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Showing content with the highest reputation on 09/15/2015 in all areas

  1. As one of those older gamers you mention, I do have more disposable income than I did in the 80s. I still regret not buying Beyond the Mountains of Madness when I saw a copy in print. But at the time it was $80 (this was in the 90s) which was expensive then, and I had lots of unplayed Call of Cthulhu campaigns (and still do). I do buy new and 'vintage' RPG products more readily than I would have back then. Still, there are constraints. Shelf space is one, and currency conversion rates, and shipping. I'd have to think about a $120 super Magic World bundle. It's not out of the question. For my u
    1 point
  2. Possible my lamination problems are due to living in high-humidity Northern Virginia. The setting is very rich and flexible: You could do Dresden files, Twilight (which I know everyone hates but I feel compelled to mention because it gives you an idea of the breadth of possibilities), Sandman (fae, magicians, ghosts, and the dreamworld), high-powered covert ops in the vampire enclave, or even a children's campaign where all the characters are human children, mischievous goblins, and semi-intelligent animals, living in a haunted house, helping the ghosts and trying to keep the human adults from
    1 point
  3. $120 is well out of my price range. I don't like PDFs. If I'm going to buy a core rulebook, I want it HC and complete, with a bestiary. I don't need a setting or adventures in my core book. Also, Id much prefer fewer illos, skip the gold leaf and fancy binding; keep the price down, just make it sturdy. I like boxed supplements, and I like adventures. But when it comes to settings I'm extremely picky. It takes an awful lot to convince me to buy.
    1 point
  4. My casting skill roll works like this: Criticals allow the spell to go off without costing magic points, Specials reduce the cost by a point and fumbles double the cost of magic points. I don't replace the resistance roll. As for magic being a support role that hasn't been my experience; my players are usually pretty clever about trying to select the ground they fight from and do a decent to good job of protecting characters who use sorcery. Mechanically, I just like the idea that magic can be done by anybody (with training). The 16+ power requirement is fine, but as a fan of Fafhrd and Grey
    1 point
  5. Location shows up okay and the download section have had most of the corrupted files exchanged with new ones. Only one file left that I know of. We're slowly getting back to normal!
    1 point
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