided into 1 or more provinces. The ruler of the country controlled the land of the provinces in that country. That same ruler might, or might not, control the armed forces; some might be his/her soldiers, but some might also be occupying forces from enemy lands, or even brigand groups. Multiple trade Guilds would own offices in the provinces; sometimes 2-3 Guilds would each control a part of the trade in the same province, and be fighting for bigger shares of control. Likewise, rival religions operated networks of Temples, sometimes 2-3 in a province competing for the devotion of the people there. Additionally, mages operated networks of Ley Lines and power nodes (Sources). Because all of these could potentially exist in the same province (0-1 land ruler + 0-3 Guilds + 0-3 Temples + 0-3 Sources), up to 10 "domains" could exert influence in a single Province. Others could exert indirect influence as well. The wheeling and dealing among them was what gave the setting its appeal. Sometimes they were bitter rivals, sometimes allies, occasionally indifferent to each other. In contrast, FoB allows only 1 regent per Province. Guilds, Temples, Towers, and Groves all exist because the Regent decides to recruit them as supporters, and they are extensions of his/her power (generally). The regent (whatever title you choose to use) does not need to worry that the Guild will cut a new deal with someone else. S/he does not need to be concerned that a new religion has made inroads into his/her land. I hope that makes the differences clearer. [/QUOTE]
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Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
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