<div class="gmail_quote">On Thu, Apr 16, 2009 at 1:41 AM, Tony <span dir="ltr"><<a href="mailto:postmaster@runequest.za.org">postmaster@runequest.za.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Has anyone here bought the MRQ Empire Builder (i think thats the name)<br>
book? If so, what can you say about it. Is it good, is it very MRQ<br>
specific or more generic like the old RQ Cities (Midkemia Cities).<br>
Regards<br>
Tony<br>
</blockquote></div><br>Yes, I have. It's titled "Empires".<br><br><span class="postbody">One word..
<br>
<br>
WOW!
<br>
<br>
Or rather..Drooool!
<br>
<br>
This supplement is very, very different from "Cities", being chock full of rules and ideas on the building and
running of empires. It provides details on the economics of empires,
the effects of both religion and magic on empires, how empires wage
war, and how empires (and kingdoms) can come into being and/or fail and
break apart.
<br>
<br>It also expands upon the roles of the nobility, providing details
on the differences between the levels of nobility in term of fief
incomes, the roles and responsibilities of nobility to both their
subjects and those above them, and the effects of their political
standing within a realm and upon the "mood" of the populace.
<br>
<br>Additionally, it includes rules for the construction and
maintenance of various buildings ranging from shrines and smithies to
castles and cathedrals and incorporates the effects of weather and
various seasonal events on realms.
<br>
<br>Empires not only provides background for any RQ campaign, its rules
fit seamlessly with the character-driven RQ rules, allowing a GM to run
a campaign at the metagame level while providing a more immersive
environment for players. It gives a GM more than enough info to bring
the players into the arena of high-level politics as the players
increase in power and influence. With Empires, RQ players can truly
become nobles and even heads of state and experience the benefits, and
headaches, that come with taking on such lofty positions.
<br>
<br>I've been playing RQ in its various iterations for decades
(literally) and this is one of the most useful RQ supplements I've seen
in all that time.</span><br><br><span class="postbody">When I put together a campaign, I get some
enjoyment in including some metagame events that will occur regardless
of what the players do. The details in the supplement make this much,
much easier and have pointed out aspects of kingdoms I hadn't
considered or even though of.
<br>
<br>A GM can literally solo-play a high-level strategic game at the
empire, kingdom, and even city-state levels and use the results to
expand on his multi-player campaign. The only other RPG I personally
have seen that allows this is Harn. And, IMO, the MRQ rules are more
streamlined yet still extremely useful.</span><br>