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Mongoose's Strongholds and Dynasties
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<blockquote data-quote="Cavalorn" data-source="post: 1257102" data-attributes="member: 15377"><p>No, a stronghold's not necessarily required, though it is likely (in my estimation) that most players would want to do it that way. What you need to establish control really depends on the route you are taking to power. In one of the earlier chapters, the book covers the various different means that can be taken to gain power over a region, including conquest, colonization, awarding of land by a liege lord, political marriage and so on.</p><p></p><p>If you sailed to an uncolonized region with a boat full of political dissidents, for example, you could set yourself up with only a wooden longhouse and a stockade.</p><p></p><p></p><p></p><p>With the DM's help, yes, you could do that. The DM would have to work out from the statistics to hand how much of province A's gem production (for example) is transferred across to province B when the boundaries are redrawn. What would be much more likely is the rearrangement of boundaries within a province. </p><p></p><p>What S&D cannot do is detail absolutely everything in a given kingdom on a one-to-one mapping basis, with different land hexes giving different resources and so on. That's not what I was after. Instead, there's a system that allows enough quantification of what goes on in a province to make it playable and useful, with enough flexibility that the DM ought to be able to apply the system to resolve most governmental questions. I was more concerned to create flexible, straightforward ground mechanics that a DM could apply to cover situations that were not explicitly detailed in the book than to write a rule for each possible circumstance. Using (for want of a better word) the land management 'language' of S&D should make kingdom management an easy business. The system allows interface between players on the micro level and kingdoms on the macro, which is what I set out to do.</p></blockquote><p></p>
[QUOTE="Cavalorn, post: 1257102, member: 15377"] No, a stronghold's not necessarily required, though it is likely (in my estimation) that most players would want to do it that way. What you need to establish control really depends on the route you are taking to power. In one of the earlier chapters, the book covers the various different means that can be taken to gain power over a region, including conquest, colonization, awarding of land by a liege lord, political marriage and so on. If you sailed to an uncolonized region with a boat full of political dissidents, for example, you could set yourself up with only a wooden longhouse and a stockade. With the DM's help, yes, you could do that. The DM would have to work out from the statistics to hand how much of province A's gem production (for example) is transferred across to province B when the boundaries are redrawn. What would be much more likely is the rearrangement of boundaries within a province. What S&D cannot do is detail absolutely everything in a given kingdom on a one-to-one mapping basis, with different land hexes giving different resources and so on. That's not what I was after. Instead, there's a system that allows enough quantification of what goes on in a province to make it playable and useful, with enough flexibility that the DM ought to be able to apply the system to resolve most governmental questions. I was more concerned to create flexible, straightforward ground mechanics that a DM could apply to cover situations that were not explicitly detailed in the book than to write a rule for each possible circumstance. Using (for want of a better word) the land management 'language' of S&D should make kingdom management an easy business. The system allows interface between players on the micro level and kingdoms on the macro, which is what I set out to do. [/QUOTE]
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