icosahedron152:
In reply to otghand (msg # 9):
It depends what you want out of a game. I'm into RPGs to tell/experience a good story, or to get swept up in the excitement of vicarious combat. For me, the empire-building is a coherent backdrop against which the other factors can play out.
I would probably focus on the intrigue of court first of all, then the conquering armies, then actual management of the estates would probably come last, so I need something that doesn't take up too much of my gaming time, yet avoids the freeform GM fiat: "I'll let you raise six hundred men this month, cos I'm in a good mood..."
I see bean counting as having all the responsibilities and chores of kingship without experiencing its glory and luxury. And maybe I see too many spreadsheets at work...
The thing I'm going for would be to provide a second side to the story of the players, not merely a backdrop. Which makes it hard to explain what I'm looking for.
If I can tie it directly to the characters that's great. If not, I know my players I'm confident I can sell them on the idea of controlling a noble house, while adventureing with their characters, provided it's all explained upfront, and I don't jump it on them.
The system itself needs to be engaging and coherent enough.
In reply to Tileira (msg # 12):
Thank you for the suggestion. But I did exactly that with World of Darkness' storyteller system, which even had skills, backgrounds and merits and flaws. What I learned is that just like players have combat actions and feats in Dnd, countries need to have likewise things to do.
While Power Attack might have a translation into management of countries (Police brutality against peaceful protesters?, if I'm going that far, I would prefer to have a better look at options that already exist.
I don't mind a bit of bookkeeping by the way.
I'm not responding every post but I'm definitalely taking notes.
Thanks for the suggestions so far.