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BMonroe

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Everything posted by BMonroe

  1. Clearly the 4th edition has the best magic system.
  2. I aks! Thank you for use. You are man of generous.
  3. It was tucked away in the Necromancy chapter. I've added it to the errata document for those who need it.
  4. PLEASE NOTE: I've just archived all the previous posts in this thread. I needed to do some cleaning up so only the most current errata issues are being addressed. Going forward, I will be purging this thread as errata is updated. I am aware there are a handful of errata issues which have not been addressed yet, but I've got them logged on my laptop, and will be working on them shortly. As always, the most current list of errata is at the address in the first post. Please use this thread to post other errors, ask questions on clarity issues, etc. BUT if you find error, please check the errata doc first. Game on!
  5. I was informed today that a spell was missing from Advanced Sorcery (Create Abomination), so I'm going to add it to the errata document shortly. As I was going through the Bronze Grimoire PDF to catch the spell, I found myself thinking about some comments I've heard that MW is just a 'cut and paste job' from Elric! and why any errors snuck through at all. It's worth noting that the PDFs I was working from were not original files. They were all scanned from the hardcopies Chaosium originally sold, OCR'ed, and -then- I did the 'select and paste' thing. However, due to the process of scanning, this was -never- a simple task. I thought I'd show you all what the source text for the Create Abomination spell looked like when I copied it across. Part of the problem you'll see, is that it blends together with the column next to it; there was no way to select just the text I wanted: "CREATE ABOWI NATION (varies) - Range is touch. and is thm unable to determine the number of magic pin% Chaotic. First receive a successful Luck roll, m roll m tthc to b? drained. Castas reduced to zem magic points la Necromantic Mishaps Table. This spell mat= an automannsciousness. Each waIkiogcorpsehas ID8 hit points and ton usually cons~mcred from malerials such aq rock, slecl, half of its original chasacteristia, including MOV. or dmd flesh. The My must first hc fashitmcd (rquiring an appropriate Crab roll), and the eighr-poin~cd ?;ell ol' CHARPROS' ETERNAL GI (varies) - Range is lChaos inscribxi somewhere on il. Each point or it*; SIX touch. Chaotic*' Xhis isan extremelymre spell. Casting it is demands one rnsgic poinr and one hour c~.fr itual ct~nccnlrathe climax of a sorcerer's life, because the caster either is tim during -[ion. changed irrevocably, or dies From the ordeal. A succmful casing allows he nectomancet to become a lithe, a fcll 20 One point of ww is needed to animate the thing. The aster then spends magic points fw chasacteristics and skills, just as is done for demons, although demon abilities" Nice, huh? Imagine going through 200 pp of that nonsense. You'll understand why, indeed, most of MW was compiled by me -retyping- almost the entire book.
  6. You should see the funerals!
  7. My general feeling is 'use less rules' when it comes to this kind of stuff. So, rather than including a new skill in Fly, I'd just use DEX rolls (as mentioned above). Same as you'd use an Agility roll for a human to stay standing on a swinging rope bride, I'd use Agility for a winged monster to fly straight in a violent storm. That all being said, the strength of BRP-based games is their flexibility. So, if you want to add a Fly skill, you should totally do so.
  8. Nice catch! I just did a search through the book, and found that the only critters that have the Fly skill are the two demons (Lesser and Greater), and the Air elemental. Those were copied from the BRP rulebook, where most of the rest of the monsters were from the RQIII Monster book. I'm going to suggest deleting the "Fly" skill from those monsters, rather than adding a new skill to the game. My feeling is that an Air Elemental needs a skill in "Fly" as much as a human needs a skill in "Walk". IE: not at all. Use Dex xX rolls for the effected creature to fly in inclement conditions if you need to.
  9. I get bummed out about the number of errors that snuck through final layout. But then I feel better knowing that people are enjoying the game enough to read it so carefully that they notice those little mistakes.
  10. Not yet, but I understand it's next on the release schedule of MW books.
  11. I'm no fan of the RPGPundit/John Tarnowski/Whatever He's Calling Himself these days.
  12. BTW: I've asked Nick Nacario from Chaosium to come over to the forum and talk about the current status of MW projects. He's been doing the layout/production work on the MW line, so has a much better idea of what's going on than I do. Keep an eye out for status reports from "ChaosiumNick" (I think that's his userid here...)
  13. Just so's you knows, if all you want out of the Elric/SB line are rules bits, I've pretty much scoured -all- of that for inclusion in Magic World supplements. Notice how all the sorcery spells from all the supplements ended up in the core rules. Etc. Now, if you want adventures, I -highly- recommend tracking down some of the old Elric!/SB adventure packs. They're all 100% compatible out of the box with MW. Just strip them of the setting bits (if you want) and go to town. I should also mention that almost the entire text of the Elric! rules linked above form the core of Magic World. If you already own MW, there's really no need to get Elric!.
  14. If the adventure is the Fishsinger's Daughter, it's a fun one. Should only take you an evening to play through, if that, so you've got time to make the PCs at the table as well. It's a great intro to the game. You might also check out the adventure "In Search of the Trollslayer". It's for BRP Core, so needs a little bit of tweaking to play it with Magic World (not much, really). But you could easily use it as a follow-on to Fishsinger's Daughter.
  15. The BRP Creatures Monograph (aka the RQIII Creature Book) was included in the core of Magic World. All the monsters are there except for the dinosaurs, and maybe a handful of others. But aside from that, pretty much any official Chaosium BRP-based book is useable with Magic World with little conversion. In my own games I've used material from Mythic Iceland, Enlightened Magic, Malleus Monstrorum, and many other sources. As you've probably gleaned from reading the forum, there are indeed half a dozen or so MW books at Chaosium, just waiting to get into the production queue. To quote the great Axl Rose, "All we need is just a little patience..."
  16. Prank Call of Cthulhu: https://www.youtube.com/watch?v=p6QW8H-ujOU Collect Call of Cthulhu: http://youtu.be/j4HzU1GXIZE And of course, from South Park: Immediately spring to mind.
  17. I guess you could animate it with enormous stats if you wanted to. But, I guess I figured that's why foul necromancers would conjure up -armies- of skeletons, but maybe only one or two demons. Instead of getting one or two really big tough skellies (like, giant skeletons, or t-rex skeletons), conjure up 50 regular human skeletons, and overwhelm with numbers.
  18. "Pay no attention to the monograph behind the paywall..."
  19. "Game balance is for pussies" -- Greg Stafford, c. 2004
  20. Don't sweat it too much. I'm sure somebody just pulled those prices out of their butt.
  21. You have no idea how much I wished Cubicle-7 would have jumped in and started doing MW books...
  22. I'm going to be bad here for a moment... Because I just drank a -big- beer... Here's what I'm aware of that's in the hopper for MW: Chronicler's Companion Chronicler's Screen (with a booklet of forms and play aids) All the Worlds' Monsters Vol. 1 (big book of monsters for MW) Horsechester (details on a small town in the Southern Reaches, and some adventures) Shillingshead (details on a larger town in the Southern Reaches, plus adventures) At this point -all- of those are written, and through editorial. Though ATWM ended up getting a bunch of extra content, so needs another pass at editing. After that, there's another few books in various stages of development. None of which I really want to talk about yet, as I'm not really involved with them. But, they sound -really- cool. Someone up above hit the nail on the head, though. Chaosium is a small shop, and they have to follow the path to the most money. So, this means that Cthulhu gets the most effort, then BRP, then MW. That being said, I know from talking to the Chaosium Guys that they're committed to MW, and want to keep putting out books for it. The more popular in becomes, the more they'll be able to focus resources on it. So, that being said, what can be done to make it more popular? Talk about it. A lot! Tell people at your FLGS about it. Run demo games at game stores and conventions. Talk it up on other RPG forums (RPG.net, therpgsite.com, etc.). I know I'm biased, but it's a -great- game. I have yet to meet anyone who's played it and not loved it. The problem, as always, is being in the shadow of the 800 lb. gorilla: D&D. And yet, whenever I run MW/BRP games for D&D fans, they rave about it. It just needs more people talking about it.
  23. Nope, the Reaches were created whole hog for MW. There's nothing written about them anywhere else. I can say that both Horsechester and Shillingshead are getting developed at the moment, but Tindale should be wide open as far as I know.
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