03-24-2006, 05:25 AM | #41 |
Join Date: May 2005
Location: France
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Re: Birthright to Gurps
There is a french (sorry for that) RPG that used to do this (kingdoms as characters) called Agone. Unfortunately it has disappeared and I don't know if there is an english version. Hope it could help :p
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03-24-2006, 05:38 AM | #42 |
Banned
Join Date: Aug 2004
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Re: Birthright to Gurps
Nice ideas. Not an exalted player I am wondering now how I can get access to this :-) I propably will have someone send me copies (I pay, my main problem is right now that I moved into another country and havep roblems getting thigns delivered from german shops, so I relay them through a friend).
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03-24-2006, 06:31 AM | #43 | |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Birthright to Gurps
Quote:
Dragonworld.de delivers to other countries as well...
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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03-24-2006, 06:34 AM | #44 |
Banned
Join Date: Aug 2004
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Re: Birthright to Gurps
Poland now. Hm. Nice. Then I can use them :-)
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03-25-2006, 01:29 AM | #45 |
Join Date: Aug 2004
Location: Seattle, WA USA
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Re: Birthright to Gurps
i am probably misunderstanding exactly how it works, but it sounds as though the Exalted system may have a few problems. for instance, if Willpower is divided between the two highest of four attributes, does it follow then that a domain with a minimum of two of the attributes and a maximum of the other two is better able to withstand hardship?
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03-25-2006, 01:47 AM | #46 | |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Birthright to Gurps
Quote:
Of course, high Virtues also represent a resistance to inner changes. Which means that you have better chances of increasing some attributes than others - a Temperant society will resist an enlargement of the military more than a non-Temperant, for example. It's always a tradeoff.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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03-25-2006, 01:59 AM | #47 |
Banned
Join Date: Aug 2004
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Re: Birthright to Gurps
That sould sound vastly familar to certain sect type of orgainzations, which basically focus on certain aspects. Nice.
I sort of like this approach. I am just not sure how well it transposes into a roleplaying game. As in: is this not so abstract that you basically more or less totally loose any real attachment to "real" things? It is like building domains et al as characters, and then using an abstract combat system between them. This I like. OTOH it looks a little like - being really really really really abstract. This I do not like. I have to get my hands on it :-) |
03-25-2006, 02:42 AM | #48 | |||
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Birthright to Gurps
Quote:
But if you are talking about "real things" as "X men of quality Y with weapons of type Z" or "V amount of resource W and C gold pieces in the treasury", then no. The whole rule set takes up about 25 pages (not counting the basic rules for task resolution in the Core Rules), so there is simply no space for that kind of stuff - and wisely, the rules do not attempt to try. On the other hand, this gives you an almost unlimited amount of flexibility. You can describe what you are doing in almost any way you want, and thus aren't artificially limited in what resources, types of government, etc. you can use. In fact, if you describe it really well, you can get extra dice for your attempts to resolve domain actions (the Exalted stunt rules)! Quote:
Quote:
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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03-25-2006, 02:58 AM | #49 | |
Banned
Join Date: Aug 2004
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Re: Birthright to Gurps
Quote:
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03-25-2006, 05:25 PM | #50 |
Join Date: Aug 2004
Location: Seattle, WA USA
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Re: Birthright to Gurps
yeah, i'm going to have to say that, if such a system is ever created for GURPS, i prefer semi-abstraction, similar (for instance) to the relation between the Space combat system and the Vehicles combat system.
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kingdoms, mass combat |
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