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About kronovan

  • Rank
    Junior Member


  • RPG Biography
    1st experiences were playing & GMing AD&D 1e and Travelers in the mid 80's. Setting writer for Interface Zero 2. Enthusiastic homebrewer with Savage Worlds, Cortex Prime and True20.
  • Current games
    Mythras, Savage Worlds, D&D 5e, Cortex Prime, FATE/FAE, Open D6, Battletech/A Time of War
  • Location
    The Wet Coast of Canada
  • Blurb
    Current world affairs play out like grand, absurd roleplaying game; unfortunately most players don't bother to peek behind the GM's screen.
  1. I really like the psionics in M-Space, but you're correct in that it doesn't quite fit with powers/magic in my homebrew. Part of my challenge is that my psychepunk setting was originally brewed for the Savage Worlds system. In that RPG powers are purposefully generic and it's up to the GM or player to flavor them with trappings. There's also few utility powers in the system. All of which supports the common criticisms that SW powers are too generic, which is almost always due to the GM or players not taking the time to trap them, or being ignorant of the need to. Apart from cosmetic descriptions, trappings also add some play mechanic boons to powers so players miss out by not having defined them. For my setting I wanted to build in some structure to trappings and avoid the generic. I took trappings way out there by basing all powers on 5 core energies and 8 trappings/disciplines by which those energies are manifested - it's subtext as to why they emanate from 5 energies. Those trappings reflect the characteristics of the core energy they're linked to. When a character manifests a power, their trapping descriptions are always activated in the form trapping+power name. So for example; Varma is one of the the core energies and is what we would think of as thermal energy, while Brenna is that energy manifested as heat. If a player were to manifest that trapping as the SW Blast power, it would be activated as Brenna - Blast. The cosmetic aspect to the trapping could be anything heat related; fire and flames, melting objects, visual heat distortions, etc. There's a utility component to the trapping too, in that a player with even a novice understanding of the Brenna discipline can do some simple things involving heat; i.e. lighting a candle, igniting dry kindling, quicken the drying of a wet t-shirt, etc. I've read through the 5 different magic chapters in Mythras, but I haven't found 1 that exactly matches up. Mysticism is probably the closest, but not all of my trapping-disciplines align with it. While hedge magic is some ways is similar to power disciplines in my setting when at a novice proficiency. I've done enough converting/adapting to be aware that the best approach it to always only adapt flavor, but I'm struggling with even matching up the flavor of my setting - no doubt partly due to magic being so well detailed in Mythras and the 5 forms being distinctly different. The who, when and how many, is also a challenge in making the powers in my setting work with Mythras. While my trapping-disciplines restrict the powers a player initially has access to, players are able to unravel the mysteries of other 8 disciplines through the course of their life as a psychepunk. As well, all PCs are able to acquire 1 or 2 powers (dependent upon their core Spirit attribute) from a single trapping in their most novice form. There's also a further awakening of 2 additional energies and 4 additional trapping-disciplines, that a psychepunk can awaken to at advanced life stages - called ranks in SW. In my setting there's 4 degrees by which a PC may have embraced powers; those in which powers are only stirred (all PCs), those in which they're awakening (PCs with a SW Arcane Background edge), those in which powers have been awakened (PCs with an AB @ Veteran+ rank) and an obscure clique -most citizens only consider them a myth- called the Wakers. Wakers can learn all 7 core energies and 12 trapping-disciplines. Initially players aren't even aware of how find or become a Waker and must discover them through adventuring. Then having found them, must undertake a potentially fatal, weird and maybe even humorous process in one very weird and obscure location. In SW, the ranks make it very easy to gauge where a players at cradle-grave, but are broader than the more restricting levels found in other RPGs - there's only 5. With Mythras though, it isn't so clear and I have a hard time wrapping my brain around how to handle the "when" with magic/powers? Anyhow...didn't mean to ramble on so long and derail this thread - I've been pondering this recently, so it's still fresh in my mind. The SW edition of my setting is very complete and I'd start going through the Pinnacle approval process tomorrow, were I not lacking the art work.
  2. Haven't had a chance to read it yet, but since I bought M-Sqace last month I bought this too. I still haven't decided if Mythras is the system to base my psychepunk homebrew upon. I like lot of the potential in the core system, but the magic doesn't seem to mesh that well with my homebrew. As per usual though, reading of more ways to adapt the system always helps.
  3. Concealing the last of the toilet paper from the rest of the party in a post-apocalyptic setting. Sheesh - how is this not an important enough skill to dedicate points to ! 🙈 🙉 🙊
  4. Good to know, the Waterlands adventures is the only Mythic Britain PDF I don't own. I typically write my own adventures and campaign arcs, but I liked the campaign and adventures in the core book enough to begin with those - quality stuff. I'm curious to read, hear or view what Waterlands might add.
  5. No worries Lawrence, I could make out the majority of what you said and could always get the gist of it. I lived for a few years in rural Canada when analog phones with party-lines was the most bleeding-edge communication tech most could afford - ouch! I'm spoiled by living in urban Canada on the west coast now, but at times it boggles my mind how Internet speed can crawl and sputter even here. My recent reading of the Mythras rules and running some Mythic Britain adventures, has gotten me far enough along with the system that there wasn't too much new info in the podcast. I wasn't aware though of the new companion and that you TDM folks were the ones behind the Mongoose Runequest edition. I was hearing good things about that edition on my return in 2010 from a very long absence from P'n'P gaming. Last month one of the couples in our CoC gaming group was boxing up to relocate to Halifax and brought by a complete set of the BRP Ringworld boxset books. They knew Ringworld was one of the bright highlights of my childhood Sci-Fi reading and I'm keen on finding some way of getting this gift to the table with Mythras. So...I'd really like to hear one of you folks at TDM give 30 minutes or so in a podcast on the best practices, or maybe "the tips and traps" for adapting older BRP settings to Mythras. With BRP being around for 40 years there's so many great settings out there, but for someone new to Mythras like me it seems like a daunting task even if it isn't.
  6. Very good podcast - nicely hosted. I did at times have some difficulty making out all of the words of Lawrence Whitaker - I'm guessing it was a device or connectivity issue on the guests end. I admittedly don't give Mythras as much attention as some of my other RPGs being very new to it, but having recently purchased Mythras 3e and Mythic Britain along with its supplements, I'm also not completely in the dark. So I was surprised to hear the release of a Mythras Companion is imminent - very glad to have discovered that with this podcast and I'll certainly be purchasing it. Where do we send any suggestions for future podcasts?
  7. Many thanks for all the replies. I've now purchased The Glorantha Sourcebook PDF and visited the notesfrompravis website. That site does indeed appear to be very comprehensive and I'll give it a thorough browsing before considering any more purchases.
  8. Of for sure and I realize that, but for an old and decrepit gamer like me with waning memory, keeping PDF purchases under one umbrella helps. Yikes, @ $66.28 CDN you're not kidding! That seems a bit steep considering I just bought the Mythic Britain, Mythic Britain Companion and Mythic Britain Logres PDFs for less than half that. That's more $ than I want to spend for an initial investment, so I'll probably start with the Sourcebook and if it hooks me in and leaves me wanting more, consider getting the rest too.
  9. I do own the Runequest Roleplaying in Glorantha PDF and I'm wondering if it might provide some of that missing setting content you mention? Just prior to purchasing that PDF though, I'd bought Mythras and after a quick read of it I preferred its organization and presentation and concluded it would be a better fit more my gaming group and I. Admittedly though, I'm more of a universalist for RPGs and tend towards rule books that aren't tied to specific settings. It's also my approach when adapting a setting to an RPG, to adapt flavor as opposed to actually converting. If there's chapters in RQG I should give a read through though, I'd appreciate hearing about them. I'm very comfortable with that approach and it's in fact the way a campaign I'm currently playing in and another homebrewed setting I'm running, are being played and run. My searches for the Guide to Glorantha book on drivethrurpg didn't turn up any results - I'm wondering if Chaosium has stopped publishing it, or never bothered to publish it as a PDF? The only Glorantha books related to cults I can find on drivethrurpg are these 3: Cults of Terror; Gloranthan Classics Volume III - Cult Compendium; Cults of Prax. Are those the Glorantha 2nd Age publications you're referring to, or are they something else? The Cults of Terror actually looks to be a book created for the most recent RQG rule set?
  10. Thanks for that link 7Tigers. From that review, it reads like the kind of sourcebook I enjoy and appreciate. It does indeed sound adaptable to other RPGs.
  11. I've only ever sat down to tables running adventures from the world of Glorantha a few times, but the setting did intrigue and stick with me. On those few play occasions, after the sessions I queried the hosting GMs about setting details. The responses left me with the impression that it'd be cool to run a campaign or even a short series of adventures in the setting. Then the other day I noticed in the Runequest sale on drivethrurpg that The Glorantha Sourcebook is on sale at 50% off - quite a discount. The book reads like it's system agnostic based on these comments from the introduction in the preview: That certainly seems to describe it as a book that could work with other RPGs; especially one based on d100 like Mythras. I then saw this recent thread in this forum and reading it leads me to believe there's more work than I would have first imagined. I've done my share of adapting settings to other RPGs, but I'm new to Mythras. From what I read in that other thread, it seems like setting specific Cultures and the rune magic are the key differences. So I'm wondering how applicable, or adaptable, that sourcebook could be for Mythras?
  12. Cool discussion and one I feel compelled to join. I'm new to Mythras, but are interested in how it could be used to craft a cyberpunk setting or run some cyberpunk adventures. As much as I hate to admit it, I started reading SciFi as a kid before the word cyberpunk was invented. I started on the genre when some of the "new wave" of SciFi authors were still pumping out pages. I read stories and novels by Dick, Ballard, Ellison and Farmer (authors the early Cyberpunk writers claimed to be influences) in the 70's, while they were still fresh. Back then the only thing "cyber" written about was cybernetics; the study of systems of control. I remember having the Whole Earth Catalog (the Hippies' directory for everything you could spend $ on) at home and Cybernetics always got a page. I was too young to grok what it fully meant, but I was fascinated by the pictures and words. Later in High School I made searches and inquiries about cybernetics, but the only thing I could find were older 40s & 50's references on the original subject; none of the cool, heady stuff in Whole Earth. Eventually I got caught up when periodicals arrived with articles about the newer, 2nd Form of Cybernetics. In its new take on the subject, it was as important to study those who studied the systems of control, as the systems themselves. I recall the 2nd Form becoming a buzz topic in the late 70's and my mom once getting pretty pumped up about attending a lecture by one of the theories main proponents. Later on in college when I read more on it, I was quite meh - seemed like just another "new age" academic trend. So...where am I going with this? If you read Bruce Bethke's description of how he arrived at the term Cyberpunk in 1980, he describes how he had a list of cool sounding terms like cyber and techno and played around with making combos with terms for socially misdirected youth. Out of those, cyberpunk stuck. William Gibson mentions that when conceiving Cyberspace, it emerged out of his thoughts as a cool buzzword, but it didn't really have any true semantic meaning. I'd speculate that the term "cyber" was likely bouncing around in both of those authors grey cells, due to the popular buzz around the time for 2nd Form Cybernetics. For me the idea of systems of control has stuck and forms part of the foundation of how I view this subgenre. So I paint my definition of cyberpunk with a broader stroke; it's all about punking systems of control in a near-future setting. Systems of control can be as varied as digital terminals that control massive info networks, to cybernetic implants that augment and control muscles and bone, to traditional man-machine interfaces that control legacy systems in the oldest recesses of cities. While the punks are as varied as the systems themselves. They can be the usual suspects like hackers with attitude or back alley implant pushers, but they can also be corporate execs out for personal gain, punking systems via illegal skunk works run from forgotten wings of their corporate towers. The punk aspect does of course still needs to include some element of bad attitude or contempt for moral standards. There's a lot of leeway though in how that's expressed in characters. A near-future time frame, is also what separates the cyberpunk flavor of punking systems of control from Steampunk and the even chronologically closer Dieselpunk subgenre. I side with those posters who don't agree with all of the conclusions of the Guardian article linked in the OP. The portrayal of Cyberpunk through various media has indeed often been made with specific, repeated styles. IMO though, that's more about the particular window dressing that a producer or artist uses to convey stories told within the subgenre and less about the core kernel of what's Cyberpunk is. I don't feel the subgenre has been made irrelevant by the transition to information economies, intro of tech that surpasses that conceived by the formative writers, or social media becoming the prime target of info exploitation. For sure some systems of control become obsolete to be replaced by others, but that doesn't mean there can't be a new cast of characters or archetypes to exploit what's shiny and new. To me Cyberpunk is a dynamic, moving concept with lots of opportunity to tell new kinds of stories in a slightly further along near-future. Anyhow...sorry for the long ramble. I had an opportunity a few years ago to do some writing for a Cyberpunk setting, so the topic is something I return to and ponder every once in a while.
  13. Hello, I'm new here and new to Mythras. I don't own M-Space yet, but since I often run Science Fiction adventures I'm seriously considering it. I've run SciFi adventures with Travelers, True20 and the MechWarrior RPGs. That said, I've run more SciFi with Savage Worlds than any other RPG. Which leads me to disagree with these 2 bullets listed by the OP as CONs for Savage Worlds: Savage Worlds has been a toolkit RPG from its inception with adjustable knobs and sliders, enabling a GM or setting creator to tweak it the way they want. IMO the "pulpy", "action" and "combat focused" labels are often applied to it, because action and combat do indeed play out very fluidly in it (it's marketing blurb is after all "fast, furious & fun"), and its acing dice can compliment pulp archetypes and settings well. IMO though, SW is by know means restricted to that sort of or genre or style of play. Especially if the GM encourages players to roleplay their PC's hindrances and occasionally incorporate those into plot hooks. Beginning with Savage Worlds Deluxe (previous edition released in 2011), narrative play mechanics like Social Conflicts, Interludes and Dramatic Tasks in social scenes, have made it more conducive to a narrative style of play. While Networking has been added as a new social play mechanic in the most recent version (Adventure Edition) of the rules. If potential risk to players is what the OP meant by serious tone, that can be easily set by implementing optional rules like, blood & guts, gritty damage and critical failures; all detailed in the CRB. Anyhow...it's not my aim to convince the OP to choose SW over Mythras + M-Space, just to clarify what I consider some common misconceptions about SW. Although I'm new to Mythras, I can well envision where it'd play well for SciFi with the right cultures, professions, combat styles and weapon details. Hence my interest in also acquiring M-Space and trying it out with my players by running some adventures.
  14. Well that brings up a good point; what's the size and damage for a hard, leather-covered bible. I expect my priest will always have his along with him at all times and hold it when faced with anything evil. I'd expect he'd swing it when in dire need - possibly even toss it. Ah, I should have made that clear. My discussion was about the North American definition of a torch; i.e. burning/flammable torch made of wood.
  15. That makes sense, I'll make that suggestion to the Keeper for a final ruling. I did notice in the CoC rules, unlike the BRP rules, that the base percentile for the torch skill starts at 10%, but is variable depending upon how flammable the cloth is. I'm assuming that's referring to how flammable the cloth the torch is wrapped in is? Which brings up yet another question, where do you find the listing of how flammable the different materials are?
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