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Nick J.

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Everything posted by Nick J.

  1. Michael Moorcock also wrote a really nice foreword for the Arkwright Integral omnibus I have on my shelf. You can really get a sense of MM's appreciation and fondness for Talbot's work.
  2. Lulu shipping has always been pretty glacially slow for me, and I don't even mean the print-to-ship process. For some reason when their books enter the FedEx chain, it's always 2-3 weeks before I see it.
  3. I'll offer as honest an assessment as I can. Because this much work deserves a response. First off, I downloaded it some time ago and I remember skimming part of it, but frankly it was sooooo big that there's just no way I was ever going to read all of it. So I started reading it again and I'm left with the same impression I had back then: I can tell that this was clearly a labor of love for you, and I can't even fathom how long this must have taken you to write and compile (and way back when I did a bit of tinkering with the NWN2 toolkit and I remember how much of a pain in the ass it was, so that's a whole other level of grinding). The Good: No stone is left unturned. It looks like you've given every inhabitant and every building in the place a write-up. It's a staggering amount of detail. If this was a NWN2 module it would probably take me months to talk to everyone and I'd be awed by the level of detail. Here's the part where I give my critique: it's far too dense to be easily usable during a game session. Full stat blocks and long histories for every NPC is impressive, but it doesn't really help me if I actually want to run this at the table; it's almost counter-intuitive that something so comprehensive could be less useful than something tersely worded, but that's the biggest problem I would have using this; there's too much to wrap your brain around and quickly find the thing you might be looking for. Organization is a bit of a problem. It's hard to get a sense of how places and people are connected from the way they are laid out. Full dialogue written out for NPCs isn't useful (to me). Give me a terse physical description, a word or two about their mannerisms, what they know, who they know, and what they want and I'll take care of the rest. Overall impression: 1,450 pages is just too much for any game supplement for me to ever seriously consider using it. Hell, I start to get twitchy when a core book gets bigger than about 300 pages. If you really are interested in it getting used, it needs to be edited down considerably, and I'd probably like to see some kind of spatial or factional organization. For references, if you have access, look at things like the Chaosium's Pavis (& Big Rubble), Judges Guild's City State of the Invincible Overlord, TSR's Lankhmar (or Goodman Games' recently released version), Flying Buffalo's City Book series, or even Frog God Game's Bard's Gate city supplement if you need examples of the the level of detail that maximizes the game-ability of a thing, while providing enough depth and detail to make the job of the GM's job easier getting a place to feel like a living, breathing place with a life of it's own. But honestly, It's a truly Herculean level of work that you put into this thing. I'm gobsmacked and humbled to think of it.
  4. Just a heads-up, the link to the description of the Companion is broken (the https header is messed up). In any case I'm really looking forward to things like the One Magic System, I've got a couple of friends I'd like to introduce to RPGs and having a really simple, straightforward way to ease them in without overwhelming them with options is a major selling point (not that OQ is all that overwhelming)
  5. Thanks @Marcus Bone I'm looking forward to reading it. I've always appreciated your adventures and support material. Glad to see you've got a Patreon and looking forward to what's coming next.
  6. Neat. I used to read that blog sporadically when I sorta stumbled on the the OSR about 8 years ago, but I kind of forgot about it when he stopped posting. I'll give it a look; it'd be kind of fun to mess about with sorcery . . . and I wouldn't feel all that badly about it since nobody is currently casting any sorcery right now. 😉
  7. This has long been a personal goal of mine with MW. I toyed around with it by using a Deep Magic skill combined with a calamity-table that occurs on a fumble when casting outside of your sphere's and glyphs, but frankly it's come up almost never in the 2+ years of play that there's been a Deep Magic using character . . . which isn't to say that I want terrible things to happen to characters (I'm lying. Of course I do!), but the "at the table" experience hasn't really matched up with how envision magic in the setting and definitely doesn't recreate the sense of awe and terror that you can get with DCC wizard spells. Some idle thoughts I've had about changing the mechanics of magic are having some kind of "push your luck" element. Maybe that means supercharging spells by spending more Magic Points than is normally allowed or even sacrificing attributes like some kind of spellburn effect to achieve greater magics, but also some commensurate risk if a fumble occurs, or if the spell is interrupted in the middle of casting. Ideally, I wouldn't want it to be too convoluted, and I think I like the idea of fumbles scaling up with magnitude of the overcharging, (so non-overcharged fumbles would be very mild, like lost MP, while each extra MP over a spell's normal range would up the ante somehow). Specials and Criticals should get some love, but to keep it simple I'd probably just alter the effective POW of the spell for purposes of resistance, or the number of targets, or duration? Maybe I'm not being creative enough?
  8. If you really need a big ass bestiary that is in the ballpark of compatible with Magic World, the Gigas Monstrum I & II books have been useful to me on occasion. It's basically an authorized reworking of Frog God Games Tome of Horrors for Legend, so it's pretty trivial to calculate total hit points and armor and abilities from the included descriptions and stat blocks. Also, a pretty cheap deal to get them as a bundle. Eternity Realms Saving Bundle! [BUNDLE] - Solace Games | DriveThruRPG.com
  9. I don't know if you know about the Mythras Discord channel, but that would also be a good place to post this.
  10. I completely forgot about that from the campaign. Anyway, that's great to hear!
  11. The nearest I've found to an OpenQuest character sheet on Roll20 is the Renaissance sheet (which of course is based on OpenQuest). Perhaps the author of that sheet would be willing to do a conversion, but honestly I have no idea about the ins and outs of what it would take to get that done. With all of my gaming done online these days, and the imminent release of OQ3 (loving what I've seen in the backer copy so far) having at least some kind of Virtual Table Top support would be great (whether that's Fantasy Grounds, Foundry VTT, or Roll20).
  12. Hexkit is pretty good, also Hexographer is kind of old, Worlographer from the same guy is a bit more polished and still under active development, but I've never used it to create a stellar map so I can't speak to its utility for that
  13. What makes it, "The new Magic World" in your opinion? I know it's based at least in part on OpenQuest, so I assume that means Total Hit Points, static armor damage reduction, etc., but isn't it fairly well fixed in place as a psuedo-Bronze Age setting game? What does it do to fill the niche that Magic World might occupy as a less complex, general purpose D100, fantasy game?
  14. The Legend, Blood Magic and Elementalism books might be of interest and can slot neatly onto any D100 game and are still for sale in print and PDF (drivethrurpg.com, Mongoose, Amazon, etc.) If you can find the print copy of Lankhmar Unleashed (PDF is not for sale anywhere), it has a pretty good Black Magic section complete with a corruption mechanic.
  15. Yep, I'm perfectly content with simulating it with variable armor and major wound tables (ala Magic World, Elric!, etc.). Locations do matter, and there's more than one way to get there.
  16. Sure [quote]When using hand-to-hand melee weapons the attacker may freely select the location where the blow lands, as long as that location is normally within reach. If using ranged weapons Choose Location is a Critical Success only, unless the target is within close range and is either stationary or unaware of the attacker.[/quote] So in a nutshell, a higher level of success let's a character aim where they wish, which is exactly what you'd expect in a fight (unarmed or otherwise).
  17. "Choose location" special effect in Mythras is pretty neat-o.
  18. MW isn't held back by its mechanics, it was held back by its lackluster presentation and the scant product line support that followed it. Bringing the rules inline with CoC 7 wouldn't be a selling point for me.
  19. Thanks for the feedback. Trust me I went back and forth on the MW calculation, but ultimately I deferred to the description on page 57: "A major wound or injury is one that costs the Adventurer more than half of total Hit Points." In any event the PDF is unlocked and the Javascript calculations can be adjusted to taste (I used Foxit Phantom to create the sheet, but you can edit it with PDF-XChange editor or any other PDF editor that allows you to tinker with forms). Cheers
  20. I know absolutely nothing about the history of Glorantha's development, but always sort of assumed ducks were a riff on Howard the Duck?
  21. The PDF should be edited to include all of the errata. but here's the errata (as of 2016)
  22. 1400 pages for a single city?!?! Wow; gonna put Monte Cook's Ptolus to shame.
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