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So when I was challenging the wealth rules a while back, there was mention of keeping the wealth rules and faction rules in line with each other. We have never seen the faction rules, but I thought I'd ask a couple of questions:
1. For our illustrious authors, any thoughts on what you'll be trying to achieve with the faction rules? What aspects of factions you would like to emphasise?
2. For all the players, what would you like to see in terms of factions?
I confess I have had an unhealthy fascination with domain games in RPGs ever since I stumbled across a copy of Adventurer Conqueror King System (ACKS) on my games store shelf 3-4 years ago. I now own most of the domain rules / games with domain rules I am aware of, including but definitely not limited to Pendragon, ACKS, Hellfrost Domain Management for Savage Worlds, Houses of the Blooded and A Song of Ice and Fire RPG. Oh, and Ars Magica (a different kind of domain, really).
I think my fascination with domains has been because I felt that perhaps if players had a home that they had an affinity for and wanted to look after, they'd curb the murder-hoboing a bit, because their new enemies will always know where to find them. But perhaps there's something in there that is the same thing that makes MMO computer game players flip for customised player housing.
What would I like to see in faction rules? I think my shortlist would be something like:
- -Doesn't impose itself too much in terms of admin. The ASOIAF rules are the best I've seen in this respect, while more deterministic games like ACKS can be a chore.
-Integrates with any warfare rules that arise. That is, there are ways of working out what troops you can muster, and can generate fortifications that plug-in to any warfare rules.
-In an ideal world, some way to make your domain your own. Deciding whether to build a church or a fort in your barony, whether to tax heavily or lightly. Those sorts of things.