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<blockquote data-quote="Bluenose" data-source="post: 6226972" data-attributes="member: 49017"><p>There's been a pretty serious attempt to do it with ACKS, at least for higher level play. You could ignore the domain management parts, but that would rather limit high level play. How successful it is at this is a matter of opinion, though there are several interesting AARs on the Autarch forums. I haven't had a chance to play it myself for more than a couple of sessions. Though I'll also note that on reading, the parts to do with religion and game management don't seem inspiring. </p><p></p><p></p><p></p><p>Oddly enough I've done something very similar with Traveller. The players took various roles in the higher establishment of the various Imperial military/paramilitary services in the Spinward Marches, and did some horse-trading for favours of various types. "Get me the latest codes for the Federation's Phoenix Six diplomatic cipher, and I'll tell you what happened to Research Station Gamma." Then the players would decide which seemed most interesting, and I'd write an adventurer for a team of highly skilled troubleshooters that the official involved could employ. So the Inspector-General of the Scouts might have a group of S3s, and the Head of Naval Intelligence could find some ONI people. It worked quite well for a while, till we got a little tired of it. </p><p></p><p></p><p></p><p>I once spent a little time fiddling around with a system that handled conflicts between groups, 4e style. Group size as a vague equivalent to level, stats for different things groups might use in a clash (Military, Magical, Economy, Prestige, etc), and a variety of actions that they could employ those in (Raid, Build, Awe, etc). I never got round ot finishing it off, though I did get to test the system fo unit-basedr battles that was part of it. </p><p></p><p></p><p>And to turn back to religion, one thing I consider that makes it harder for D&D Clerics to be as "reflective" of the nature of their gods is their position as the primary healers/curers in the game. There's a huge amount of overlap in the magic available to clerics of entirely different gods with entirely different ethoses, and that's at least partly down to the requirement to make them capable of healing. Compare to Cults of Prax, published for Runequest in 1979, where the overlap between the deities abilities is less. Or later Gloranthan books, where there's less in common than that. Mechanically the only ways in which a priest of Humakt and a priest of Chalana Arroy are similar is in terms of how their abilities are resolved; what they can do is very different indeed. That's before we even start to think about how individual characters actions are or aren't reflective of their particular religious experiences, or how to make links between those. Perhaps D&D was better served by the 2e specialty priest system, though even that had large amounts of overlap.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 6226972, member: 49017"] There's been a pretty serious attempt to do it with ACKS, at least for higher level play. You could ignore the domain management parts, but that would rather limit high level play. How successful it is at this is a matter of opinion, though there are several interesting AARs on the Autarch forums. I haven't had a chance to play it myself for more than a couple of sessions. Though I'll also note that on reading, the parts to do with religion and game management don't seem inspiring. Oddly enough I've done something very similar with Traveller. The players took various roles in the higher establishment of the various Imperial military/paramilitary services in the Spinward Marches, and did some horse-trading for favours of various types. "Get me the latest codes for the Federation's Phoenix Six diplomatic cipher, and I'll tell you what happened to Research Station Gamma." Then the players would decide which seemed most interesting, and I'd write an adventurer for a team of highly skilled troubleshooters that the official involved could employ. So the Inspector-General of the Scouts might have a group of S3s, and the Head of Naval Intelligence could find some ONI people. It worked quite well for a while, till we got a little tired of it. I once spent a little time fiddling around with a system that handled conflicts between groups, 4e style. Group size as a vague equivalent to level, stats for different things groups might use in a clash (Military, Magical, Economy, Prestige, etc), and a variety of actions that they could employ those in (Raid, Build, Awe, etc). I never got round ot finishing it off, though I did get to test the system fo unit-basedr battles that was part of it. And to turn back to religion, one thing I consider that makes it harder for D&D Clerics to be as "reflective" of the nature of their gods is their position as the primary healers/curers in the game. There's a huge amount of overlap in the magic available to clerics of entirely different gods with entirely different ethoses, and that's at least partly down to the requirement to make them capable of healing. Compare to Cults of Prax, published for Runequest in 1979, where the overlap between the deities abilities is less. Or later Gloranthan books, where there's less in common than that. Mechanically the only ways in which a priest of Humakt and a priest of Chalana Arroy are similar is in terms of how their abilities are resolved; what they can do is very different indeed. That's before we even start to think about how individual characters actions are or aren't reflective of their particular religious experiences, or how to make links between those. Perhaps D&D was better served by the 2e specialty priest system, though even that had large amounts of overlap. [/QUOTE]
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