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Puck

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Everything posted by Puck

  1. Although it has paranormal elements, it could easily be used for a more historical down-to-earth setting. It is a solid supplement and worth while if you want to do anything with the old west.
  2. I know where you are coming from. I love to buy stuff I know that I will probably not use just to mine it for ideas- especially if it is BRP related. I hope the Green would be very helpful in this regard. While the Green has background on its specific environment there are a lot of things that may prove useful to any fantasy campaign. There are a number of weird or familiar new monsters and races that may prove useful. Many of these are of course adapted to swampy or arboreal environment. The first among these are the Goblins or Trogod. They have animal affinities or alliances and practice totem based magic. I used these long before I started writing the Green and I imagine they could fit in any high fantasy world. The magic system helps to divide the Trogod clans into Leopard, Crocodile, Rat and the malicious Bat Trogod. Others include: Mamprusi (Intelligent apes) Tree Children (Pygmies, similar to Halflings/elves) Morpa (Very old and intelligent Sloths) The Green’s take on magic could also prove very useful. Much like the Glorantha of old, the Green is pretty magic heavy. It is assumed that most adventures will use magic. Magic is taught by traditions that teach different Glyphs. Each glyph allows for certain kinds of spells and other powers related to realm of influence. For instance the glyph of the Leopard (Called the totem of Peruth) allows characters to cast spells that increase their stealth, agility, etc. whereas the glyph of wood (Wealding Glyph) may allow for spells that meld wood or increase the efficacy of wooden weapons. Included in the Green are the glyphs of: Wood and Plant (Wealding Glyph), Physical enhancement, Mental Enhancement, Spirit, Arrowdancer (for Bow users), Earth, Water, Beast, Commerce, Alchemy, and Une (which is something like Chaos). Also the Totems (which are really just animal based Glyph) of: Leopard, Crocodile, Rat, Frog, Bear, Monkey. There are also a number of different quirky tribes and peoples and locations of interest that could easily be cannibalized to fit in any fantasy environment. On the other hand the Green probably would not be very handy for someone who wanted a more historically based campaign for obvious reasons. As far as being available in print format, I cannot help much. I am also waiting with my fingers crossed. I have no real reason to believe that it will not be available sometime soon. The last time I heard from Dustin was when I sent it in and he hoped it would be out in January.
  3. :thumb: Very cool. I have been curious to see what some of your senarios were like in the undersea setting. The cameo idea is very good. It would be nice to have a dedicated space for this type of thing on the wiki--mini adventure ideas and the like. I find this type of thing very helpful when scratching my head for adventure possibilities. I am sure people on this site could come up with a lot of cool stuff.
  4. Whoops I was a little slow on the Draw. The attachment is a color picture that I was going to give to Triff for an add for the Green. The Pdf came out way sooner than anticipated and I never used the cover. Rather than rotting in my computer I thought I would post it.
  5. There is a option bar at the Chaosium Web site that says downloadable books. Then choose BRP. Optionally if you hit the requires purchase option for any PDF it will show the number sold. I do not know how writers can track printed copies though. Other than the number of PDF's sold the rest is just speculation. By the way congratulations on Witchcraft. I have not bought it yet as I was waiting to buy it in printed form with some copies of the Green to save in shipping. I am looking forward to it though.
  6. That is is not very good news. The Witchcraft PDF came out only a couple of days before the Green. It seems that they should have gone to the printer at about the same time. The Green has not sold as well as Witchcraft though and it is bigger so it may have been more expensive to print. I can only hope they still intend to make a print version. Chaosium is mysterious though. The PDF came out way sooner than I anticipated. On the bright side I have not heard that they were not going to print it either.
  7. I sure hope they do a printed copy too. Originally, they mentioned it may be out in January, but I have not talked to for a while. I am keeping my fingers crossed.
  8. Cool. It is neat to see the Green growing in ways I never imagined. You may find ideas that you can use in your campaign toward the back in the section on the Ancients. Their is a blurb on the gates themselves. There may be other ideas in that section that you can grab to use in your campaign. For instance, one of the Ancients is a blind twisted little man who plays a flute and "watches" over one set of gates. The other thing that may help out is the material dealing with the Une. Unec magic and spells are in the magic section and then there are a small number of unec monsters is the bestiary that may go well with the Lovecraftian theme. I hope you have fun with it. :thumb: Please let me know how the adventures turn out.
  9. Puck

    The Green

    Wow! I almost fell off my seat. :eek: I did not expect this for some time yet. Thanks, Hopefully it can provide a lot of fun.:thumb:
  10. I think we are coming to a consensus. :thumb: Does anyone object?
  11. I thought that interest is now going again it would be time to start a new thread. I was getting confused with all the ideas that were brought forth. Organization is not my strong point but I was trying to wrap my mind around what we have. Settings? Akershule: Like many others I would love to learn more about this city. Green: Sky Mountain: Any others? Does anyone else have any plans. Would be nice to allow for: The Realm from Basic Fantasy. Alternate Earth (lots of BRP stuff for that now and more on the horizon) The world from Light Without Shadow Trollslayers (this could easily fit into the Green). There are actually a host of really good others from BRP Adventures. Not that we would want to get into any trouble messing with anyone else’s works. Just allow space for them if someone owns the Monographs and wants to use them. The ongoing question of whether the shared world is a single world or multiple setting, sharing themes may need some ironing. It seems like the consensus is both: 1. There is one central world that can be developed containing Akershule (I think this is what Rurik has in mind), and possibly the Sky Mountain concept as well as anyone else who wants to add to it. (I find the Sky Mountain idea cool, but it makes things hard for other potential world makers as well as map makers). The Green could also go here, but it may work better in the second option. (At least I think this is what people have in mind). 2. This world can then be connected to other individual worlds that may have different tech levels or backgrounds by Gates, misty seas or whatever. I think it would be fun to come up with skills, spells and stuff detailing possible options of how worlds interact- possibly another setting in itself. Gm’s could then play mix and match with the settings they would like to run. Different settings could still interact with one another through seas, gates or whatever based on the world builders or Gm’s. Again, at least this is what I think is going on.
  12. Wow! Very cool looking! I must say everything you release seems to step it up one more notch. :thumb:
  13. I picked this up at a dollar store a few years back and forgot about it. I just dug it up again. Thanks. Several other CD's I find that I listen to a lot are Pan's Labyrinth and The Fountain. Two more really great soundtracks from movies that were not well received are Waterworld and the Original Hulk movie.
  14. Puck

    The Green

    Doooough! Sound of fist slamming skull! I have read "King Solomon's Mines" and quick looked through it for cool quotes for the Green within the last year. Good stuff. Somehow the name "Haggard" never stuck in my mind as the author. I have not read "She" though.
  15. Puck

    The Green

    Hmmm. I have never read Rider Haggard. I may have to look it up. When I first started thinking about the Green I was thinking along the lines of a world of huge trees. I was always fascinated by this type of world whether it was Niven's Integral Trees or Arboria. I always enjoyed climbing trees and often played and dreamed about worlds were people live in and adventured in trees. I came to BRP through Runequest so I tried to imagine a world like Glorantha, but set in these huge forests rather than the Praxian plains. The forest naturally led to the Rivers which would be the easiest way to travel in a flooded country. That is where connections to literature really started humming. The Green started seeming like the Heart of Darkness or any one of the lost-world type settings. I always thought that the Green would be for fantasy or possibly, with a stretch, sci-fi setting. I had forgotten that Burroughs and others had mixed fantasy or at least prehistoric worlds with the modern age long ago. Not long after several people suggested it as a Cthulhu setting. I had never dreamt of that, but if done right it could be rather cool. The Green does have a mythos or legends of its own, as well as a suggested outer world. One of the prime elements of the Green is the Outworlders or Ichorites (Alchemists) who are setting up forts and outposts along the rivers. These will need to change or be adapted to fit the setting of the outside world.
  16. Puck

    The Green

    I was kinding of aiming at this sort of feel: large animals, dinosaurs, and wierd tribes. I was reading Doyle and Burroughs in the middle of writing it. I think this shows up most in the Monster section. I do not want to give the wrong impression, there are crunchy rules bits in it, I am just a little worried at how well I carried them off. Gm's should see this material as rough guidelines and feel free to tinker. I tried to leave the normal BRP options open and that made a few things a little difficult. I would like to think the Green could link into Barbarians of Lemuria pretty well.
  17. Great news! Congratulations! I am excited about seeing the miniatures rules. As I bought a hard copy I hope I can still download the newer version. Keep up the good work.
  18. Puck

    The Green

    Thanks all! Hopefully, it will live up to expectations.
  19. I recently sent in the monograph of The Green to Chaosium. Dustin let me know that they have received it and it may be finished by January. I just hope there are no bugbears lurking in the shadows. The Green is a fantasy setting occurring in a densely-forested arboreal continent. The Green draws on a number of different ideas and should resemble a mixture of the New World Americas or Africa of our own world, the Endor of Star Wars, or Aborea of Flash Gordon. It should have something of the feel of early fantasy and sci-fi stories of Burroughs with just a tad of King Kong’s Skull Island added in for flavor. Although a full fantasy setting on its own, the Green can be adapted to fit other existing settings without too much trouble. For those who are not looking for a new setting, the Green offers a pile of ideas that can be cannibalized and brought to any jungle or forested regions of existing game worlds. The Green consists of: Introduction: An overview of the land. 1. Cultures Under the Canopy: Details a number of different cultures and playable races including stats and backgrounds. It includes: The Nefira: Tree-faring Humans who have adapted to living in the Green. They have developed their own culture, dwelling high in the canopies above the murky swamps. Rivermen: Both local tribesmen and newcomers from the world beyond who make their livings and seek their fortunes on the river arteries that lead into the jungles. The dense forests of the Green hold a fortune of valuable tree products, and factions from the outer world are competing to establish trade routes into the land. Hillmen: Tribes of fierce metal-wielding barbarians who live in the mountains that skirt the Green. They have great reverence for the powers of Stone and Earth. Some tribes follow the cult of an ancestor-hero while others look to their earth witches for guidance. The Goblins or Trogod are a race seeped in animalistic traditions. Each tribe and sub-race looks to particular animal totems for meaning, ritual, and magic. The Tree Children: a pygmy race living in the canopies of the Green. The Tree Children are accomplished weavers of the wealding or tree magic. Mamprusi: A species of intelligent apes. Morpa: The Morpa are a highly magical long-lived race that resemble sloths. They, like the Tree Children, are potent users of the Wealding Way. 2. Glyphic Magic: Introduces a new magic system (not anything terribly new or complicated), and numerous new magic traditions (Cults). These traditions take up considerable space in the document as they make up a large part of the society of the Green. Magic is based on Glyphs and Totems. The spells and other magic characters can use are dependent upon the Glyphs or totems that their traditions teach. Also included is a section on alchemy and potion brewing. The various flora of the Green has proven highly valuable as ingredients for potions, both magical and mundane. 3. Bestiary: A number of new creatures to inhabit the forested land. 4. A Gazetteer: Describes the major settlements and ruins of the liana hung world. 5. Game Master Section: Suggestions of how to adjust the Green to playing styles as well as how to adapt the Green to existing game worlds. It also discusses many of the legends and myths that could lurk in the verdant jungles. 6. Adventure Hooks and suggestions for campaigns and events. Unfortunately, the Green does not include specific statistics for individuals. I was constantly trying to keep the page count down and decided that was one place where I could do it. It also does not include an introductory adventure (Sorry Triff). At a certain point I just had to go with what I had finished, otherwise I would be working on the thing forever and it would not have seen the light of day. There is an adventure that is about ready to go though. Warning As I am a novice and have never really written gaming books before, I am sure that there are some problems with the monograph. There was too much stuff to properly play test, and I wrote the whole thing in a bit of a vacuum. I have never been a real stickler when it came to role-playing rules…story always came first. I also felt that I was walking a fine line between being new and unique, and adding so many new names and ideas that the world took a huge effort to understand. I hope the mistakes are not overwhelming. I had hoped that I could support the Green from this website, adding personalities, maps, new traditions, or adventures. This is provided it is O.K. with Triff and causes no other legal problems with Chaosium. If anyone is inclined to write stuff for the Green I would greatly welcome it as well as any other input or help. The monograph is merely a starting point. I of course would love to see the Green grow and I believe there are a lot of possibilities still lurking in the shadows under the boughs.
  20. That is how I understood it. All the legal stuff on other threads has my head spinning. The thing is why would they not want me to support it and drum up interest? I just recieved word from Dustin yesterday. Chaosium does have the manuscript. He said it should be out sometime in January. :thumb: By the way could I send you a new picture for the update?
  21. This would certainly work... Sounds very Lovecraftian. Do you have the Dreamlands book? The last time I tried to order it they were out. Yep! Is this new CoC campaign related to the Templar campaign you talked about earlier or something entirely different? Just fishing for ideas- What other types of travel would be possible? Gates, Spells, Potion or Drugs, Caves or Rooms, Ships.
  22. Whoa, I am glad people seem to like the Mist idea. I was not sure how well it would be taken. The individual island or continents could certainly be mapped out. But until we have more details of the different settings, it may be hard to map them out in relation to one another. I think it is important to see where people like to go with their settings. Several other loose ideas: It would be nice to have a number of detailed small islands-Maybe along the lines of one-off adventures. Kind of like the stops of Ulysses, or Sinbad in those Great Harryhousen Movies. Does anyone have any ideas or motivation for a little detailed adventure on an island? Another thought would be an inn or tavern, some sort of stopping place that would be easy to navagate to no matter where you are in the misty oceans. Maybe it could be located on a small island at a place where currents cross. One other possibility would be an magical order of Navigators possibly "Mistagogues" or something. These could vary in different settings, but there could be a default. They would have spells not only to help them navigate but also to move ships in becalmed waters (maybe summonings of Air or Water elementals). I do not think it would be to hard to write up a template for the order or tradition. Depending on the setting they could be kind of otherworldly npc's like charion or a fully usable character "class. It is just kind of fun dreaming up ideas.
  23. Hmmm, just playing with ideas here, but what if the world was divided up by say misty seas that are hard to navigate. Long ago someone mentioned the shared world having different islands, like Earthsea. After all, in the real world, navigation was not very easy and cultures developed pretty much independently and least until the age of exploration. The sea itself could even be a bit of a spirit plane that is hard to travel without some form of technology or magic or some form of mystic navigator. Some continents or islands may be close to one another and open up trade, while others may be almost impossible to get to. The Gate concept could still work; just another type of travel. People could develop whole continents or simply create small islands. These could be one shot adventures. If the mist seas actually divided worlds or planes, some could have Sky Mountains or other weird physical features. All in all the shared world could have the feel of the Odyssey or Gulliver's Travels. Is this feasible at all?
  24. Whoops, I just double posted when I ment to edit. Hopefully this will wipe it out. I think Parallel panes would work well. I may have answered that in the last post. As to the size of the Green, I never put a measuring stick on the map. I fiddled over it a long time, but then just thought it should be as big as the GM wanted. This may have been a mistake. I personally envision it to be about as big as a U.S. region. Like the South, or the Midwest- possibly the Amazon river basin or West Africa. I think it works either way, but I wanted tribes and peoples to be close enough to interact. The generally small region of Prax, the River of Cradles and Startar worked very, very well and made the interaction of peoples very believable. That being said, I left the whole southern portion of the Green open to futher possibilities. One thing I thought about having availible for download is a island version of the Green. It would not be hard to twist the map to make the whole thing a single island so it can exist like a Skull island. That may make it fit better to other peoples worlds.
  25. Should each of the shared worlds develop more independantly of one another?- No universal things like Sky Mountains. That way people could make their own settings and, as they see what others were doing, they could find similarities and eventually through magic spells, gates or whatever connect to each other. The individual authors could come up with methods that would allow for connections. Authors who have similar worlds and tech levels could slam them together on the same map and begin trade nogotiations...or wars. >:->
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