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kronovan

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About kronovan

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    Junior Member

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  • 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.

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  1. Many thanks for the reply Raleel. Yep, my bad; should have used the word Styles instead of kits. My thought was to have Cultural Styles that included both combat weapons and mundane tools, and then flag those items that are weapons. I did a bit of the brain fart with my adze though, as I was thinking it's the same as a stone axe, but in fact it's a horizontal mounted stone celt/blade instead of a vertical one. I did have bolas, but I don't know how I missed the sling as it seems like a natural. A dart being used without an atlatl by a few of the cultures is a possibility too. I do own Mythic Britain, so I'll give that section a read again. With having up to 12 weapons now, there probably is enough to make complete Combat Styles. I've gone back and forth on the Lakeside and Riverside cultures, with the thought of consolidating them into a single Shoreline or Waterside culture; can't decide which makes also having a Coastal culture less confusing? The other cultures are reasonably distinct from one another in both careers and combat styles. Even though the Highland and Plateau descriptors may sound similar, the geography of the settings actually leads to them being a very different type of subsistence. I have already limited career lists by culture, but admittedly the Riverside and Lakeside lists are too similar. I also don't have as many careers as the default Mythras primitive culture, with my setting being too prehistoric for Scholar and a Scout by my thinking is just a Hunter for similar reasons. For the careers, I am considering borrowing the Socio-political Medicine Person, Healer Medicine Person, Shaman triad found in some Native American cultures. And in a sense those Medicine Persons really are the Scholar/Sage and Physicians of the culture. I'm also not sure about a Thief, as a setting in the Mesolithic era seems too early to have the social stratification to support it. I have considered creating a Pillager or Raider career, but just aren't sure yet? All great advice. Quality, tough wood can only really be found in the highland mountains where dense-wood evergreens grow. I do plan on factoring trading into the setting in a significant way though, so maybe a PC can trade and then add a better quality club or spear to their style. As I think more about it though, there are some humongous, tusk-bearing megafauna in the setting like Woolly Rhinos, Mastadons and Woolly Mammoths and large marine mammals with big, hard bones and even Narwhal tusks. So most of the cultures likely have access to large and tough, carve-able materials.
  2. I finally ordered my physical copy of the Mythras CRB, so I'm wanting to get a bit more serious with a homebrew I've been brewing. The challenge with my homebrew, is that it's set in a mesolithic (albeit the transition from upper-paleolithic) timeline where threats are much more in the form of megafauna like Short-face Bears, Polar Bears, Scimitar Cats, Woolly Rhinos, Flat-headed Precarys, Smilodons, etc. Combat occurs most commonly around the activity of hunting and defense during gathering/foraging, while human Vs human conflict is rare - albeit not completely unheard of. With humans as hunter-gatherers, what would be weapon kits in a typical Mythras setting mostly are also the tools used for common activities in daily life. The geography and topography in my setting is a bit unique for the historical era. There's 2 seas (northern that's icelocked for most of the year and a warmer, southern ice-free), many large lakes (2 are over 500 long x 250 km wide) dominating the central plane, 5 small (albeit one is 800x200 km) & distinct plateaus, high mountains along the entire east & west with massive icefields at their highest extents, and many large rivers with either lake or melting glacial sources. My thinking is that makes Humans with a lower state of tech, are much more impacted by the environments of the land. So my cultures are a bit more diverse and numerous than standard Mythras ones. These are the cultures I have so far: Nomads Alpine/Highlander Plateau Coastal (sea) Lakeside Riverside Despite there not being near as much variation in hunting weapons, there's still a few. Here's what I have so far: Knife (stone & bone) Stone Adze (hardwood handle fitted with a stone celt) Spears (both stone & bone tipped) Harpoon (both stone & bone tipped) Atlatl (spear thrower) Club Bow & Stone-tipped arrows Bolas Sedge Net Where I struggle is with filling out a weapons kit with the sort of variety that a typical Mythras kit has; just don't have enough diversity of weapons for that. Meanwhile, with cultures being much more environ/site specific, most wouldn't have every weapon in that list. So I'm thinking that my setting's kits would include both weapon and non-damaging tools. That way a kit could still provide a decent number of items. The other daily items in a kit could be things like sheaths, fishing nets, bowls, packs, wood-slitted snow goggles, spirit talismans, etc. Being new to Mythras and having had minimal time GMing it, I'm wondering if such an approach might negatively impact Economics and equipment? I'm also not sure of the damage values for my weapons. My bow is the original, prehistoric deal and certainly not the ingenious composite bow of the Mongols or the sophisticated recurve of the Persians - an arrow hurled from an atlatl might even be more damaging? The same would be true of the celt-fitted adze compared to a battlaxe (heck even a hatchet for that matter) and my spears probably shouldn't do anywhere near the damage of a Longspear. And with quality woods being limited in my setting, my club would no doubt not as damaging as the Mythras club and great club. So while I'm thinking their size would be the same, I'm not at all sure of the damage values? My approach is to begin with something historical and mundane as a foundation and then eventually turn up the dials to arrive at something closer to Historical Fantasy. So later I'll create the setting background for more human conflict and probably intro Animism magic for Shamans. This is the first time I've done a setting like this with any RPG though, so I want to initially try to create something that's more historic and credible - if that makes any sense? If anyone could give me any feedback or suggestions, it'd be much appreciated.
  3. They did and the results were so poor that it pains me to even think about it. I personally feel that the Necroscope setting just begs to have a good RPG translation done for it, but it has to be a better effort than West End Games' treatment. When I saw the thread title Necroscope was the 1st setting that came to mind. I feel it's perfectly doable with a number of different RPGs, provide the right talent and effort is applied to it.
  4. I'm fairly new here too. I saw you mention you were looking for this "... some pulpy WW2 action..." If you're wanting to inject in a bit more WW 2 flavor into you campaign, I'd recommend taking a look at Modiphius' Achtung! Cthulhu. It adds a lot of nice tools for both investigators and keepers and there's some decent adventures available for it; some even free. They released an Achtung! Cthulhu Investigator's guide and Keeper's guide for 7th edition this year, but you can probably make do with just the IG. The series is multi-system and also available for FATE Core and Savage Worlds, so if you do decide to get any of it make sure you choose the CoC versions. As well, don't bother with the freebie Achtung! Cthulhu Skirmish material, as it's based on a tabletop rule set from Spartan Games (now out of business) and is more for players wanting that type of experience.
  5. 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.
  6. 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.
  7. 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 ! 🙈 🙉 🙊
  8. 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.
  9. 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.
  10. 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?
  11. 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.
  12. 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.
  13. 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?
  14. 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.
  15. 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?
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