I'm thinking about what to go over next, thinking about more details on how I'm building the Shadowlands setting to work like Birthright, or maybe an overview of the bloodline abilities. But it's definitely coming! :)
My vote is Bloodline abilities! I see something sort of like them in Axioms 19. Truthfully, I’d be happy with any article you write pertaining to this subject.
There is an interesting unicorn video game (discontinued, unfortunately) called Sovereignty: Crown of Kings. It is VERY heavily inspired by Birthright. On its fixed campaign map, the location of each nation (determining their neighbors) has a strong effect on their playstyle "routes." For example, some nations are beset on all sides by enemies where others must decide on a neutral or ally to carve up.
Each nation is the quintessence of some historical mythical folklore, with some added world-specific flavor. Most of the time, the nation's campaign win condition is specific to that nation's theme or enemies or neighbors. The win conditions are structured so that conflict, even with allies, will often be unavoidable. I think back to this game often because it really is a Braunstein-in-a-box by its design and its theming (no doubt owing to Birthright) is strong.
So I looked into this, and I can't seem to find it available anywhere. It looks like it used to be on Steam and Matrix Games, but no more. Any idea where else I might look?
Coming late to this as I have recently started a campaign blending these same two sources. In regards to the levels of play and transition, I noticed that in ACKS II (which had been crowdfunding at the time of your post) the rank of Baron is listed as appropriate for a level 3 character, and Baron's have lesser vassals who own minor estates such as their knights. This appears to fit well with your adding of a few followers at each odd level after 1.
I also noticed that all of the holdings have direct equivalency in a domain form in ACKS II. So long as you include hijinks and merchant ventures as guild holdings.
My understanding of ACKS I is that these were spread out in optional rules or in Axioms articles. Have you been finding II to be easier to integrate than I?
Barons actually do not have vassals in either version of ACKS by default, though if you've reviewed Helgeran's excellent Knightly Manors system that adjusts things by adding them and is an excellent fit for chivalric romance. The followers I add are more to correspond to Birthright giving you a group of men at arms in character creation, and as a more general adjustment to make followers a replenishing resource rather than something you get once at 9th and then is irreplaceable.
II is somewhat easier to integrate the different pursuits, yes. Having the venturer and explorer as core classes is a solid change that streamlines some of that down the line, particularly with the revised venturer that has gone through many iterations to reach one that's quite solid and worth playing. That in turn has supported a revised and improved arbitrage system, and brought the investment rules as a default inclusion, so everything is built to mesh together.
This is awesome! I hope more articles are coming
I'm thinking about what to go over next, thinking about more details on how I'm building the Shadowlands setting to work like Birthright, or maybe an overview of the bloodline abilities. But it's definitely coming! :)
My vote is Bloodline abilities! I see something sort of like them in Axioms 19. Truthfully, I’d be happy with any article you write pertaining to this subject.
A very exciting project! Love to see Birthright and ACKS together.
Thanks! It's been something I've wanted to do for a while now, glad to see the opportunity and players getting excited about.
There is an interesting unicorn video game (discontinued, unfortunately) called Sovereignty: Crown of Kings. It is VERY heavily inspired by Birthright. On its fixed campaign map, the location of each nation (determining their neighbors) has a strong effect on their playstyle "routes." For example, some nations are beset on all sides by enemies where others must decide on a neutral or ally to carve up.
Each nation is the quintessence of some historical mythical folklore, with some added world-specific flavor. Most of the time, the nation's campaign win condition is specific to that nation's theme or enemies or neighbors. The win conditions are structured so that conflict, even with allies, will often be unavoidable. I think back to this game often because it really is a Braunstein-in-a-box by its design and its theming (no doubt owing to Birthright) is strong.
Not sure why the comment was posted under this thread. Substack is being a bit odd today.
Interesting, I may have to look into that for a comparative inspiration then!
So I looked into this, and I can't seem to find it available anywhere. It looks like it used to be on Steam and Matrix Games, but no more. Any idea where else I might look?
You might possibly try ( https://steamcommunity.com/app/312430/discussions/0/3803902423395793408/ ). I know the forum is not easy to get to now that the game has been de-listed. Sorry for the goose chase! If I find something else, I will let you know.
Yup, thanks Thule. Looks like a cool game.
Coming late to this as I have recently started a campaign blending these same two sources. In regards to the levels of play and transition, I noticed that in ACKS II (which had been crowdfunding at the time of your post) the rank of Baron is listed as appropriate for a level 3 character, and Baron's have lesser vassals who own minor estates such as their knights. This appears to fit well with your adding of a few followers at each odd level after 1.
I also noticed that all of the holdings have direct equivalency in a domain form in ACKS II. So long as you include hijinks and merchant ventures as guild holdings.
My understanding of ACKS I is that these were spread out in optional rules or in Axioms articles. Have you been finding II to be easier to integrate than I?
Barons actually do not have vassals in either version of ACKS by default, though if you've reviewed Helgeran's excellent Knightly Manors system that adjusts things by adding them and is an excellent fit for chivalric romance. The followers I add are more to correspond to Birthright giving you a group of men at arms in character creation, and as a more general adjustment to make followers a replenishing resource rather than something you get once at 9th and then is irreplaceable.
II is somewhat easier to integrate the different pursuits, yes. Having the venturer and explorer as core classes is a solid change that streamlines some of that down the line, particularly with the revised venturer that has gone through many iterations to reach one that's quite solid and worth playing. That in turn has supported a revised and improved arbitrage system, and brought the investment rules as a default inclusion, so everything is built to mesh together.