Mongoose's Strongholds and Dynasties

Ranger REG said:
I'm still waiting for a comparative review of Empire (AEG) vs. Strongholds & Dynasties (Mongoose) vs. Fields of Blood (Eden Studios).

You might be better off not holding out for the FoB review. ;)

I'm not sure it will be possible to say which is a better product overall, since people have different tastes, and since all the books above are combining several topics: Realms management, Mass Combat, also Stronghold construction in the case of S&D.

It seems to me that mass-combat is done better by other works such as Cry Havoc in any case.

For my part, I would prefer/hope that a book like Empire or S&D tohave a shorter mass combat system that allowed battles to be resolved in a few die roles (like the old 'War Machine' in the Companion rules)--not another miniature rule set.
 

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TheAuldGrump said:
And since I already own Seas of Blood adding the navies and trading vessels is also relatively easy.

Book of the Sea, due out in Feb, updates the Seas of Blood stuff to work with S&D, redoes the trading rules, and generally makes everything happypeachygood. That said, you can certainly get by with just Seas of Blood.
 

Ranger REG said:
I'm still waiting for a comparative review of Empire (AEG) vs. Strongholds & Dynasties (Mongoose) vs. Fields of Blood (Eden Studios).

I want to know which are their strong points and weak points (realm management and mass combat), and which one is the better product overall.
Check here for a good comparison of Empire, and the Birthright 3e PDF. There's also some good comparioson with aMMS:WE later in the thread.

http://www.enworld.org/forums/showthread.php?t=67365#post1189709
 
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The older I get, the less enchanted I am with hugely complex systems. I'm beginning, more and more, to like Empire, even with all its limitations.
 

Ranger REG said:
I'm still waiting for a comparative review of Empire (AEG) vs. Strongholds & Dynasties (Mongoose) vs. Fields of Blood (Eden Studios).
Are you kidding me? I'd give my left arm for that.
johnsemlak said:
I'm not sure it will be possible to say which is a better product overall...
I don't think anyone's asking for that... just a comparative review between the three so we can make an informed decision for what would work best in our own campaigns.

I have loved the previous discussions that included Empire and 3e Birthright... but I'd love a fully detailed comparison (just a little wish of mine).

This Mongoose books sounds interesting so far, but again, a detailed comparison with the others would be nice. (I wish I could just get a hold of the kingdom-management rules in that book instead of getting all that other chaff that has been covered already along with it... :()

Thanks for the details so far, everyone!
 

I'm still waiting for ENWorld's RPGShop to ship my copy of the Book of Strongholds, but in the meantime, maybe we can get at this indirectly, with Cavalorn's kind cooperation ;) ....

Two of the things I thought were really good elements in Empire were:

1) Local Production of arms & armor could be used to outfit troops you mustered. This particular tie-in between the mass combat rules and the domain management rules usually gets abstracted out in the form of production being "it is all money". I like this particular detail, as it lends a strategic element to production (a la Civilization III's "strategic resources").

2) The mass combat system is not locked into one troop size. Creating larger or smaller units (i.e., with more or less than the "default" number of creatures) is a somewhat new approach (at least out of the books I have looked at), and I thought it made perfect sense. The approach was well thought out, and integrated nicely with the other elements.

Are either of these elements touched on in the Book of Strongholds & Dynasties ?

Continuing in that vein, two things I thought were good but needed more work in Empire are:

3) The kingdom scale system is a nice idea, keeping the numbers manageable in campaigns with different scope. However, direct mapping of the "Strongholds" to the Core D20 City sizes is missing, and the overall resultant cities might be small by some standards. Medieval London had a recorded population of 2 million people, but, IIRC, a fully-occupied city at Empire scale in Empire tops out at 80,000 people.

4) Mapping & Stronghold placement. Empire's content on exploiting resources is quite good. The book implies that placement of villages is important, but there are no supporting details for this in the book. One could cluster all of one's strongholds in the center of the domain without having any effect on operations. (This really feels like a piece that got taken out to make the 50/50 split fit in the allotted pages.)

Does the Book of Strongholds & Dynasties address scaling ? Does it address the placement of strongolds/population centers, and does that have any effect on the production in them ?
 

Silveras said:
...a fully-occupied city at Empire scale in Empire tops out at 80,000 people.

In Dungeons and Dragons, anything over 25,000 people is a "metropolis"

Remember that Medieval London and Ancient Rome were among the pinnacle cities of their time.

If you REALLY want to have that kind of urban sprawl, you can just start stacking up the metropolises next to each other.

Silveras said:
Mapping & Stronghold placement. Empire's content on exploiting resources is quite good. The book implies that placement of villages is important, but there are no supporting details for this in the book.

I would say that falls into the details that were too minor and too complex to encompass in the scope of the game. One basically assumes that folks will build villages to their advantage. One can assume that villages are built where they are economically advantageous, and fortresses are built where they are militarily advantageous.

Personally, I don't miss this.
 

Silveras said:
I'm still waiting for ENWorld's RPGShop to ship my copy of the Book of Strongholds, but in the meantime, maybe we can get at this indirectly, with Cavalorn's kind cooperation ;) ....

I live to serve. ;)

Silveras said:
Local Production of arms & armor could be used to outfit troops you mustered.

You will find this in S&D; it's an important part of the warfare concept. You can hire mercenaries with the revenue you get from trading off your local production, or you can equip your own army with the metal/leather/horseflesh goods you produce, or you can sequester goods for your army's use. The level of goods production (in refinement as well as quantity) that you reach affects what you can give your troops.

Silveras said:
This particular tie-in between the mass combat rules and the domain management rules usually gets abstracted out in the form of production being "it is all money".

I know, and I wanted to avoid that. There's not so much reward in reducing everything to a sea of homogenous 'points' which you then draw from. By contrast, the system found in S&D lets (for example) kingdom A trade its worked metal goods (such as swords and armour) for some of Kingdom B's thoroughbred horses, so that both kingdoms can create cavalry units. I thought that would be more interesting to play.

Silveras said:
I like this particular detail, as it lends a strategic element to production (a la Civilization III's "strategic resources").

Yes, exactly. In S&D, you're limited to what your kingdom can produce (or ship in) in terms of raw materials, but what you DO with those materials is up to you. You can't produce metal goods if there's a dearth of ore in the land, or building stone if you live in a swamp.

One feature I was quite happy with is that the DM keeps the undiscovered resources hidden, because he keeps the province sheets. It is therefore quite possible for a newly discovered source of (say) precious metals to change the balance of power. Not unlike what happened with Athens and the silver mine that funded its navy and ultimately led it to challenge ancient Persia, really!

Silveras said:
2) The mass combat system is not locked into one troop size. Creating larger or smaller units (i.e., with more or less than the "default" number of creatures) is a somewhat new approach (at least out of the books I have looked at), and I thought it made perfect sense. The approach was well thought out, and integrated nicely with the other elements.

That's exactly what we've done with the OCMSII. A given 'counter' is composed of a number of creatures, and a given unit is composed of a number of counters.

Following on from a post made earlier in the thread, I now find myself itching to write a quick battle system - the kind where you can resolve less important battles with a few rolls. The kind you'd click 'quick combat' for if you were playing a top-down battle game. I'm guessing that such a supplement would probably be more likely to make its way into Signs & Portents (the Mongoose magazine) rather than warranting a whole book to itself.

Silveras said:
Does the Book of Strongholds & Dynasties address scaling ? Does it address the placement of strongolds/population centers, and does that have any effect on the production in them ?

The Book of Strongholds and Dynasties largely avoids addressing the scaling issue, which was a deliberate choice on my part. Pretty much all that we do is address the population of an area and how it's placed into settlements. (I actually advocate placing quite a wodge of the population into 'unmapped hamlets'.) Here's why I took that route.

Firstly, when writing kingdom management mechanics, you're looking at established campaigns a lot of the time. One simply can't expect a GM to retroactively change everything on the map to fit the demands of a given rules system. What I strove to do with S&D is to make it as *flexible* as I could, while remaining internally consistent and simple.

Secondly, there is what you might call a tactical map detail issue at work here. In the early days, the map was really the thing at the foundation of D&D. The game involved the players interacting tactically with the dungeon map or the wilderness map. The DM had to prepare *everything* in case the players should encounter it. These days, it's not nearly so structurally defined. The tactical interactions are between players and more fluid situations as dreamed up by the DM, not necessarily between players and the raw data of a map and its references.

The important thing with S&D was to a) trust the DM to supply some measure of the consistency and plausibility of what is in a kingdom, rather than anchoring the whole thing in scaled limitations and b) not oblige the DM to detail everything down to the last cobblestone.

Hope that helps. :)
 

Vaxalon said:
In Dungeons and Dragons, anything over 25,000 people is a "metropolis"

Remember that Medieval London and Ancient Rome were among the pinnacle cities of their time.

If you REALLY want to have that kind of urban sprawl, you can just start stacking up the metropolises next to each other.

Quite true, they were indeed exceptional cities. I am simply pointing out that under Empire, the rules do not really let you model that cleanly.

Vaxalon said:
I would say that falls into the details that were too minor and too complex to encompass in the scope of the game. One basically assumes that folks will build villages to their advantage. One can assume that villages are built where they are economically advantageous, and fortresses are built where they are militarily advantageous.

Personally, I don't miss this.

I may be playing too much Civilization III, but since the city management feels so much like Civ III, I expect the placement to be just as important and to have as much of an effect. I fully understand that not everyone will share that sentiment, and there is something to be said for the simplicity of the abstract approach (on behalf of DM's who do not want to have to figure out how many villages it will take to mine the ore in a 10000 sq. mile domain ;) ).
 

Thank you, Cavalorn. I think that is the kind of information some of us are looking for in making the decision as to which is the right book for out campaigns. I am now even more eager to see my copy ship to me.

I also appreciate the insights into the "whys" of the decisions. That helps a lot in evaluating the usefulness.
 

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