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General Tabletop Discussion
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Mechanics of Revived Settings; your thoughts?
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<blockquote data-quote="Tonguez" data-source="post: 7388282" data-attributes="member: 1125"><p>Birthright is the <em>Game of Thrones</em> setting of Dnd, with a dedicatd rule set for running militant, religious and mercantile factions in the games Provinces/Realms. This is done at the strategic level of political intrigues as a backdrop rather than at the more tactical leve of PF Kingdom Building rules (although building assets like Trade routes, Forts and Shipyards can happen too). WHile the standard game is pitched at Regents ruling Realms, the rules can be tweaked to be about Merchant Companies seeking to dominate international trade, Bandit Gangs raiding the local villages or feudings Lords seeking to take the Iron Throne (the GM has to maintain the NPC allies and rivals and keep up a regular stream of rumours and NPC intrigues). Its this aspect of political plotting and factional intrigues that marks out the Birthright niche. </p><p></p><p>On top of that Birthright adds the elements of divine Bloodlines where PCs can be 'Scions' with their godly bloodlines giving them extra abilities (ranging from minor bonus to alertness, through Invunerability to teleportation or the ability to cause damage by their touch) and a means to directly tap in to the power of the land so they can also perform month-long rituals to cast spells that affect whole Provinces. </p><p></p><p>The setting fluff also has powerful monstrous NPCs who are also Scions and carry the blood of ancient gods (The Gorgon (humanoid , stone bull) is the most famous, but also the multiheaded Hydra and the Ghoul) otherwise Brithright was well realised but kind if generic western fantasy. Its human centric, but with the standard races too and elves who don't like humans and thus stick to themselves.</p></blockquote><p></p>
[QUOTE="Tonguez, post: 7388282, member: 1125"] Birthright is the [I]Game of Thrones[/I] setting of Dnd, with a dedicatd rule set for running militant, religious and mercantile factions in the games Provinces/Realms. This is done at the strategic level of political intrigues as a backdrop rather than at the more tactical leve of PF Kingdom Building rules (although building assets like Trade routes, Forts and Shipyards can happen too). WHile the standard game is pitched at Regents ruling Realms, the rules can be tweaked to be about Merchant Companies seeking to dominate international trade, Bandit Gangs raiding the local villages or feudings Lords seeking to take the Iron Throne (the GM has to maintain the NPC allies and rivals and keep up a regular stream of rumours and NPC intrigues). Its this aspect of political plotting and factional intrigues that marks out the Birthright niche. On top of that Birthright adds the elements of divine Bloodlines where PCs can be 'Scions' with their godly bloodlines giving them extra abilities (ranging from minor bonus to alertness, through Invunerability to teleportation or the ability to cause damage by their touch) and a means to directly tap in to the power of the land so they can also perform month-long rituals to cast spells that affect whole Provinces. The setting fluff also has powerful monstrous NPCs who are also Scions and carry the blood of ancient gods (The Gorgon (humanoid , stone bull) is the most famous, but also the multiheaded Hydra and the Ghoul) otherwise Brithright was well realised but kind if generic western fantasy. Its human centric, but with the standard races too and elves who don't like humans and thus stick to themselves. [/QUOTE]
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