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Sell me on "Magical Medieval Society" WE
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<blockquote data-quote="d4" data-source="post: 1129076" data-attributes="member: 12699"><p>well, let's see...</p><p></p><p>Chapter Two: Generating Manors has a fairly detailed system for determining the size and income derived from a manorial holding. possibility of a mine on the property and the amount of money (in gp) that would bring in. random tables to determine any special maintenance that may be required during a year. talk about harvests and income (again, listed in gp).</p><p></p><p>Chapter Four: Generating Towns and Cities. a rather detailed system for generating communities of various sizes. the incidence of various building types and the chances of them being found in different neighborhoods of a city. a system of "influence points" for nobles, guilds, churches, and other major players in a community to get a better grasp of the town's social dynamics.</p><p></p><p>(some of these tables get very detailed. the random townsfolk "professions" table is a d10,000 roll. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> )</p><p></p><p>on to Chapter Five: Economic Simulator with rules and tables for merchants. buying and selling expensive items and what effect that has on the economy. buying and selling in bulk to make a profit.</p><p></p><p>Chapter Eight: Generating Kingdoms and Aristocracy. using the area and population of a land to determine the number and sizes of communities, manors, major landholders, etc. how to set up a believable feudal power structure.</p><p></p><p>Appendix 2: Generating Magical Resources. how many / what types of magic items can a lord expect to receive from his vassals as tribute? (if not in tribute, what would they buy with the coin they do receive?)</p><p></p><p>Appendix 3: Magical Medieval King Template. for those who believe in the "divine right of kings." kings receive magical powers because they are chosen by the gods to rule their lands.</p><p></p><p>Appendix 4: Building System. how to take D&D magic into account when building structures. seems to compare favorably to the Stronghold Builder's Guidebook.</p><p></p><p>i'll be honest -- given your extensive knowledge of the medieval period, about 1/2 to 2/3 of this book is going to be a rehash for you. however, to a gamer who <em>doesn't</em> have that kind of background, this book is very useful. he doesn't need to read and collate information from seven or eight different medieval history texts; he just needs to read this one book. and it's got gaming stats right next to the historical notes.</p></blockquote><p></p>
[QUOTE="d4, post: 1129076, member: 12699"] well, let's see... Chapter Two: Generating Manors has a fairly detailed system for determining the size and income derived from a manorial holding. possibility of a mine on the property and the amount of money (in gp) that would bring in. random tables to determine any special maintenance that may be required during a year. talk about harvests and income (again, listed in gp). Chapter Four: Generating Towns and Cities. a rather detailed system for generating communities of various sizes. the incidence of various building types and the chances of them being found in different neighborhoods of a city. a system of "influence points" for nobles, guilds, churches, and other major players in a community to get a better grasp of the town's social dynamics. (some of these tables get very detailed. the random townsfolk "professions" table is a d10,000 roll. :eek: ) on to Chapter Five: Economic Simulator with rules and tables for merchants. buying and selling expensive items and what effect that has on the economy. buying and selling in bulk to make a profit. Chapter Eight: Generating Kingdoms and Aristocracy. using the area and population of a land to determine the number and sizes of communities, manors, major landholders, etc. how to set up a believable feudal power structure. Appendix 2: Generating Magical Resources. how many / what types of magic items can a lord expect to receive from his vassals as tribute? (if not in tribute, what would they buy with the coin they do receive?) Appendix 3: Magical Medieval King Template. for those who believe in the "divine right of kings." kings receive magical powers because they are chosen by the gods to rule their lands. Appendix 4: Building System. how to take D&D magic into account when building structures. seems to compare favorably to the Stronghold Builder's Guidebook. i'll be honest -- given your extensive knowledge of the medieval period, about 1/2 to 2/3 of this book is going to be a rehash for you. however, to a gamer who [i]doesn't[/i] have that kind of background, this book is very useful. he doesn't need to read and collate information from seven or eight different medieval history texts; he just needs to read this one book. and it's got gaming stats right next to the historical notes. [/QUOTE]
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