Strategy Game System for RPGs

Rilvar

First Post
Hi, my group and I play D&D 4E, have been playing since 2E. Generally we are happy with the new system, but my group tends to like two game elements: adventuring/hack n slash/role playing type gaming and strategy type gaming with armies, political factions, diplomacy, and economy management. Through the years I've tended to lean on the D&D rules system for the former and ad-hoc the later, which has worked out fairly well until 4E cut out a lot of the out of combat game elements.

So I've been thinking about adding a game within a game so to speak. A side game similar to the Dawn of Worlds concept except with shorter turns that runs within my campaign. The players would control manors/guilds/organizations and can work to defeat rival groups, build strongholds, and generally expand their influence through the world. Since the game runs within my campaign, what they do in one can influence the other, say going on an adventure to acquire something for their guilds, or raising an army to conquer a nearby enemy stronghold so they can use it as a home base to launch adventures.

I'm looking for anyone who has ever come across a rules system for a game like this that could be incorporated into a traditional rpg game. Any ideas would be appreciated.

Thanks
 

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EDIT:Welcome to ENWorld!

Personally I view all D&D as a strategy game, but I catch your drift.

Birthright is probably the most famous realms rules system for D&D.

Back in the early 80's a wargame titled "Empires of the Middle Ages", an SPI game, was used by not a few groups.

D&D Cyclopedia (c.1990?) has some similar elements, but perhaps not everything you are looking for.

A few realms management systems came out during the proliferation of 3.x books. I think Mongoose had one, "Stronholds & Dynasties" perhaps? And Eden Games' "Fields of Blood" had a nice mass combat system for 3.x along with what you are looking for. I know there were others, but I wasn't particularly enamored with any.

Frankly, only you are going to know what elements of this game you want. I would strongly advise you to look in the wargaming community for this. They do have a number for very fine games from which you could pick what elements you want, if nothing else.
 
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I've considered something like this too. My main ideas being:

-Set the large-scale (strategic) map to a scale where the PCs move a number of squares per day (or other movement phase) equal to the lowest speed in the group. 5 squares in a move action in battle means 5 squares in a day on the overland map.
-Possibly have it RPGA style - a dungeon is a one-session, one-day proposition, typically.
 




I've always been a fan of ad hoc scaling up of the combat measurements. 4e might make this more fun. At 10x scale, each round is 1 minute. One goblin mini becomes 100 goblins and each square is 50'x50'. Watching 100 goblins employ goblin tactics at once, shifting 50' is a sight to behold. :)
 

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