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<blockquote data-quote="Simon Collins" data-source="post: 2013975" data-attributes="member: 9860"><p>merova</p><p></p><p>Thanks for your comments</p><p></p><p>I agree with Psion too, and I also agree with you! I guess I should have phrased my comment slightly better - what I feel is not that I would have liked to see information on feudalism replace that on democracy, but I would have liked to see more detailed rules systems for feudalism rather than just exploration of the feudal structure. I personally don't feel that the general feudal structures presented in many RPG settings are enough to make politics the central theme of an adventure or campaign.</p><p></p><p>I agree that most of the additional stuff can be applied to a feudal setting. What I would have liked to have seen more of is not _just_ voting systems and swaying 'voters' but a system for running a feudal political system - taxation and the reactions of the populace to taxation (and corruption), conspiracies against the king and how law and order affects rebellion, security policies - who wants to breach them, why and how, magical resources - how the king controls those who wield arcane and divine magic (and how they control the king), etc, etc - perhaps something like the concept of Birthright, if not the actual system used. </p><p></p><p>All this is hinted at and even explored to a certain extent in the Feudalism section, and some other areas. All I'm saying is that I would have liked to have seen more of this with some rules systems surrounding it - rules for running a kingdom (and the political obstacles that must be overcome in doing so), not just vying for power.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2013975, member: 9860"] merova Thanks for your comments I agree with Psion too, and I also agree with you! I guess I should have phrased my comment slightly better - what I feel is not that I would have liked to see information on feudalism replace that on democracy, but I would have liked to see more detailed rules systems for feudalism rather than just exploration of the feudal structure. I personally don't feel that the general feudal structures presented in many RPG settings are enough to make politics the central theme of an adventure or campaign. I agree that most of the additional stuff can be applied to a feudal setting. What I would have liked to have seen more of is not _just_ voting systems and swaying 'voters' but a system for running a feudal political system - taxation and the reactions of the populace to taxation (and corruption), conspiracies against the king and how law and order affects rebellion, security policies - who wants to breach them, why and how, magical resources - how the king controls those who wield arcane and divine magic (and how they control the king), etc, etc - perhaps something like the concept of Birthright, if not the actual system used. All this is hinted at and even explored to a certain extent in the Feudalism section, and some other areas. All I'm saying is that I would have liked to have seen more of this with some rules systems surrounding it - rules for running a kingdom (and the political obstacles that must be overcome in doing so), not just vying for power. [/QUOTE]
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