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rust

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Everything posted by rust

  1. I used the German word "Götterschüler" in a campaign, as a description for people who wanted to learn from the gods in order to become as powerful as gods.
  2. And in the southern Alps, especially in Tyrol, an Ork is a kind of mountain spirit.
  3. Since the character already suffers from herpetophobia it could be interesting to introduce a curse which turns her slowly into a snake like creature, beginning with a more and more scaly skin, a tongue which begins to fork, and so on, until she finally becomes a servant creature controlled by Yig.
  4. My favourite settings from the 1970s fantasy literature would be Pern (Anne McCaffrey) and Gwynedd (Deryni series, Katherine Kurtz). A long time ago I ran a Pern campaign with the RQ rules, it worked surprisingly well.
  5. I would think so, mainly because the Sailor profession and the NPC Sailor/Pirate example as well as the optional rules for ships do not mention any other ship related skill. Besides, introducing an additional skill for navigation would seem like skill creep to me, and therefore against the spirit of the comparatively rules-light Renaissance game.
  6. The friends of House Lichtenstein still remain somewhat suspicious concerning the reasons why House Lichtenstein became extinct soon after a member of House Rot (and his wolf) visited Castle Lichtenstein in 1850.
  7. The wolf is included in the pact. The discerning male witch insists on a wolf of the type Canis lupus lycaon.
  8. You could take a look at this here: http://www.apuritansmind.com/apologetics/mcmahonmiraclesandtheresurrection/
  9. I think the proper thing to do for the Doctor would be to report the alchemist to the authorities so that he can be put on trial for devil worship - and a witch trial could be an interesting scenario for your campaign.
  10. There is an interesting novel about the Thirty Years War, "The Last Valley" by J. B. Pick, which might provide you with some good non-combat scenario ideas and some useful background colour descriptions. There is also a movie based on the novel - I liked it, but most critics did not, so I do not recommend it. https://en.wikipedia.org/wiki/The_Last_Valley_(novel)
  11. Yes, indeed. Heavy use has damaged my copy of the BGB to the point where it is beginning to fall apart.
  12. I am sometimes unfaithful to M-Space () and use the Cepheus Engine roleplaying system, basically an open content version of Traveller, Zozer Games has published a very useful solo gaming supplement for the Cepheus Engine, aptly named Solo. Many of that supplement's ideas could probably be used for M-Space, too, although I have not yet tried to do it.
  13. Yep, got it - looks really good. After browsing Reflux I gave it 5 stars and wrote a very short review (well, one sentence - lack of time ...) on DTRPG.
  14. There can be no doubt that the deities hate me. I have been waiting for M-Space 1.1 and Reflux for such a long time, and now my internet provider will use April 4th for some major maintenance and the notification e-mail will not arrive here before April 5th. I am doomed. Seriously, I can hardly wait to see especially Reflux.
  15. A couple of years ago I was still a fan of very detailed mechanics for almost every element of my roleplaying game settings, but nowadays I prefer a more narrative, non-mechanical approach to all elements which do not obviously require the use of mathematics. Therefore I tend to handle both relationships and skill decay narratively, without any defined mechanics. A character who does something for an organization earns some favor which I consider an interesting story element, and a character who does not use a skill for some time risks to lose the number of skill points I consider "just right" for the character's story. While I certainly admit that this way to handle it is arbitrary, I feel that it better helps to create an interesting story than a game mechanic could do.
  16. I think it depends a lot on the players. Most of those I met had a tendency to ask for lots of technical details of their characters' science fiction gear, often because the knowledge about the capabilities of the equipment (e.g. vehicles, starships, etc.) formed an important part of the common vision of the game world. However, I have no doubt that a more narrative and less detail oriented approach to science fiction is possible - until now it did just not work for me.
  17. Yes, indeed. While I have no problems with HQ used for fantasy, I would dislike to use it for hard or semi-hard science fiction, where the narrative is restricted by the verisimilitude of the setting's technology. What a hero can do is not well defined, which allows for a very flexible narrative approach, but the technology the hero uses often requires a more hard definition to support the suspension of disbelief.
  18. Not necessarily. The Dorians, ancestors of the Spartans, are often described as fair haired and blue eyed.
  19. The system would certainly work, but it would seem a bit too simplified for my taste, mainly because it does not consider the importance of a specific activity of the character for the group/guild in question. In my view it should make a significant difference whether the character, for example, rescues (or kills) the leader of the group/guild or helps (or hinders) that group/guild in a much more minor way. A flat 1% increase/decrease without regard for the importance of the activity just seems unrealistic to me.
  20. If these are the prerequisites, the Knights Templars were bankers during the High Middle Ages, although they circumvented the usury problem by charging "rent" instead of interest ("Mortgage your farmland to get a loan and give us the produce until you can pay back the loan.").
  21. Well, the result of the translation into German is ... interesting ...
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