View Full Version : Birthright, ReRealease
The Olesens
10-12-1998, 01:21 AM
Well I was very happy when I heard of BR's non-cancelation. Now I admit I know little
about the ummm buisness side of this but if BR is going up again perhaps we should work up
and send TSR some suggestions. Again, I don't know if it is worth it so I'll leave it to
you older guys to figure that out. Some ideas include:
- -A faster (but war card compatible) way of fighting battles. This way those of us who like
war cards can still use em but we can also have a faster system too.
- -More domain actions. Perhaps we should look through the Netbook and pick out a bunch to
send TSR.
- -No more cardsheets!!! I hate those things. I'd rather put sticky tabs in a hardcover
book. Or at least 3-hole punch the card sheets
- -For BR sales: Throw in some of Birthright's cooler monsters into monsterous compndiums (I
was overjoyed when I saw the newer one with Cerilian dragons, giants, humans, and
gobline). Maybe an awnshelien or two.
- -Print maps double sided: one for regents (roads, province levels, etc) and the other for
role playing (towns, more specific labelings).
- -Print all maps in the same scale!!!!
Just a few ideas I thought I'd throw in.
- -Andrew
Kenneth Gauck
10-12-1998, 02:30 PM
At 09:21 PM 10/11/98 -0400, The Olesens wrote:
- -A faster (but war card compatible) way of fighting battles. This way those
of us who like war cards can still use em but we can also have a faster
system too.
-
The Olesens
10-12-1998, 03:48 PM
Kenneth Gauck wrote:
> At 09:21 PM 10/11/98 -0400, The Olesens wrote:
> -A faster (but war card compatible) way of fighting battles. This way those
> of us who like war cards can still use em but we can also have a faster
> system too.
>
The Olesens wrote:
>
> -Print maps double sided: one for regents (roads, province levels, etc) and the other for
> role playing (towns, more specific labelings).
Another option might be to use the 'blow up' maps as the 'role playing' ones, while the
continental map has all the prov levels etc on it.
>
> -Print all maps in the same scale!!!!
>
I especially agree with this last suggesstion. A major pain in the Blood line.
A suggesstion of my own would be for TSR to clearly identify which regent has control of which
provinces. In a few of the books (The Haven's for sure) it clearly identifies the domain of a
few, but for others, the Dm is left to 'add up' all the holdings etc in hopes of determining
provincial regency.
Keith
- --
"I am your humble knight, and I swear allegiance to the courage and power in your veins.
So strong it is, it's source must be Uther Pendragon."
The Draftmine (Home of the Brass Boar & other Oddities.)
http://www.angelfire.com/ak/draftmine/
Brenna's Blood Secret PbeM (A Haven's of the Great Bay PBeM.)
http://www.geocities.com/Area51/Dungeon/2239/index.htm
Gary V. Foss
10-12-1998, 05:30 PM
Morg wrote:
> A suggesstion of my own would be for TSR to clearly identify which regent has control of which
> provinces. In a few of the books (The Haven's for sure) it clearly identifies the domain of a
> few, but for others, the Dm is left to 'add up' all the holdings etc in hopes of determining
> provincial regency.
I'd also like to see some sort of complete listing of regents and NPCs. It's kind of a pain to
look guys up all the time by flipping through the various books like a maniac. I'd also like to
get rid of "mysterious" entries in the manual like the one for Rheul Greencloak that has a bunch
of question marks in place of gaming information. What's that about?
Gary
Tod Hurlbert
10-13-1998, 07:49 AM
> -Print maps double sided: one for regents (roads, province levels, etc)
and the other for
> role playing (towns, more specific labelings).
Single sided or double sided doesn't matter to me. Whichever is cheaper. I
would like to see
roads on the maps though. Province levels change, so I'd leave them off. As
far as towns & cities
go, I'd love to see some maps, but only if they're quality maps (Like the
ones in the Talinie supplement)
and not the pathetic junk they've given us so far (Medoere, Ilien, Endier,
Tuornen, et.al.)
> -Print all maps in the same scale!!!!
Er, at least all maps of the same type at the same scale. A map of
Seaharrow at the sasme scale as a
map of Cerilia would be useless.
I have to agree with the map-scale and clarified domain-actions requests.
A more comprehensive list of regents' holdings would be helpful, too,
especially for those NPCs that are left vague on purpose!
Lee.
Ed Stark
10-13-1998, 04:02 PM
At 11:48 AM 10/12/98 -0400, you wrote:
>Kenneth Gauck wrote:
>> -A faster (but war card compatible) way of fighting battles. This way
those
>> of us who like war cards can still use em but we can also have a faster
>> system too.
>>
Kenneth Gauck
10-13-1998, 07:43 PM
I used facing, but for simplicities' sake I assumed proper facing unless a
unit was being attacked from two sides. In that case both attackers get a
+1 to their attacks.
Kenneth Gauck
c558382@earthlink.net
At 09:02 AM 10/13/98 -0700, Ed Stark wrote:
>This is actually very similar to a chart I was including in the revised HC.
>The system revolved around a very simple minis game. Each mini would
>represent one unit on a hexagonal map. Terrain "cards" would cover a number
>of hexes. It allowed for much larger battles and a little more flexibility
>in movement. It also considered facing.
>
>
>Ed Stark
>>Kenneth Gauck wrote:
>>> Its very easy to put the war cards combat system into a dice table. Mine
>>> looks like this:
The Olesens
10-14-1998, 01:26 AM
> This is actually very similar to a chart I was including in the revised HC.
> The system revolved around a very simple minis game. Each mini would
> represent one unit on a hexagonal map. Terrain "cards" would cover a number
> of hexes. It allowed for much larger battles and a little more flexibility
> in movement. It also considered facing.
Sounds good. The one thing I liked about War Cards was the player's ability to control
excactly what his units do, not let a die decide stategy for him. And more flexibility
and movement is always good. Besides, I love hexes (Don't ask).
Even =?iso-8859-1?Q?S=F8
10-14-1998, 09:50 AM
At 09:02 13.10.98 -0700, you wrote:
>This is actually very similar to a chart I was including in the revised HC.
>The system revolved around a very simple minis game. Each mini would
>represent one unit on a hexagonal map. Terrain "cards" would cover a number
>of hexes. It allowed for much larger battles and a little more flexibility
>in movement. It also considered facing.
>
>
>Ed Stark
>Game Designer, Wizards of the Coast/TSR Division
>Asst. Brand Manager
>ALTERNITY Team
>TSR Website: http://www.tsr.com
I have also been experimenting with alternative battle rules for Birthright,
and yes hexes work excellent. It all started in a campaign which include
several wargame players, and of course; they complained about the realism of
the warcard battles. We have ended up with 4" hexes and unit of about 1" x
2". With a relatively low stacking limit i each hex.
As a result of the hexes we could incorporate both facing and different
range for various troop. One old battle zone would equal about 20 of the new
hexes. This has made tactical movement much more important. It takes a
little longer to play, but it's worth it if's an important battle.
I have also made my system very "open ended", so that the GM has a broad
base for individualizing battles. I recomend this very strongly. Not only
does it add character and flavor to the battles, it also makes it easier for
the players to come up with interesting ideas and "dirty tricks".
Even
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