Published in 1995. Written by Colin McComb and Rich Baker with help from several other TSR employees. Birthright is one of my favorite settings. It has a lot of good ideas but the execution of those ideas does not always work well.
Birthright includes the rules and a setting for running characters as rulers of the realm. There are four types of holdings that correspond to each of the four major classes. One party can control one realm or each character can control his or her own realm. Also included are rules for warfare and the economic simulation to run such realms.
Rather than starting with rules such as BECMI's Companion Set or the D&D Rules Cyclopedia, new rules are made from scratch. The economics of running a realm are complicated and the rules are faced with avoiding the problems that the characters have too much or not enough money.
I wish that TSR had released a generic supplement first that had the core rules really solid with one sample realm with a only 2 or 3 neighbors. Then in the first supplement the sample realm and neighbors are located on the setting world which focuses on atmosphere. By combining the setting and rules into one boxed set, the end result is not enough detail for either one.
If a separate rulebook had been released first, the rules could have had the rules option for rich, average and stingy economies. This would have been nice because many of the sample realms in the TSR-designed world of Cerelia have hopelessly flawed economies that do not work the way that they are described. These countries lose money every turn and have no way to prevent such loss until bankruptcy and anarchy occur.
Conclusion: Birthright has lots of potential and I am sure that the market is still there for a successful kingdom simulator in D&D. Get Birthright but be prepared to have to adjust the rules to make it work.
2 out of 5 stars. Lots of great ideas hurt by terrible game mechanics that do not work.
About this blog: It provides commentary on D&D focusing on the following systems: BECMI, BX, AD&D, First Edition, Second Edition, and the D&D Rules Cyclopedia. Adventure settings (Forgotten Realms, Dragonlance, Greyhawk, Mystara, Known World, Dark Sun, etc) character classes, dungeon modules, and many other aspects will be looked at. I hope this commentary provides insight for collectors, players, and dungeon masters who enjoy these earlier editions of Dungeons and Dragons.
Showing posts with label Birthright. Show all posts
Showing posts with label Birthright. Show all posts
Friday, October 4, 2013
Review: Birthright Campaign Setting
Labels:
2e,
BECMI,
Birthright,
Cerelia,
Review
Wednesday, July 17, 2013
LARGE SCALE BATTLE SIMULATION IN D&D
Dungeons and Dragons and wargaming have a long history
together. D&D grew out of wargaming. Fantasy armies are very much a part of
D&D and fantasy literature. There
have been multiple products to address the issue of how does a DM simulate a
battle between opposing armies without using the individual combat rules which
would not work right and would take far too long to resolve.
Basic D&D: A moderately
complex calculation is used to determine a number from roughly 60 to 140.
60 (or lower) tends to be really weak poor quality troops, 140 tends to be
elite troops. (Elves and dwarves are rated highly under these
rules). The two armies face off, modifiers are added or subtracted to
each force's number. (For example defending homeland gives a +10) Then
each side rolls a d100 and a chart is consulted. There are about 15
different outcomes possible in terms of battlefield results. It has rules
that tie-in to player character actions before the battle to give a
role-playing option prior to the fight. It
looks simple and probably would work very well with a few adjustments to
bonuses and penalties. The rules work well if you need to quickly simulate
a battle and prefer to have random results rather than a DM judgment call about
who is the winner. It also works well
with the gazetteers as many but not all of the gazetteers have already
determined the 60 to 140 quality number for the armies in that particular
realm.
The 1e rules center around the Forgotten Realms "H series" of modules. 4 modules around a classic good vs evil fantasy battle.
With 2nd edition, the Dark Sun
setting was written with the idea of having a significant Battlesystem
tie-ins. Many of the accessories and modules were written with Battlesystem
in mind. Other products (for example the Castles boxed set featuring
campaigns against fortresses in Taladas, the Forgotten Realms, and Greyhawk) also
featured the Battlesystem rules but the Dark Sun setting was written with
having a significant tie-in in mind. I am not sure that the tie-in was
very successful since after a few years they moved away from the Battlesystem
focus in Dark Sun products.
Birthright: The Birthright setting also has rules for playing battles that are self-contained within the Birthright setting. The self-contained rules feature a battle map and 3x5 index cards with unit information on them. The cards and map are used to simulate battles. These rules are less complex than Battlesystem but more complex than War Machine.
CONCLUSION:
Each of these products has its strengths and weaknesses but overall I think
that individually each product accomplishes its goal of simulating a battle
between two armies.
Labels:
Battlesystem,
Birthright,
Review,
War Machine
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