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Everything posted by PoppySeed45

  1. I see. Hmm. My impression was, costs in M-Space are lower, which frankly, I wanted to use (to create a feel more like Firefly for costs instead of the Traveller “for some reason you and your friends, virtual nobodies, are being given a loan for 23 million credits on the assumption your tramp freighter business will somehow generate a few hundred thousand credits a year over expenses”). Ah well, that’s the answer then. Thanks!
  2. As said, gearing up for a Drinax game. I figure, my players are obviously going to get into starship fights (pirates, after all) and will get their ship(s) banged up. My question is, how to figure out repair costs? I haven't seen anything (yet) explicitly calling out costs for ships (except maintenance at 1% per month/4 sessions). Am I missing something? Or do we assume it's like Hit Point cost (i.e. 5000cr per hit point lost) and cost to replace something (like 1000cr per crew stateroom if that got hit, for example)? Or some other figuring I'm missing? I feel like the answer is probably quite simple but my haphazard reading is missing it...
  3. That's a pretty good set, and more or less what I was hoping for. Thanks a lot. I assume, obviously, we adjust the add on points at the end the same way (i.e.50 extra points at each tier). And yeah, assuming I ever get to start this thing (looks like the middle of July as I'm busy with projects now), I will definitely report! Assuming I remember.
  4. So, I've finally started my great M-Space/Pirates of Drinax experiment. In preparation, I'm messing around with the Companion, and trying out the Origins tables. In terms of skill points, M-Space says: So, I'm wondering, is there somewhere that says how many points a character should get if they're NOT "novice"? If not, is there some best practice that others have regarding point totals and the like? I ask because, in the game I'm going to run, the PCs will be "important," that is, leaders of larger military units and/or government offices. I expect them to hobnob with high level ministers, politicos, and such not. Are there any guidelines for different "levels" in M-Space (either base rules, or in the Companion)? For example, Mythras does so by age - you roll/pick a certain age, and then gain extra skill points by upping that age in increments of 10 years (with the implications that Old Age happens at 40, IIRC). M-Space doesn't touch age (is that because myths Imperative doesn't? I've never read it). So...how many points for, say, a Seasoned character? Or a Veteran?
  5. An excellent review! So excellent I bought the print book on Drivethru and am looking through the PDF now. Great so far! Also, I think this has finally pushed me to get off my rump and get an M-Space game going (as I am thinking of already). Nice stuff!
  6. That's great stuff! Bravo! Maybe you could include something like this in the Companion? Because you've already got a customer for it in me; I'd love something like this there. Thanks a lot! And to answer you earlier - no, I haven't used any of the rules yet; this will be the first time running Mythras, or M-Space for that matter.
  7. So, as part of my home project of maybe using M-Space for Pirates of Drinax, I've got this notion to use Extended Conflicts for Mass Combat (to be honest, the Extended Conflict rules remind me of Mouse Guard or Torchbearer, which is when the light went off in my head). Has anyone done it (or even just used them for the super-simplified combat; I'm eyeing that too)? What skills would you use for it? Thoughts?
  8. I see. Hmm. Then I'll give it a stare. As said, I tend to run "political" games, so, I need things like that. It's why I'm still grappling with my choice.
  9. I read that. Just seems a bit...bare, I guess. I felt the one in BRP was a bit more understandable;e, or robust (I mean, not by much, but still). I'll have to reread it then.
  10. So, I'm thinking of running Pirates of Drinax in M-Space, though my emphasis tends to be on the politics and what not (so, I'll be using the background and ideas from PoD, but not the actual adventures except where they intersect with politics). With that in mind, I'd like to sudan abstract wealth system (this is one of the main reasons I'm looking more at Savage Worlds - the current edition has such a system, and a supplement written for it expands those rules). Still, M-Space is BUILT for this, but...Mythras no has such rules. Except in Rome. I have that supplement, and looking at the wealth system, I realize there IS no wealth system, or at least, I can't find it. In the BGB for BRP, I can use the Status/Wealth mechanics there (and at least gives me an idea of how much things "cost" within that system), but I'd rather use something made for Mythras. So, am I crazy and there is no explanation of the wealth rules in Rome? Also, side question- are there any decent mass combat rules for Mythras? It seems a lot of setting could have wars, but there don't seem to be rules for battles. I've looked at Mythic Britain, but those rules are only for, it feels, Bronze or Age fights; could they be used for more modern/futuristic battles?
  11. That review is one of the things that got me to buy the game in the first place mate...
  12. Well, I may have to just try it then. I don’t know what gets me (what I’m trying to figure out here). I’ve run Burning Wheel and GURPS on the regular, so it isn’t complexity at all. Just...I don’t know. So, just running the darn thing may do it. Maybe.
  13. A simple question with probably a non-simple answer - for those that have been exposed to both, why do you prefer BRP to Mythras? I ask because, while I own several Mythras books, for real, I can’t get myself to run the things. I’m trying to suss out why. I’m not a fan of hit locations for sure (though M-Space helps mitigate some of that). I’m actively intimidated by the combat special effects (it isn’t the complexity; I’ve run Torchbearer and Burning Wheel with no issue). I’m okay with splitting skills into Professional and Standard. I sort of get the idea behind why combat styles. But on the whole...something’s off. So, please help me figure it out. What’s holding me back? Why do I find the BGB a better read (despite the fact the book is literally all over the place)? I can say one thing: I MUCH prefer Wealth Levels and Status rolls to actually coin; if I ever run Mythras that’s getting ported right in. Folks?
  14. The particular player only went for a little power; makes me almost not want to bother...
  15. Maybe! Except I would have to own it...
  16. To make a long story short, I am gearing up for a Shadow of the Beanstalk campaign, but using M-Space as the base (we tried the Genesys system itself and found it weirdly lacking in odd places; a different topic for a different day). Anyway, I thought this would be an easy conversion because almost all my players chose to play Normals (unmodified people); everything else we've already established in-game exists in M-Space, and the system even adds some stuff that's really handy (like Circles) that will be useful in our espionage cat and mouse game. However, no cybernetics or, more germane, genetic modifications. Of my players, ONE, of course, has gene mods. I'd like to model this, and I've sort of decided to use the old Mutations rules from the BRP BGB. This will work, no worries, especially rules-wise, so, that part is no problem. The problem is, how to cost it? That is, I shouldn't just hand the player a new power or two that others don't get. The table REALLY likes the idea of balance (or at least, opportunity for balance) and so this is a real concern. My initial thoughts are: 1. Give the other players like 50 extra skills points (in essence, making the mod cost 50 skill points). 2. Like other "special abilities" in Mythras, like Mysticism or Sorcery, tie using gene mods to one or two skills; in this case, the skills wouldn't be something the player rolls, but it would represent the threshold of what they could have. Like, have a Gene Mod Installed skill, and have each 25 points represent a minor Mutation, and 50 points a major one. Obviously, I'd use something similar for cybernetics (say, based on the superpowers in the BGB). 3. Some other cost, like Pow or something (I actually kinda detest this in BRP games, but maybe...) 4. Give it to him and hope nobody gripes (fat chance!). Of course, it's also possible since we're switching over, that someone will decide to change their character and go, say, with a cyborg. This is a side reason for the change, by the way; no one seemed interested in engaging with Genesys beyond the surface; no one found the cybernetics interesting, simply, based on the cost (which is Strain in that system) at character generation. Thoughts? Also, may I call out to Clarence Redd to PLEASE make cybernetic/genetic mod rules and release a Companion or something? Pretty please? I'd buy the hell out of it.
  17. Recently started a campaign set in Dragon Pass for Blorantha newbies. We started with a small, isolated Orlanthi clan situated near Clearwine, that hates Lunars but is iffy on the tribes nearby. I started the game in HQG but found the rule set not crunchy enough and hard to GM; had an internal debate about switching to RQG (which I got recently), but have opted for Mythras instead, which We will play the first time next weekend. My only issue is, how to start: we are picking up where we left off in the campaign, but I mean, do I start with a quick combat scene, or some other scene (just to give them a chance to roll some dice and see how some things work).
  18. Thanks for the caution! I was planning to at least print up some Effects list and like that; this group handled Burning Wheel combat matrix (and the one for Burning Empires!). so I'm not actually too worried on that score. Just the first few sessions will be awkward, as always.
  19. As it says above, my group has decided to go for Glorantha, and I ran two sessions in Heroquest, decided it wasn’t crunchy enough, and thought I might run it in RQG. Looking at RQG, weirdly, I sort of felt Mythras might be easier and more “straightforward”, including in combat. IS it smoother in combat? Also, I feel like maybe the Shaman rules are a bit tighter in Mythras compared to RQG. Indeed, the main thing I like rules wise in RQG is the direct tie to the runes - otherwise, yeah, I’m not sure. Mind, I don’t have RQ6, but Mythras - are they different at all? Is RQ6 more Glorantha than Mythras? Also, I’d be teaching the game to experienced gamers, but still, first time with d100. Is it easier to teach than RQG?
  20. What I mean is, at least, if I don’t run things in a way that there are “large bits of time passing that include activities that must be done” then I’ve found players will micromanage every second, ludicrously having, say, no leisure time or time wasted or anything. Having a one adventure per season implied structure solves that neatly.
  21. Which I totally agree with. Otherwise, players WILL micromanage every second of every day, and the campaign will crawl towards nothing. But if we've got a fixed campaign moving forward calendar, that works perfectly.
  22. Everyone, thanks very much for ideas and advice. Talked to my group as well about it, and they wanted the Adventurig Chief! They want to deal with the political ramifications of such. So...that’s where we’re headed.
  23. So, I have a situation in my game where one of the PCs has become the clan chief (totally player instigated). Anyway, as it happens, there are things to do in the world, and the PCs are set in traveling about to go do it. Thus the question - is it “okay” for the clan chief to run around adventuring? RQG seems to imply a structure of “one adventure per season”, which is what we’ll fit. So, would an Orlanthi clan accept the chief gallivanting around part of each season, returning, and then going out again next season? Is there an expectation (because of connected to the clan spirits or whatever) that they hang around more or less all the time to govern? Or what? Because my players definitely want to gallavant around, but this chiefdom thing was a big deal in game. Folks?
  24. On page 257 of RQG there are the list of Spirit Magic spells. Listed there is the spell name, the magic points, and cost. What is cost? A one time fee for the fetish’s for the spell? A cost you must pay (for materials) every time you cast the spell? Or what? I can’t seem to find a reference for what it is in the Magic chapter or anywhere else. Or I’ve just super missed it (which means page references are appreciated!).
  25. This is all really great, thanks for this. Running it as scenes this way might do it. Though I'm wondering if, as the skill says, letting numbers and training/eliteness modify the role, or simply make it Difficult or what. Thanks!
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