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JDS

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Everything posted by JDS

  1. I am planning on using the Mythras rules in a fantasy setting, but I would like to ad the stock demi-humans. Other than those races, I don't plan any other significant changes. Is there a supplement other than Classical Fantasy that covers this?
  2. I like the AC! concept, but would want to use the 7E rules.
  3. Good point. Its hard to get really authentic rugose these days.
  4. So, what period is your favorite? Mine is a Homebrew, replacing the core Flames of Freedom occult with Mythos (very easy to do). This is the Revolutionary War period)
  5. I made one post, and then responded to people responding to me. Nowhere do I suggest that I am against people having fun in any specific way.
  6. We just finished our 33rd session in my Tuesday campaign. That's 147 hours so far, and my investment is $50. Five players and me, that means I'm at a nickel a man-hour, and its still got a long way to go.
  7. I haven't bought a hard copy in fifteen years. And there hasn't been a scenario written that I would pay $60 for. Frankly, Masks is pretty much a run-of-the-mill CoC adventure, shallow draft, if a longer run than most.
  8. The pdf costs $17.50 on Drivethru. Keeping in mind that this is an old campaign, well-known and often-read. I see no point in running a campaign where your players are very likely going to know it as well as the GM.
  9. My recollection of that scenario is a bit vague, but in the 1920s Peru saw regular traffic from geologists hunting minerals, archeologists hunting ruins, and a variety of the natural sciences poking around, so you could literally run into a person with that background wandering in the wild, perhaps after a mishap that left him short of supplies and needing to join up. There was serious political issues going on in that period, too, so a reporter, mercenary, or would-be gun runner could be encountered wandering around the backcountry, on the hunt for news. That's all I've got.
  10. That's the beauty of a Mythos based more on tone than specifics.
  11. See, I don't see occult items (books are another matter)as that hard to make; if you apply the transformative principle, than use should equal creation. For example, Aztec sacrificial knives becoming attuned to Yis after X number of heart extracts. The greater the use, the stronger the connection, which should keep the number fairly small, but still enough to ensure a few escaped the Spanish policy restricting invasive medical procedures. It also explains why items keep cropping up.
  12. I don't see terrain features as being holy. And I can't see how tossing an occult item into a body of water that the thrower doesn't view as being holy works. There's at least sixteen rivers in North America which were viewed as holy to Native Americans in the 18th and 19th centuries, as well as numerous mountains and hills, so I just don't see the validity. Plus I have always avoided RL religions in my games unless historically relevant. I am looking for clear, workable solutions to destroying occult items within a long-term campaign. From a variety of sources, I came up with what I have, which should suffice. From the literature, occult items, especially books, are supposed to be rare, so their viable destruction would see to be implied.
  13. Not holy to me, so nah. Yeah, burn before reading is a sound practice.
  14. Not bad. When did the Ganges become holy? Polluted, yeah, but Holy? Anyway, this is for a campaign set in 1776 using Flames of Freedom (realistic).
  15. Classic Mythos is very individualistic, usually just a single leader, a modest following, and an elder being with time on its hands. What I prefer is elder beings with a full schedule, making pulling power from them a long-term and large-scale undertaking. I've been heavily influenced by the writings of Tim Powers and RW Krpoun, I guess.
  16. I didn't make mention of, nor reference to, pulp.
  17. My players are exactly the same way which is why I want it easy for them to destroy the. Other, it is: look at the distance to Mount Doom on map, look at pawn shop across the street....' So far, what I have: Item's primary aspect is stone or clay: lightning. Metal: Encase in a block of bronze, bury. Paper or wood: Burn. Bones or leather: dissolve in a mix that is 3 parts strong rum, 1 part pure vinegar, and 1 part black gunpowder.
  18. How do you handle it in your campaigns? I'm referring to the amulets, dagger, and other ominous life-changing trappings that crop up frequently in scenarios.
  19. 1) I don't micro-manage my players that way. Perhaps it is unrealistic, but I don't care for it. 2) Not in my settings. If it breathes, it bleeds. Anything immune to physical harm is in our plane of existence is on a short lease, and there's a way to send it back. It may not be canon, admittedly. 3) They certainly do. That's what makes a good session. I like to have the PCs deal with various issues by staging investigations in areas with rebel activity, and the like, as well. 4) Cultists rarely conduct rituals in the town square. Its normally deep in the boonies, in the cellars of old houses, and the like. I don't 'go gonzo' with anything. I figure anyone hunting cultists trying to end the world would think to take a firearm along. What sort of idiot wouldn't? What sort of cult leader planning to destroy reality wouldn't spend a few bucks arming his followers against intrusion? But yeah, it is very possible to have consistent characters. I've done it many times since 1979. And CoC certainly has a decent weapons listing, not to mention weapon supplements.
  20. Yeah, but seventy pounds for less than ten seconds of flame doesn't seem like a good trade-off. I always figure that if fire will kill it, so will bullets.
  21. Flamethrowers are still legal. But not very useful as weapons, IME. I've got one. I like a mix of gunplay, roleplay, and investigation in my campaigns. It brings a good variety to the table.
  22. I find that extra violence tends to make it easier to recruit players (I only game online), and it breaks up the investigations, keeping things fresh and interesting. Plus there's always players who, when things get complicated, will point out that in the 1920s you can buy Thompson SMGs at Sears & Roebuck, and BARs through the mail. So it is best to be prepared. And to be honest, I didn't pay $99 for a Roll20 Pro subscription not to use tactical maps. 😀
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