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<blockquote data-quote="Rilvar" data-source="post: 5860000" data-attributes="member: 67519"><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">BECMI Dominions</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">Although very few pages, the rules get quickly in depth into the numbers of domain management. It gives fairly detailed systems for determining population and wealth, based on location. I expands on some expenses, and has a fairly detailed and complex system for determining population confidence. It has a fairly easy stronghold construction process, picking pieces a la carte, totaling the cost, and calculating construction time. It only glances at events, and I could not find any treatment of raising armies. </span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">Although it brings back fond memories of my early D&D days, it also reminds me of the incongruence of the system. It often goes into very specific details about some game elements, while leaving others largely untouched. Yes, it allows you to build a stronghold, stat out a domain with population, and set up rough accounting. However, it has very little for the treatment of interacting with other domains, which is key to strategic level play. It has almost no treatment for the PMESII paradigm except in segmented chunks, but would require heavy house ruling and I feel the end result would not be a simple congruent system. </span></span></span></p><p> </p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'">I could see this system working best with a regular D&D game with strongholds as an add on, and domain style play mainly focused on managing the stronghold and simple interactions with surrounding neighbors. </span></span></span></p></blockquote><p></p>
[QUOTE="Rilvar, post: 5860000, member: 67519"] [SIZE=3][FONT=Calibri][COLOR=white]BECMI Dominions[/COLOR][/FONT][/SIZE] [FONT=Calibri][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Calibri][COLOR=white]Although very few pages, the rules get quickly in depth into the numbers of domain management. It gives fairly detailed systems for determining population and wealth, based on location. I expands on some expenses, and has a fairly detailed and complex system for determining population confidence. It has a fairly easy stronghold construction process, picking pieces a la carte, totaling the cost, and calculating construction time. It only glances at events, and I could not find any treatment of raising armies. [/COLOR][/FONT][/SIZE] [FONT=Calibri][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Calibri][COLOR=white]Although it brings back fond memories of my early D&D days, it also reminds me of the incongruence of the system. It often goes into very specific details about some game elements, while leaving others largely untouched. Yes, it allows you to build a stronghold, stat out a domain with population, and set up rough accounting. However, it has very little for the treatment of interacting with other domains, which is key to strategic level play. It has almost no treatment for the PMESII paradigm except in segmented chunks, but would require heavy house ruling and I feel the end result would not be a simple congruent system. [/COLOR][/FONT][/SIZE] [FONT=Calibri][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [COLOR=white][SIZE=3][FONT=Calibri]I could see this system working best with a regular D&D game with strongholds as an add on, and domain style play mainly focused on managing the stronghold and simple interactions with surrounding neighbors. [/FONT][/SIZE][/COLOR] [COLOR=white][/COLOR] [/QUOTE]
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