You're actually talking about what are essentially three games. A kingdom management game, a mass combat game, and a cosmic battles game. And sadly to say, all of those are games that have historically been relatively hard to attach to RPGs. Which is ironic when you consider that RPGs literally grew out of a special case of mass combat games, but less ironic when you consider that that happened because the mass combat games in question were deeply unsatisfying to begin with.BearsAreBrown wrote:Anyways, if I want to play L&D, what game should I play? Keep in mind, I don't want the kingdom to be my character.
I want to be Steven, the ruler of the Fire Kingdom in the Celestial plans, who can punch people so hard they go back in time. I recently got in a fist fight that destroyed a mountain with Kyle, the ruler of the Water Kingdom, and I want to invade his shitty wet kingdom.
What game lets me play DBZ fistfight then lead an invasion?
Is it possible without effectively making two games?
Games have a great difficulty switching scale. The action resolution system isn't going to output one man picking a lock and one hundred men shooting arrows without groaning. The combat system isn't going to output one man using a tree for cover to the entire forest being incinerated by an energy punch without throwing your battle maps away. The movement system isn't going to be able to keep worrying about whether a patch of mud is slow to walk through and still handle a fight between the stars.
Now a caveat I should mention is that abstract games have less difficulty switching scale. If various actions you use are mechanically just playing red and blue cards, your cards can be flavored as intrigue or raising troops or whatever and it's not a problem. If you go to the most abstract game that still qualifies as a game (which is of course Munchhausen), then you can seemlessly switch from cosmic battles to impromptu role playing sessions to kingdom bureaucracy to mass battles without a burp or a pause - but only because everything is abstracted enough that none of the world elements really matter. It's still a game and there are still rules, but you're judged entirely on how much cool story bro you can generate, not on how big your kingdom's army is or whatever.
If you want to do kingdom management and mass battles in addition to personal combat, you really don't have a lot of options. Sadly, I think 3rd edition D&D is probably the best you get there. With the Power of Feyrun, Stronghold Builder's, and DMG2 rules you can indeed leverage management of stuff into a quite hefty income and that in turn can by the basic WBL rules be turned around into very powerful swag that will completely upend the power scale the game is aimed at. Similarly, you can take your massive income and hire and improve some armies and use the Heroes of Battle rules to with only moderate clunkiness conquer vast territories.
Does this have problems? Oh hellz yes it does. First of all, those rules don't actually distinguish between having an income source that is a diamond mine and an income source that is a taxable port. Hell, when running a business it doesn't even make a difference if you're selling magic weapons or erotic cakes. The conversion jumps between the RPG and the mass battles are such that the one doesn't very often give you results that would be expected in the other. It is, in short, not terribly satisfying and obviously needs a ground up redesign. A ground up redesign that two editions and nearly a fucking decade later have never appeared.
As mentioned earlier, GURPS has some pretty intense logistics rules. But combat in GURPS is a minutiae driven nightmare to begin with and expanding that combat in scope or scale makes the nightmares worse. HERO can describe castles, fortresses, armies, and cosmic battles - but it's all static. There's no forward looking logistics in HERO, the castles and armies simply have a points cost and that's that. And in any case neither GURPS nor HERO are really balanced in any way, shape, or form.
ACKS produces some nifty baron-level kingdom management, but you're still playing a deliberately grognardish OD&D hack with stupid armor classes and racial character classes. And it doesn't bother attempting to go past that to the point of shooting volcanoes at people in any case.
Pendragon has a fief management system, but it involves having rules for when female characters get sold off into marriage with foreign lords to create alliances and wants you to roll d20s to save against chivalrous behavior and shit. It is, in short, more than a little bit insane, and also so laughably retro that I am failing to find an appropriate metaphor. It's not really so much of a role playing game as it is a clunky table top version of Crusader Kings with some modest fantasy elements. And even that makes it sound better than it is.
-Username17