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D&D Blog - Kings and Castles
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<blockquote data-quote="pemerton" data-source="post: 5829620" data-attributes="member: 42582"><p>I've played with the AD&D system for this - I don't know whether or not you count this as a <em>good</em> system!</p><p></p><p>I voted that it should be optional, and that it should not define high level play but rather be part of background/context. In my previous (Rolemaster) campaign, the PC samurais becames lords of a small village at mid level, and of a port city at high level. In both cases, this was mechanically resolved as a series of social encounters (in the first case, being granted the village by their daimyo; in the second case, successfully politicing after saving the city (Freeport, under another name - Yoemura, I think) from cultists).</p><p></p><p>In my current game, the party "leader" is a warpriest of Moradin who carries himself as an equal of the baron of a frontier city, and who has a minion herald (Gutboy Barrelhouse). Again, though, this is a result of, and part of the ongoing context for, social encounters.</p><p></p><p>I'm not that interested in an AD&D-style approach where I have to cost the building of castles, the hiring of retainers, the collection of taxes, etc. I <em>would</em> like an approach that linked stronghold-style resources into the treasure and existing resolution systems.</p><p></p><p>If others <em>do</em> want an AD&D-style system that's no skin off my nose, but I would like it to be optional so that I don't have to deal with it, and so that taking the sort of approach I've described above won't create balance issues in my game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5829620, member: 42582"] I've played with the AD&D system for this - I don't know whether or not you count this as a [I]good[/I] system! I voted that it should be optional, and that it should not define high level play but rather be part of background/context. In my previous (Rolemaster) campaign, the PC samurais becames lords of a small village at mid level, and of a port city at high level. In both cases, this was mechanically resolved as a series of social encounters (in the first case, being granted the village by their daimyo; in the second case, successfully politicing after saving the city (Freeport, under another name - Yoemura, I think) from cultists). In my current game, the party "leader" is a warpriest of Moradin who carries himself as an equal of the baron of a frontier city, and who has a minion herald (Gutboy Barrelhouse). Again, though, this is a result of, and part of the ongoing context for, social encounters. I'm not that interested in an AD&D-style approach where I have to cost the building of castles, the hiring of retainers, the collection of taxes, etc. I [I]would[/I] like an approach that linked stronghold-style resources into the treasure and existing resolution systems. If others [I]do[/I] want an AD&D-style system that's no skin off my nose, but I would like it to be optional so that I don't have to deal with it, and so that taking the sort of approach I've described above won't create balance issues in my game. [/QUOTE]
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