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Tentacled Whisperer

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Posts posted by Tentacled Whisperer

  1. With the absence of a new Stormbringer and growing tired of Mythras + EoM2 Ive been porting my stormbringer game to SWADE plus the Fantasy companion on Foundry.  I think the SWADE rules are great for this kind of game with the exploding dice, raises, bennies etc. 

    Anyone doing anything similar? Main stumbling point at the moment is magic. IE Moorcock specific Arcane Background edges in line with those in the SWADE Fantasy Companion.

     

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  2. On 12/20/2021 at 11:34 AM, smiorgan said:

     

    😂 I was wondering why one would want to use that instead of one of the several Stormbringer/ Elric editions...

    EoM2 is probably the perfect rules set. I run it with mythras and its just perfect. Nice foundry support too. 

    Cinematic combat, hit locations and good magic system. Worth a look. 

     

    On 12/20/2021 at 11:34 AM, smiorgan said:

     

     

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  3. re commen ts about racial differences etc earlier in thread, as im busy porting my Elric of Melnibone group to Mythras on foundry something thats struck me is how bland EoM can feel compared to Stormbringer and even Elric! Ive ported over with the EoM2 RQ6 rules with the Magic of the Young Kingdoms book and pretty much vanilla Mythras. Ive got the journal and items all set up. Im now tweaking and tuning a bit. Im going to re-add a lot more race/culture skills, combat styles and equipment. 

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  4. I'm running EoM1 on roll20 atm using the hawkmoon char sheet. Could be free if not loading loads of big images. Works well. I'm currently porting to foundry using the mythras sheet. Looks a lot better n foundry tbh. Especially with the 3d dice module dice so nice. 

  5. 50 minutes ago, smiorgan said:

    I kinda disagree about passions. They originally were in Pendragon, which is not really a rules heavy game. The problem one could have with passions in the current RQ is that characters end up having too many of them. One interesting trick for keeping Stormbringer simple could be to limit the number of active passions a player character can have. For instance, one could say that at any given time a PC cannot have more than:

    One Love: Cymoril, then Zarozinia. Or Rhalina, then Mebdh

    One Enemy (Hate): Yyrkoon, then Jagreen Lern, or Earl Glandyth na Krae.

    One Companion (Loyalty): Moonglum or Jhary-a-Conel.

    Three passions only.

    The fact that your hate or love or loyalty can have an effect on your dice rolls is cool and heroic in my view.

    As for Corum magic, yes I think it is very well done. Much better than standard Elric magic. Just slightly too brutal for the Young Kingdoms.

     

     

    Some good points. Not sure I agree but certainly food for thought.

     

    On 10/26/2021 at 11:57 AM, smiorgan said:

    Seems like a good plan, @Jason D! I hope you one day get a shot at designing your version of Stormbringer. I'm sure I'm going to like it.

    So far it seems a healthy mix of Stormbringer and Elric! with very fitting additions from Rune Quest (passions are a must!).

      

     

  6. I'd agree bar the rq comments. Imo that's where stormbringer lost its way. Elric with its dumbed down spirit magic and Mrq1 and mrq2 variants of EoM for example. It needs its own identity else I'll just play rq. For me recently picking up the corum supplement shows the direction stormbringer should have gone. Rq can be quite rulesy. I prefer the more fluid approach of stormbringer. 

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  7. On 10/24/2021 at 9:53 AM, Jason D said:

    NOTE: This is in NO WAY to be taken as anything official and does not represent any future plans or anything in development. 

    I was just at The Kraken, a retreat also known as "the most comfortable and best-fed four days in gaming", and ran a session of old-school Stormbringer 1st edition, straight out of the book, all dice rolls open and no fudging.

    Miraculously, all of the characters survived (mostly by avoiding combat) but it did serve as an excellent reminder of the paradigm shift of what players find acceptable in gameplay. 

    After the game, one of the players asked me "As the editor of RuneQuest, if you were redesigning Stormbringer now, what would you do?" 

    So here's my answer about how I'd redesign character generation. 

    First off, I love the randomness and would probably keep many of the random elements of character generation as the preferred method, but would allow for "roll on the following table, or pick a desired result" just to keep the influence of Chaos present.  

    If it isn't mentioned down here below, it's not something I feel strongly about changing. I am a big fan of random armor values, for example, as I think they fit the setting and solve the problem of using light weapons vs. heavily armored foes. 

    ++++++++++++++++++++++++++++++++++++++

    • Include a pregenerated spread method of assigning characteristics. 
    • Scaling back homeland characteristic bonuses (probably by half).  
    • Getting rid of the skill category bonuses entirely and improving base chances for skills across the board. 
    • Giving player characters their starting language skills (Speak at INTx5) automatically. 
    • Rather than random skills (1d6+2 skills at 1d100/2), players just get X skills with standardized bonuses (five skills at +20%, for example). 
    • Rebalance classes so nobles are not the end-all of character creation, assassins are not better than dedicated warriors, and make craftsmen more of a well-rounded artisan class than the wild card that they are.
    • Probably add a few interesting missing classes such as Performer, Nomad, Healer, Scholar, Trader, etc. 
    • Maybe add a sidebar with suggested options for characters from others of the Million Spheres, stranded in the Young Kingdoms.  
    • Add RQ-style Passions (Hate, Fear, Devotion, Love, Honor, etc.). 
    • Add RQ-style augments for skill rolls. 
    • Remove some of the less useful skills (Ambush, Scent, Taste, Memorize), rename some others, and add some more useful missing ones.
    • Adding something about background - either some background generation or some means of giving the character some initial trajectory. Something to both tie the character to their homeland and past, but also give them some pathos, including some skill bonuses and some initial Passions. 
    • Cut a few of those weird exception-based rules that are buried in the text. 
    • Replace Elan with Allegiance (from Elric!). 
    • Add Distinctive Features (from Elric!). 
    • Use the updated damage bonus chart.
    • Add a Renown or Reputation value.  
    • For the "lucky" few that begin with magic, make sure that they begin with a pact of service already in place, either hereditary (such as the folk of Melnibone) or a bargain they've made prior to the beginning of gameplay 

    ++++++++++++++++++++++++++++++++++++++

    Magic... that would be a page 1 rewrite. While I think the 1st edition demon/elemental summoning worked best so far, IMO there's never been a magic system that really got the flavor of the fiction. 

    Gods and cults... I'm not convinced that there are elemental cults as described in SB1, and I'm not a fan of many of the additions made to flesh out the Lords of Law. My gut feeling is that most worship in the Young Kingdoms is at the "lay member" level, versus being particularly fervent. 

    And yes, I know some of the subsystems named above are from games earlier than the current edition of RQ or Elric!, but for shorthand, I'm using those as the most direct references. (You don't need to point this out to me. Don't be like that.) 

     

     

     

    I also like the idea of cross planar characters. I'd fleshed out the vadhagh Prince from the perils of the young kingdoms, man who sells gods scenario hoping a player would die and they could pick him up. I'd also give the beggar class some love as love having one in the party and see it as a stormbringer staple 

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  8. I'd agree with most of that. Ambush can be pretty useful though. Maybe it's a play style thing? 

    Variable armour is a stormbringer staple and I wouldn't change it. 

    Imo the best magic system is the one used in corum. Nice and clean. Lots of options. 

    I've ran my current group through stormbringer, elric and currently elric of melnibone (mrq1) for the rogue mistress campaign. Our band of demon hearted mutants is kind of split what to do next, either mrq2 EoM or stormbringer and corum. I lean towards the latter as I feel it flows better. Especially for a Friday night game with beers. 

  9. 5 hours ago, Mat Mobile said:

    I searched for these posts on Facebook and couldn't find them. Either:

    1- It was deleted because of ongoing negotiations (which is a really good thing).

    2- I'm bad at internet searches. 🤪 (which is mostly a good thing)

    It was in one of the elric groups. Don't think he posts in the games one. I screen shotted it at the time. 

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  10. Campaign wise, rogue mistress is ace. I'm about half way through running it atm. Scenario wise I really like perils of the young kingdoms. Game wise I'm using the mongoose elric of melnibone rules based on mrq. But I probably prefer stormbringer plus corum as the default rules set. 

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