Power of Mystara?

Post/Author/DateTimePost
#1

havard

Feb 16, 2006 2:04:54
From http://www.wizards.com/default.asp?x=products/fracc/953660000

Power of Faerûn is a comprehensive guidebook to playing high-level heroes and running high-level campaigns in the Forgotten Realms. This supplement introduces new options to players and Dungeon Masters as well as guidelines for starting a temple, running a guild, leading an army, serving the crown, and participating in political intrigues.
#2

Cthulhudrew

Feb 16, 2006 2:14:29
There's even more on it here, and from the list of contents, it definitely seems like it could be useful for a Mystara campaign.
#3

agathokles

Feb 16, 2006 2:51:05
Sounds like something that could be useful in a Mystara campaign?

Well, to some extent it is useful -- and, indeed, Mystara is one of the campaign better suited for high level play. However, these resources are usually more rules-oriented than setting-oriented (with a few notable exceptions, such as Dragon Kings).

In Mystara, high-level games usually involve quests for Immortality, while in other campaigns this isn't usually the case (see the different space given to Immortality quest rules in the Master Set w.r.t. the AD&D DM's Option: High Level Campaigns), so there may be a need for a setting-specific resource.

However, the description of the Paths to Immortality is actually rules-neutral, so WotI or the Master Set should be enough.
#4

havard

Feb 16, 2006 9:08:20
Well, to some extent it is useful -- and, indeed, Mystara is one of the campaign better suited for high level play. However, these resources are usually more rules-oriented than setting-oriented (with a few notable exceptions, such as Dragon Kings).

In Mystara, high-level games usually involve quests for Immortality, while in other campaigns this isn't usually the case (see the different space given to Immortality quest rules in the Master Set w.r.t. the AD&D DM's Option: High Level Campaigns), so there may be a need for a setting-specific resource.

However, the description of the Paths to Immortality is actually rules-neutral, so WotI or the Master Set should be enough.

I'd say far from all high level campaigns on Mystara should involve questing for immortality. While I agree that this sourcebook will probably be of most use to those who use the 3.5E system given the likelihood of rulesheavy material, there are a few things that look particularily interesting:

Chapter 1: Order in the Court. Rulers might sit on thrones and thunder decrees, but courtiers do the work of turning royal decisions into daily rulership. This chapter isn't about playing king or queen, but about how to rise through the ranks of a ruling court, dealing with intrigues and other political matters. Common court ranks and "the way things work" in the formal rulership of a realm or city-state are explored, and a sample court hierarchy is provided.

Although governments may work differently in many areas of Mystara, I suspect much of this can easily be transferred.

Chapter 2: Win the Battlefield. Disputes in Faerûn all too often erupt into open armed conflict. This chapter deals with the many facets of military leadership, from battlefield command to logistics and the daily diplomacy of making various ranks work together.

Ideal for Mystara, especially during the WotI era, or if you want to run say a Thyatian Military campaign.

Chapter 3: Keep the Faith. Deities are very real in Faerûn and their priesthoods wield tremendous power. This chapter describes how holy authority "works" and is used as well as how to rise in rank and influence within a priesthood. Conflicts both inside a faith and between faiths are explored.

This is something that has hardly been dealt with at all in Mystara products. Although this chapter will probably deal in detail with the Faerun pantheon, it may provide some ideas for us to how Mystaran churches could work.

Chapter 4: Play the Market. Faerûn of today is shaped by its mercantile trade, which literally makes it possible for populations in particular locations to exist (by providing food and goods from afar). Successful merchants and business magnates have been gaining ever more importance over the last thousand years in Faerûn until, in many cases, they are more wealthy and powerful than rulers who have crowns and thrones. This chapter describes trade routes, costers, trade consortiums, and methods for controlling them or rising to dominance within or over them. Coins can be sharper than swords.

I am curious to see how this compares to the trading rules from the Darokin and Minrothad Gazes....

Chapter 9: How To Rule. This section of the book explores the game mechanics that govern the situations explored in the preceding chapters of the book, notably Leadership and Influence. The modifiers and tables herein can readily be used in any Dungeons & Dragons game.

Again, I am wondering how this works compared to the Dominion rules. Perhaps some of it is transferable and may cover other areas that what is found in the BECMI rules.

Håvard
#5

agathokles

Feb 16, 2006 11:03:10
I'd say far from all high level campaigns on Mystara should involve questing for immortality. While I agree that this sourcebook will probably be of most use to those who use the 3.5E system given the likelihood of rulesheavy material, there are a few things that look particularily interesting:

Of course. Immortality is simply the only Mystara-specific aspect of high-level campaigns, not the only aspect of Mystaran high-level campaigns. Government, wars, trade and dominion management are all topics that apply to all campaign setting, except a very few, so generic material, or material from other campaign settings certainly applies -- in your case, it could be this book, in mine is, for example, material from Birthright or DO:HLC.