Kingdom: The Council will Decide
I got a chance to play a very different game recently at Bookwyrm, a cool local con. Several elements set Kingdom apart: you build a collaborative setting, featuring a high level of player input and control, with very influential characters, who navigate kingdom-wide crises. Many of those elements exist in specific games—but Kingdom puts them all together smoothly. Kingdoms can be traditional medieval nations, but the concept is very flexible. Running examples in the book include a fantasy city bordered by barbarians, an old west town, and colonists on an alien world. The book is made f
Scott Martin