On top of that you get rules for how to expand your domain, what kind of various expenses are involved on a regular basis, rules and tables for being a vassal of a lord or king, morale rules for your dominion to see if the peasants are revolting, rules for building and running villages, towns and cities, and building and managing markets. You get complete rules for just what kind of stronghold each class can make, how many followers it will attract, what every little bit of it will cost, how many peasant families you can attract and support, and what kind of revenue you can collect. Even Pendragon, which probably has the most detailed rules on manors that I’d seen systematized until now, doesn’t really match up. Meanwhile, the players have decided that the huge scope has made the world shallow, its only elegant if. The mechanics in the BECMI/Rules Cyclopedia books pale in comparison. Custom campaign with RPG and RTS gameplay, a morality system, and multiple custom heroes 10 single-player missions, 37 quests, 6 hours of playtime. I think its safe to say that I have never seen a set of rules and guidelines for stronghold and dominion management in any other D&D game (or even any other game remotely similar to D&D) that were this complete.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |