An Echo, Resounding, I most certainly did like it, so much so that I snagged a print-on-demand copy from RPGNow, which I wanted to get into my hands before I wrote up a review for it.
An Echo, Resounding is both a generic Labyrinth Lord sourcebook providing rules and advice for "lordship and war in untamed lands" and a supplement to the Red Tide campaign setting released last year. Like all Sine Nomine products, this one is penned by Kevin Crawford, which means that it's written clearly and unpretentiously. The 110-page book uses the same two-column format as all Sine Nomine releases, with the text broken up by a variety of stock art images. This doesn't make for the prettiest of books, especially when compared to many recent releases from other publishers, but the content is compelling enough that I don't think it much matters. An Echo, Resounding could have been released with no interior artwork and I doubt I would have cared.
The book consists of six chapters, plus an introduction and an index. The first chapter, "Domain Play in a Campaign," introduces the concept of domain-level play and how it interacts with "regular" Labyrinth Lord adventures. This chapter is brief compared to those that follow and isn't rules-focused. Instead, it's mostly advice about the benefits and drawbacks of including the clash of empires into one's campaign. The second chapter, "Creating Campaign Regions," gets down to the nitty-gritty, providing the foundations on which later chapters depend. What becomes immediately clear is that the rules presented in An Echo, Resounding are somewhat abstract. That is, they're built on concepts like "regions" and "locations" and "obstacles," with the meanings of these concepts being variable rather than being precisely (and narrowly) defined. That's not to say that these concepts are "fuzzy" or meaningless, only that the rules weren't written with bean-counters in mind. Once the basic concepts are laid out, the chapter goes on to provide both advice and examples on how to apply them to one's campaign setting. If you're already familiar with any of the Stars Without Number books or Red Tide, much of this will look familiar.
Chapter three covers "Domain Management" and provides rules for creating and ruling domains. The rules depend on a "domain turn" that represents approximately one month, though the actual timeframe, like most other aspects of these rules, is flexible in either direction. During a domain turn, a player whose character rules a domain may make two actions (referee-controlled domains may make only one), with actions covering things as diverse as military attacks, establishing assets (such as markets, temples, etc.), and dealing with disruptions/obstacles. The chapter also includes brief descriptions of all the available assets, along with the associated game values, and an example of domain play. Like earlier chapters, this one is both comparatively short and abstract, leaving many details to individual referees and players to flesh out.
Chapter four presents a mass combat system that uses mechanics very similar to normal Labyrinth Lord combat. Thus, units have hit dice, armor class, movement rates, and saving throws, in addition to upkeep costs and special traits. It's designed to be playable without the need for miniatures, but I think it'd work just fine with them if one were so inclined. Chapter five introduces the idea of "Champions," which are powerful PCs and NPCs, whose abilities are such that they can benefit both domain and mass combats. Characters who become champions -- the process for doing so is somewhat vague -- gain a parallel "class" in which they advance. Every time they gain a new level as a Champion, they gain a new ability from a list of nearly 50 of them. These abilities might be something like "Administrator," which gives a bonus to the Wealth and Social values of a single town over which the Champion has control or "Overwhelming Sorcery," which lowers the saving throws of enemy units against his magic on the battlefield. I rather like the idea of Champions, though I wish the rules were a bit more clear regarding how and when PCs gain levels as Champions. Even so, it's a solid concept that, I think, nicely represents the power of PCs without making them demigods.
The final chapter of the book is also its longest, providing detailed examples of the domain system for use with the Red Tide setting. There's a map of a region called the Westmark, which includes 40 locations, each of which has a page-long write-up. These write-ups provide everything needed to use the locations as adventuring locales or focuses for the domain and mass combat systems. Though it's probably most useful for referees and players using the Red Tide setting, I think it'll serve as a practical primer for newcomers to the supplement's rules systems.
I liked An Echo, Resounding quite a lot, since it suits my preferred style as a referee. I'm not the kind who cares all that much about counting gold pieces or determining exact population figures for a given location. I like things to be easy to use and abstract, since I can always make up the details on the fly as needed. For that reason, I imagine its domain rules would work very well as a separate, parallel "game within a game" where the referee and players use it to generate macro events that affect the campaign setting. That's certainly how I plan to use it. At the same time, I suspect that the book's approach might be frustrating for those whose style gives greater weight to knowing the precise details of a domain's inhabitants and resources. Consequently, An Echo, Resounding isn't a panacea for every campaign where domain-level activities is important; it largely caters to one approach and should be viewed in that light.
Presentation: 7 out of 10
Creativity: 9 out of 10
Utility: 6 out of 10
Buy This If: You're looking for abstract and easy to use domain and mass combat rules for use with Labyrinth Lord or other old school fantasy RPGs.
Don't Buy This If: You prefer domain and mass combat rules that are concrete and "bottom up" in their presentation and approach.