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Nick J.

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Everything posted by Nick J.

  1. Congrats on publishing your book @tooley1chris I wish I could say I was interested in sci-fi, but I do wish you luck. The previews look really nice. Clearly another labor of love.
  2. As a lover of all things Eternal Champion, this is a really clever and interesting kick-off adventure, that weaves in some big players in the multiverse. I've never been able to run anything RAW, but this certainly gives me some ideas about a future YK campaign I'd like to run.
  3. I kind of see OQD as the analog to Holmes B/X (or Mentzer if you prefer Elmore and Easley art), while MCF is geared for recreating a bit of that AD&D feel with a bit of that WoTC 3.x grid-based, crunchier combat. Love 'em both, but yeah, definitely designed to fill a slightly different niche.
  4. Cool! I really like what you've done with it. Happy I could provide a modest springboard for this. I really love the world building part of this!
  5. My pleasure. Glad to see someone pick up the ball and keep running with it. Sadly RL has gotten in the way of my gaming habit the past couple of years, so this is great!
  6. Glad to hear it. I really do hope it is the corrected copy, that’d be enough to make me buy it again in print for sure.
  7. In case you're still having trouble, feel free to download whatever you like in this folder (includes the .Pub file I used as a template for the sheet). https://www.dropbox.com/sh/g8duv7v1yf4sdxi/AABDXwQjF4XSHRCOXUDTPk8da?dl=0
  8. That’s awesome, thanks for sharing. I’ve also been ruminating on a Lankhmar campaign with MW as the base, but I’ve also been toying with how to adapt some of the DCC Lankhmar stuff into a BRP format. Spell Law is a great idea though; seems like that would be a good way to capture some of the unique flavor of Newtonian magic.
  9. Magic World doesn’t do super-heroic, zero-to-hero rolplaying particularly well, so if you’re into that kind of gaming it probably won’t be very satisfying. This suits me just fine however. I guess that’s one of the double-edged swords of D&D, and games like it, you’ve gotta do a lot of killing/looting/leveling to get to the point where you can tangle with the “big bads.” With Magic World (or any BRP type game really) superior numbers or tactics (with a bit of luck) can see fairly inexperienced characters overcome some pretty big threats (be that mythical beasts, badass warlords, sorcerers or whatever else you think up to challenge players.
  10. I don’t know how accurate the source is, but supposedly Roman Legionaries we’re required to be able to force march ~18 miles, carrying 45 lbs. in under 12 hours. I wasn’t in the military, but I did lots of backpacking and that’s a pretty good clip (particularly on parts of the Pacific Crest Trail or other steep/rugged terrain). I was in great shape at the time and you definitely felt it if you went much farther, particularly carrying closer to 55-60 lbs and usually hiking at 20 miles per day in about 8-10 hours. im not sure why sladethesniper is being snarky or dismissive? These are all decent in-the-ballpark numbers as far as I can tell?
  11. Will there be any way to pledge something like a $1 and get the Mythras stuff as add-ons?
  12. This is exactly what I was thinking. It would be a snap to convert most of the setting conceits of DL to Classic Fantasy, particularly the knightly orders, towers of sorcery and so forth (of course you'd have to figure out what powers and abilities go along with each group). In some ways it would fit better than D&D's class structure, because a "class" in CF is almost more of a cult/guild/association relationship where you move up the ranks and gain additional abilities/powers/etc.
  13. That would have to be a real passion project for some coder (well beyond my feeble python and javascript skills).
  14. You're a machine @hkokko Thanks so much for continuing to put out this kind of content.
  15. I think the Fast Talk skill (and the Social Combat rules generally) is broad enough to cover the situation you are talking about. Even in the case where someone is not trying to hide their motives, or confuse, then it seems like there's no need to roll anything; but in certain circumstances, if a player explicitly tells me that their character is studying someone for tells or body language cues, an unopposed Perception or Influence roll might give them a little bit of insight (assuming the target is making no attempt to hide their feelings, which I would count as an automatic failure in terms of opposed rolls, etc.).
  16. A priest/acolyte of Light, interrogating a captured assassin/burglar/whatever to try and suss out their true motive, or perhaps a test of potential candidates for advancement into the inner circle of a brotherhood, priesthood, secret society. If their true love comes back as something antithetical to the tenets of the group then that presents some interesting RP possibilities.
  17. I guess people really will cheat at anything. Good lord.
  18. 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.
  19. 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.
  20. 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.
  21. 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)
  22. 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.
  23. 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. 😉
  24. 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?
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