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8

I would suggest Reign based on the One Roll Engine. It's a great tool for running encounters on a macro scale. Thanks to rjstreet for introducing me to it. The core rules, including the best of the supplements and excluding the setting can be had in the Reign Enchiridion


7

King Arthur Pendragon has at least two good sets. Yes, plural. Noble's Book, for 1st edition, is relatively straightforward tracks resources by type, and produces excellent landholdings for smaller-end games; it tends to break a bit at the county level. Lordly Domains is for 3rd/4th Edition abstracts much of the details, alters the upkeep costs for ...


6

That's an insta-kill spell, yes. It's used to model things like finger of death and other such lethal spells. Note that the spell creation system isn't for players at all, and is strictly for GM world-building. That's important to keep in mind, because then balance isn't an issue and it makes sense to give the GM the whole gamut of options.


6

I just found GURPS Low-Tech Companion 3: Daily Life and Economics. The publisher's blurb says: Butcher, Baker, Candlestick-Maker Society is built on the backs of people who gather resources and turn them into food, shelter, and finished goods. Low-Tech Companion 3: Daily Life and Economics looks at the lot of ordinary TL0-4 folk – much of which is ...


5

I would like to add S. John Ross's Medieval Demographics Made Easy to this list. It's not really a set of mechanics, but it is a terrific collection of information that might be incorporated into a set of mechanics.


3

Territory is a fascinating and abstract concept. A wilderness keep in a game about fighting back the wilderness should absolutely have the wilds as a company. However, keep in mind that: All companies use the same rules. At the ‘mighty empire’ side of the scale, however, one Company may be composed of many smaller companies, with control flowing from ...


3

Treat the dangerous animals as the company, not the wilderness itself. Sure, not very bright... but its the wildlife that is the primary threat. And the wilderness, if you're that close, SHOULD result in encroachments every so often. (Bears maul people in villages in Alaska and Siberia fairly often. Kill people every few years....) Thing is, mechanically, ...


2

I don't think the taint would really be well modeled with company rules (I don't think they were designed to handle everything anyway), but the crystals could have an influence on multiple aspects of the company, from resources (they're virtually priceless), to governance (if the king has these crystals that protect you, you probably do what he says). I'd ...


2

The A Song of Ice and Fire RPG, from Green Ronin, contains a really interesting ruleset for building noble houses, including generating random histories, and statting out the values of various aspects, from physical goods such as their holdings to more abstract concepts such as the enforcement of law in their lands. The idea is that the actions of the player ...


1

It's hard to answer without knowing exactly what Taint does, but making some assumptions… Start by considering Taint to be a base state: something that just is, a part of the world, part of the background assumptions that the Company rules indicate exceptions to. Effectively, allow Taint to reduce the Territory stat (or Sovereignty, if Taint is a ...


1

Another one that I've not used, but here for your consideration, is Chivalry and Sorcery. C&S is frequently overcome with details; later editions have removed details, rather than added them. It uses classes and categorization of various typical holdings, and is highly simulationist. Friends who have played it swear by it and at it. C&S' detail ...



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