Re: Birthright to Gurps
The main problem is that GURPS has no rule set that deals with running kingdoms - a glaring oversight in its otherwise large range of products.
I mean, it's a common trope in heroic fantasy that the protagonists come to rule their own kingdom...
Bloodlines probably don't need all that many extra rules - they are just inheritable supernatural abilities. You can learn new ones by either slaying someone else with a bloodline or by ruling well over your domain or expanding said domain.
Realm spells are also fairly tricky. Perhaps they are doable as highly specialized ritual magic...
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