Jump to content

BMonroe

Member
  • Posts

    451
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by BMonroe

  1. Indeed it is! Most of the Advanced Sorcery book is pulled from the Bronze Grimoire, but Deep Magic was from the Unknown East, and "Herbalism" is a repurposing of the "Drugs" section of the Melnibone sourcebook.
  2. Yay! Chaosium.com: News - BRP Advanced Sorcery Advanced Sorcery Magic World & Basic Roleplaying sourcebook for 2012. ADVANCED SORCERY Sorcery Systems for Magic World & Basic Roleplaying. Item # CHA2029 MSRP $To Be Determined ISBN10: 156882369X ISBN13: 9781568823690 Written by Lynn Willis, Lawrence Whitaker, and Friends. Edited by Ben Monroe Cover art by Ilich Henriquez It had taken days for Curumir to attain the summit of the Copper Peaks. He stood at the highest point in the realm, casting his gaze across the land. There was a sickness in the valley; a sickness fey and malign. Black mist crept from Lake Nauriel, and the Count's Court had fallen silent. In his mind, he pierced the veil between the world, and other places. From these places he drew forth power: elemental fire, the cold of space, the winds of time. And as he drew them together, he knew the land's malady. Somewhere, the Dragon stirred… Advanced Sorcery is a supplement to the Magic World roleplaying game.. Whether steeped in philosophy and existentialism, or action and carnage, the one commonality to all tales of fantasy is the influence of the supernatural on the natural world. Mages, wizards and sorcerers force the world to bend to their will. They grab the raw stuff, the fundamental essence of the universe, and force it to do their bidding. Advanced Sorcery adds new options to players of Magic World, as well as other Basic Roleplaying-based roleplaying games. Within this book are five distinct chapters: Deep Magic Mages learn to pull and re-weave the web of reality itself, rather than learning magic by rote and formula. The Summoner’s Art expanded rules for summoning demons and elementals. Runes are magical symbols which can be combined for intricate and devastating effects. Necromancy whether to cheat, or enslave Death, necromancers are among the most foul magicians ever known. Herbalism details simple and natural concoctions of herbs which can heal, harm or entrance the imbiber.
  3. Considering how useful Cthulhu spells are, maybe you should -give- them Skill Points...
  4. That was a great session. I was impressed all over again at how smoothly OQ plays. Already planning for the next session!
  5. I predict there will be an announcement being made shortly which you'll be quite interested in...
  6. +1. Whenever I need to resolve a large battle in a fantasy game, I usually turn to Hordes of the Things as well.
  7. Me again! I've got a new project about to be announced, and wanted to talk with you a bit about it before the announcement is made. Could I get your email address so as to communicate more efficiently? Got a few files I'll probably want to share with you, too.

  8. My question: does this one have a Table of Contents?
  9. Seriously can't wait to get my mitts on this book. It's going to be a perfect complement for the fantasy BRP campaign I'm working on. My game's set in a non-Earth fantasy world, but with a lot of britishisms coming into play. I've described it before as "Prydain meets Earthsea meets Robin of Sherwood, all made into a film by Ray Harryhausen." THis book, and Mythic Iceland will probably be two of my key sourcebooks for the game.
  10. I just got an email from FRPGames.com that Merrie England is in! Can't wait to get my grubby mitts on this book. This is going to be a huge help in planning my upcoming BRP Fantasy game
  11. Wow. That's only slightly a copyright violation. Chaosium alerted.
  12. I've got to apologize and eat a heaping helping of crow for the errors in this book. I swear I thought I'd caught all this stuff; maybe it didn't make it into final layout, or maybe I just missed it. In any case, I've got a list of the errors, and I'll quickly go through and make an errata list to send to Charlie, and try and post it here. Please don't take this as indicative of the quality of CHaosium's work in general. We all know they make great books, and we all love their games. I take responsibility for the errors in this manuscript, and it has given me the impetus to go back and do even more reviews on the other books for them on which I'm currently working (including a much more rigorous peer-review phase). Mea culpa. If you ever meet me at a con, show me your copy of Magic Book, and I'll buy you a beer.
  13. Not an RPG book, but my brother recently published a book about his archeological work in West Africa: http://www.amazon.com/Power-Landscape-Atlantic-West-Africa/dp/1107009391/ref=sr_1_1?ie=UTF8&qid=1319866082&sr=8-1
  14. There was also an episode of the He-Man revival in the 90s in which the Sorceress' castle was guarded by the three-lobed burning eye "Haunter of the Dark" avatar of Nyarlathotep. Course, that episode was penned by Larry DiTillio, of "Masks of Nyarlathotep" fame.
  15. The Collect Call of Cathulhu: Part 1: http://www.youtube.com/watch?v=e24tkBx4mNQ Part 2: http://www.youtube.com/watch?v=HNfOBf2GeH0 Part 3: http://www.youtube.com/watch?v=T5YUuHFObwc
  16. Hey, neat! Am I correct in understanding that in addition to new GLoranthan miniatures, we'll be getting a set of skirmish rules to go along with them?
  17. You are correct. This looks like an error in translation between DEX and Strike Ranks; I thought I'd caught this originally, but apparently not. I'll create updated text for this section, post it here, and send it to Charlie for errata. Simply, the intent was that a spell is cast on DEX-(power point cost of spell). If the PP cost happens to be more than the caster has DEX ranks, it would wrap around to the following turn. This mostly is only a problem with Wizardry spells, in which fiddling with the various category types can make a spell that costs a ton of Power Points. Thanks for pointing that out.
  18. Not to belabor the point, but that's not the way I see it. There are 'core' rules, and 'optional' rules. The core rules are the 'lingua franca' of the system. The stuff that at a bare minimum is expected to be the baseline of commonality for all players. Optional rules are just that: options to tweak the system in various thematic directions.
  19. If I'd done that, not only would the book be an absolute mess (having to insert parentheticals of that sort throughout), but we would have had to take into account all the other myriad optional rules. In the end, clarity and brevity won out.
  20. It doesn't include them, because they're optional rules. I'm fairly sure the errata was worked in; I must admit that I came on this project at the 11th hour just to "BGB-ize" the existing text.
  21. If you have Basic Magic, you already have 95% of what's in The Magic Book. The only significant changes were: Removal of RQIII-isms (any references to Encumbrance, Hit Locations, Strike Ranks, etc.) Renaming Sorcery as Wizardry (in order to alleviate confusion with the Sorcery in the BRP Big Gold Book). A few little bits and bobs were fiddled with here and there (notes on how many points of starting spells people get, etc.). But by and large, it's pretty much identical to the Monograph.
  22. Nope! It just came in this morning, and I happened to be going by to drop off some stuff with Charlie. Should be shipping soon, I gather.
×
×
  • Create New...