12-20-2012, 07:53 AM | #11 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Banestorm and gaining a fief?
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Bill Stoddard |
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12-20-2012, 08:14 AM | #12 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Banestorm and gaining a fief?
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Setting aside magical cures (or ultra-tech eyeball regeneration—or prosthetic eyes, which I suppose would be a Mitigator), having one's eyes put out would lower one's value as a character. The character sheet should change. Two characters who have the same traits should have the same character sheet. As to the Ally problem, the fix I would probably use would be to say that the Ally's traits had not changed because the PC was blind; the Ally would be worth the same number of points. That would now be a higher percentage of the PC's value, and so their base cost as an Ally would go up, and so would their final cost. The PC would now have a higher-value Ally, and would be worth that many more points—and would get the points free. Bill Stoddard |
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12-20-2012, 08:24 AM | #13 | |
Join Date: Mar 2010
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Re: Banestorm and gaining a fief?
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I think that, per Banestorm, only Kings can create nobles but any lord can create knights, even landed ones - you are just giving them authority over some of your own fief, under your own royal oath and responsibility. |
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12-20-2012, 11:44 AM | #14 | |
Join Date: Oct 2011
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Re: Banestorm and gaining a fief?
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In exchange for his fief, a noble must swear fealty to the monarch, and a landed knight must swear fealty to a lord. The vassal or liege man swears to do the bidding of his lord and to support him militarily. In return, the lord grants the vassal land, a title, or both, and swears to protect him and maintain him in his honors and station. I'm choosing to interpret the first "noble" reference to mean "an untitled knight" who gains an "untitled fief" from the crown(assuming that "untitled" fiefs belong to the crown, by default). And the "landed knight" is all the other cases... And yes, Bill, I figure the PC will have rents from his fief, and that's the next thorny knot for me to tackle! ;) |
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12-20-2012, 11:50 AM | #15 |
Join Date: Mar 2011
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Re: Banestorm and gaining a fief?
I think my eyes glazed of the "it,".
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12-20-2012, 06:46 PM | #16 |
Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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Re: Banestorm and gaining a fief?
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12-20-2012, 09:48 PM | #17 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Banestorm and gaining a fief?
If you want to find alternatives for describing manors for use in your campaign, I would suggest the following:
PENDRAGON: BOOK OF THE MANOR COLUMBIAGAMES: HARN MANOR (Also available as a physical product from Columbia Games) EXPEDITIOUS RETREAT: A Magical Medieval Society: Western Europe, Second Edition Note: I've never been happy with the GURPS rules for describing the incomes available to landed knights or what goes into the makeup of a manor as far as people, obligations between the Knight and his serfs, as well as the various price lists for goods in a medieval campaign. As a consequence, I would recommend HARN MANOR in conjunction with the HARNWORLD guides for incomes and various goods. If you sift out the obvious D&D material in A MAGICAL MEDIEVAL SOCIETY: WESTERN EUROPE - it has some good guidelines for setting up manors. Heck, it even has some good material for building a kingdom from scratch using only the population of the land, plus some input from the GM - something that is definitely useful for use with GURPS BANESTORM, as it would fill in how many greater nobles there should be, how many lesser nobles there should be, and how many knights there should be overall. THE BOOK OF MANOR is also useful, but not one that I favor - however, it is relatively less complex than the other two systems and might be your cup of tea.
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12-20-2012, 09:55 PM | #18 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Banestorm and gaining a fief?
While I'm thinking about it, you may want to give COLUMBIA GAMES a good hard look at a few more products that you might find useful for running a BANESTORM medieval kingdom with:
Innkeepers - helps exlain the behind the scenes stuff for innkeepers Households - does for ordinary households, what HARN MANOR does for manors. Real Estate - helps describe the costs of real estate for medieval towns and cities. Keep in mind, these are all PDF's - but I have found that these rules can be adapted easily enough for use with GURPS.
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