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<blockquote data-quote="Rilvar" data-source="post: 5859997" data-attributes="member: 67519"><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">So after reviewing these suggestions, I finally got a chance to glance through them all. I am going to offer a rough review based on my intent for a strategic level game. </span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">To start, an outline for what I was looking for: As simple a system as possible to encompass strategic level play that is comprehensive enough to provide for the many aspects my players may be interested in, and expansive enough to encompass large empires. At first glance this suggests a very complex system, but I used Primal Order as a comparison of a system that is both comprehensive and expansive yet very simple in design. </span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">A note on terminology: It seems most people are using “domain style play” to describe a game that encompasses running kingdoms etc. After overviewing the system, I would describe domain style play as everything involved in acquiring a domain, running the domain and taking domain actions. However, I also use the term strategic level play to describe interactions among various power groups at the domain and higher level. The distinction is important because I wanted a system that allows the players to be a part of the “chess game in the sky” and not simply creating a domain in the likeness of a character that goes on “adventures” to find resources and fight other domains. Strategic level play could also mesh into other game aspects, divine, immortal, or what have you. </span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">As I glanced over all the systems, I narrowed it down to five candidates. I ranked these in order of complexity, from least to most, based on a quick overview of the rules. They are:</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">BECMI Dominions – Rated the least complex, mostly for the length of rules.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">ACKS – Mostly follows off BECMI. </span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">AER (An Echo, Resounding) – Although it has far more pages of rules than most other systems, most of these simply discuss the rules. And at its heart is a fairly simple system, but it is far more comprehensive than BECMI Dominions.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">Birthright – Wading into the complex side, this system has exact numerated rules on all matters from economics to military, and very detailed discussions on many domain concerns and interactions.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">MMSWS (A Magical Medieval Society: Western Europe) – Although this isn’t a system allowing for domain play per se, it still has very detailed rules about most of the actions involved, namely stating out manors, strongholds, kingdoms, construction, finances, economy, and there is even a supplement for mass combat. By far the most complex system I could find, it would require some combination with one of the other systems to incorporate domain turns.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">Also note in these reviews I am basing this only on a quick read through and not too much testing, so any experiential input would be appreciated. </span></span></span></p></blockquote><p></p>
[QUOTE="Rilvar, post: 5859997, member: 67519"] [SIZE=3][FONT=Calibri][COLOR=white]So after reviewing these suggestions, I finally got a chance to glance through them all. I am going to offer a rough review based on my intent for a strategic level game. [/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Calibri][COLOR=white]To start, an outline for what I was looking for: As simple a system as possible to encompass strategic level play that is comprehensive enough to provide for the many aspects my players may be interested in, and expansive enough to encompass large empires. At first glance this suggests a very complex system, but I used Primal Order as a comparison of a system that is both comprehensive and expansive yet very simple in design. [/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Calibri][COLOR=white]A note on terminology: It seems most people are using “domain style play” to describe a game that encompasses running kingdoms etc. After overviewing the system, I would describe domain style play as everything involved in acquiring a domain, running the domain and taking domain actions. However, I also use the term strategic level play to describe interactions among various power groups at the domain and higher level. The distinction is important because I wanted a system that allows the players to be a part of the “chess game in the sky” and not simply creating a domain in the likeness of a character that goes on “adventures” to find resources and fight other domains. Strategic level play could also mesh into other game aspects, divine, immortal, or what have you. [/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Calibri][COLOR=white]As I glanced over all the systems, I narrowed it down to five candidates. I ranked these in order of complexity, from least to most, based on a quick overview of the rules. They are:[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Calibri][COLOR=white]BECMI Dominions – Rated the least complex, mostly for the length of rules.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Calibri][COLOR=white]ACKS – Mostly follows off BECMI. [/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Calibri][COLOR=white]AER (An Echo, Resounding) – Although it has far more pages of rules than most other systems, most of these simply discuss the rules. And at its heart is a fairly simple system, but it is far more comprehensive than BECMI Dominions.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Calibri][COLOR=white]Birthright – Wading into the complex side, this system has exact numerated rules on all matters from economics to military, and very detailed discussions on many domain concerns and interactions.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Calibri][COLOR=white]MMSWS (A Magical Medieval Society: Western Europe) – Although this isn’t a system allowing for domain play per se, it still has very detailed rules about most of the actions involved, namely stating out manors, strongholds, kingdoms, construction, finances, economy, and there is even a supplement for mass combat. By far the most complex system I could find, it would require some combination with one of the other systems to incorporate domain turns.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Calibri][COLOR=white]Also note in these reviews I am basing this only on a quick read through and not too much testing, so any experiential input would be appreciated. [/COLOR][/FONT][/SIZE] [/QUOTE]
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