[Discuss] Discuss: Implement differences in government types or just have one style?
Rob Croson
r at croson.homedns.org
Wed Oct 10 01:43:49 CEST 2007
On 9 Oct 2007 at 16:07, Jeremy Stephens wrote:
> Anyway... back to the subject. Am I totally off base in my experience
> with there really being little to no difference in government types?
> There wasn't much 6 months ago and with the changes to the "power
> structure" of the realms it seems we've actually moved even farther away
> from any real form of centralized government... thus... let's just call
> it like it is and make the manual of BM reflect the reality, or let's
> see if we can actually make some changes to each form of government that
> gives some unique to that beyond a vague base for a couple of people to
> role play.
Under the new allegiance system the differences in the governments
have to do with:
1) How the various positions get selected
2) How often they get selected.
If you want your Tyrant to have the power to ban people, then
appoint yourself as judge. If you want to be able to starve out a
region, then appoint yourself banker. As a Tyrant, you're the only
one that can appoint all of those positions. I belive you're also
the only one that can appoint themselves as region lord, thereby
being the duke of the capital city as well as tyrannical
ruler/judge/general/banker.
The power in a tyranny is there, you just have to exercise the
power.
And, in reality, each of the BattleMaster government systems can be
as tyrannical or as lenient as the people playing it want it to be.
I find the labels to really be for RP guidance more than anything.
There really isn't enough differentiation between monarchy/theocracy
or democracy/republic. Just my 2 cents. (I don't consider the
"Everyone gets one vote" vs. "More prestigious people get more
votes" to be enough of a differentiating factor to justify a
different government type. Perhaps that should just be a toggle when
the realm governent is formed or reformed.)
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