It looks like Adventurer Conqueror King will be hitting it's second goal, which will give every patron a PDF copy of Domains of War when it's released. Not sure if they will be aiming for a third goal or not, but it's nice to see the interest in the system.
Anyhow, it's nice to see a system that addresses high level play. Actually, that's not the right way to put it. It's a system that allows for the progression from adventurer, to land owner (taker) to ruler. These are the rules I had to make up on the fly. Later on, Birthright held that potential, but it was unwieldily to play and didn't resonate with my group. Still, everyone wanted to become more then a spell slinger pr a sword swinger.
That is the definitive difference between ACK and the rest of the D&D clones - high level play includes additional responsibilities. It's definitely something you could borrow or steal for other OSR games with little trouble (I just love mixing my rulesets... heh).
Not that the rest of the rules aren't tweaked... they are. I like the tweaks for the most part - I have less of an urge to tweak these rules then other OSR rules I've read. I like the addition of proficiencies, as they allow characters to be class based yet fairly unique in their individual makeup.
Did I mention the world economy is logically thought out? Not that I overly concerned myself with such in my earlier gaming days, but knowing how much land will support how many people (with fairly accurate historical data used to reach those number) does mean there is one less suspension of disbelief one must accomplish.
Alright, back to reading, then an early night to bed.
Picturing Solo History
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There are many gamers who will tell you that it was *Vampire the Masquerade*
that got them into roleplaying. That was in the 1990s. There are many
gamers ...
1 hour ago
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