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clarence

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Posts posted by clarence

  1. Rust's got it right. So, let's see what we've got...

    Drakar och Demoner Retro: The classic Swedish RPG, based on Worlds of Wonder. Reprint, with new artwork but rules mostly intact, due in October. Often referred to as DoD 2.

    Järn: Rooted in BRP, but with a new approach inspired partly by storytelling games (I know, not the best term). Two versions out now.

    Trudvang Chronicles: This is the game that the original Drakar och Demoner evolved into over the years. It's a d20-based version of BRP, and was a massive best-seller for several years when published in Swedish. Gorgeous artwork and a fleshed out setting with a "Nordic sagas with a brutal edge" feel to it. 

    Mutant: Post-apocalypse game released in 1984 (?), a pure BRP product for many years. A follow-up called Mutant: Heirs of the apocalypse was also a BRP product; huge setting and very popular here. The team then went on to produce Symbaroum. Mutant: Year Zero, released last year to much acclaim, is a direct relative to Mutant, but with rules heavily influenced by Apocalypse World (though there is an official BRP version in one of the Swedish supplements). 

    Kult: Originally a Swedish BRP-based game, later translated to English. Caused a lot of controversy in the late 1980s/early 1990s. A new version has recently been funded by a Kickstarter campaign, getting loads and loads of money. BRP engine not being kept though. 

    I'm sure there are more, but these popped up right away : )

  2. No, that's right. Järn is a different game. I spoke with the author, Krister, yesterday at a bookshop signing event and the translation has not come much further. He's a very busy man (among other things, a simplified version of Järn has just been released, as an entry-level game for a new generation of gamers).

    Trudvang Chronicles looks nice though : )

  3. Thanks for your interest Icefield! Work is almost done and the release will be in a few weeks. The test prints are a few days late unfortunately, otherwise I could have given you an exact date. I assume the package is slowly finding its way through the different postal services in the EU...

    I've also been trying out a new kind of bookmark to help during play. Printed on sturdy paper, they contain the most important rules you need - including a list of the 11 Special Effects used in the rules for simplified combat. Easy to hand over to the players and have laying around on the table for reference. Along with the (optional) simplification of the rules, I think it will be quite easy for new players to grasp Mythras combat. Photo of prototype below : )

    IMG_9201.JPG

     

    • Like 6
  4. Have you tried Mythic GM Emulator? I use it sometimes for testing new rules and have found it to produce very engaging solo mysteries. All that's needed is a starting scene, a character and the Mythic GM Emulator PDF. The scenario writes itself as you go. And not just simple dungeons; I have gotten some fine cthulhuesque mysteries from it. 

  5. 5 hours ago, Conrad said:

    The character sheet seems to be lacking a Zero G skill. :)

    Yes. And no : )

    I was planning on skipping Zero G and Vacc Suit - staying true to the mythic sci-fi genre - but ended up including them in the book as optional skills. They're not on the char sheet though. 

    The first setting book, Odd Soot, will have both as professional skills, to reflect a more low-tech approach to space travel. 

    • Like 1
  6. Sorry, my brain was elsewhere : )

    I haven't read RQ Stella Bellum that much, but my impression is that they supplement each other mostly. There is some overlap (starship combat; though with two different approaches), but aliens and lightsaber techniques for example are usable as they are, if you want more setting details for M-SPACE. Or, the other way around, bring in starship design into RQ Stella Bellum for more crunch.

     

  7. Hi all,
     
    work on M-SPACE proceeds as planned. Most of the book is done - writing, illustrations, layout - and I’m giving everything a final polish. Below is the table of contents, to give you an idea of what the book includes. Total page count will be 220 pages.
     
    The only setback so far is my choice to try a Mythras-inspired system for starship combat (with differential rolls and special effects). Play testers were so enthusiastic about the early versions, that I just had to develop it further. At this point it actually runs smoother than the original system - and is much more fun.
     
    The mechanics are slightly more complex than the old rules, bit I'm including a simplified version too. 
     
     
    M-SPACE Table of Contents:
     
    Introduction       006
    Characters       008
    Game System     032
    Extended Conflicts      042
    Combat     054
    Simplified Combat     075
    Spot Rules     078
    Starship Design      086
    Starship Combat      104
    Advanced Starship Combat      112
    Alien Creation      120
    World Building      144
    Circles      154
    Psionics      168
    Vehicle Design      176
    Technology       186
    Lifeforms     204
     
    • Like 5
  8. On 4 augusti 2016 at 11:11 AM, rust said:

    The first seafloor domes of Port Rose are designed much like submarines, later domes are designed to be more comfortable, with streets, squares and parks. Each settlement consists of several domes of different sizes, connected by tunnels under the seafloor. I have to admit that I have yet to write a good description of a seafloor dome. Below is an attempt to give an impression of a major dome from a previous setting, the domes of Thalassa will be very similar.

     

    Seafloor Habitat.png

    It looks good. With a change from submarine-like domes to more open and light designs, I suppose a city can consist of both older and newer domes? Will inhabitants prefer the new, spacious ones? 

    And good point Vile about the amount of natural light reaching the dome. 

    • Like 1
  9. I re-read the whole thread (great work, Rust), and I found myself without an image in my head of the underwater cities. What does the "streets" look like and what is the feeling of those places? Are they technical, with submarine-like corridors, or green/blue open domes with actual streets and squares? Or something else entirely?

    • Like 1
  10. I know exactly what you mean. Sorry for the shameless plug here, but that was the driving force behind the alien creation system in M-SPACE. I have found many such systems to be either too haphazard, or too unimaginative. With M-SPACE, I think (and hope) I have found a third path. My own results so far have been very good. 

    (I also guided two 11 year olds through alien creation some time ago, and they easily came up with a highly original and believable critter. All I did was tell them the results of their dice rolls, and they shaped the creature step by step by themselves. 30 minutes very well spent : )

    • Like 1
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