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Simlasa

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Everything posted by Simlasa

  1. I'm mostly curious about the setting, how geographically specific it is and how closely it follows history vs. myth.
  2. Centaurs seem to have escaped their Mediterranean corral and spread into general euro-fantasy. They seem pretty common in modern fantasy settings, along with a lot of the rest. I blame D&D for just tossing in everything/anything without any attention to provenance. I can see the Dune-ish aspect now that SDLeary mentions it... a valuable if remote area for the Empire that has an inherent mystical aspect that is going to put a wrench into their plans. Lots of room for intrigues between factions, high weirdness and, eventually, epic battles. I'd probably want to delve into it deeper and define the fey presence... move the various races away from their bog standard versions, such as making dwarfs either more like old folklore (spooky cave-dwelling elves) or more like earth elemental constructs of the gods (Warcraft).
  3. I'd long been pondering using the Warhammer setting for Magic World, but recently I realized I wanted to tweak its take on fantasy races. First off... the various sorts of elves it has (wood, high, dark, sea) are not particularly like the old folklore and WAAAYYY too much like Tolkien. So I decided that the 'real' elves are straight up fae... pretty much nature spirits and seldom seen. The peoples referred to as elves are actually 'half elves' and being a half elf means you have some sort of hereditary feature that reveals a bit of fae heritage... but it's variable (I've made random table) and doesn't imply physical mating so much as some sort of magical/spiritual interaction... such as ancestors who received a blessing/curse from the fae, lived close to a fairy hill, made some sort of pact with the fae. The same thing goes for 'goblins', which are fae as well... so all the 'goblinoids' (goblins, orcs, bugbears, ogres, trolls... and halflings!) exhibit some degree of that heritage. There's a different random table for those fellows. But basically, 'halflings' are magical mutations... and a bit random, not a 'race'. It all kinda fits with Warhammer's use of things like centaurs, minotaurs and other classical creatures as 'chaos' mutants.
  4. Does that mean Chaosium will be moving off this site as an official presence? (I hope).
  5. Which also implies, or would want for, impunity for related situations... such as running at high speeds and accurately dodging (or not) bystanders/traffic/large bugs/small dogs. Either he's invulnerable, but dangerous... or he has incredible reflexes. Also, the guy who can lift a car has more than just strength, he's got a skeleton that can support that weight and whatever other abilities/complications that might convey. Unless you want to do what the comics do and not think about these things, until you do, and then forget about them until you do again.
  6. My only qualms about that, and possibly peculiar to me, is that I'm generally not that hot about playing as teenagers or younger kids. Maybe because I spend my days among hordes of middle-schoolers. I can see the potential though... there's that sequence in Stranger Things where Eleven ends up with a group of street punks and their psychic friend Kali, and go after the people who worked in the lab experiments.
  7. I wasn't thinking in terms of those limitations. Just a hero with a big (related somehow to John Carter's?) jump vs. some other thing that might be able to fly or leap or teleport... or throw a captive a long distance. Or maybe just the need to jump between two hot spots... like simultaneous bank heists, while being shot at, with a monkey on his back... or something. It's also a good ability to get out of a fight that's going badly for him.
  8. That might depend on who/what he's in combat with.
  9. I've had similar thoughts, thinking also of The Whispering Vault (someone described it as Clive Barker's 'Super Friends')... or some less kludgy take on Exalted, by which I mean a fantasy setting with some 'super-ish' races/species/factions. Mentioning The Whispering Vault reminds that it's also been compared to Sapphire & Steel... which had various powered agents mending bizarre temporal anomalies (that often bear a resemblance to hauntings). Not particularly action-packed though. I've never read The Nocturnals, how high-powered do their stories get? I always thought they looked cool...
  10. Am I limiting myself to pulp? I wasn't aware of that... I just mentioned that I knew Superworld worked well for those pulp-era proto-supers. Otherwise, I'm not sure what your on about... if you're even responding to me... I've got no issues with Doom Patrol since I don't know much about it, except for the oddball characters.
  11. That works fine. I'd assumed they were part of a guild.
  12. OK, I'll have to think of something else... like maybe a gang of burglars, known for daring robberies?
  13. Is the town big enough to support a theater, with an attendant troupe of players and hangers on?
  14. No... but like I said, I'm not sure I think any element is 'essential'. I am drawn to the 'cult' setup for various factions in BRP games... regardless of what they're called in the setting.
  15. I'm fine with including cults as well. They're just the factions that focus on religion... not the invention or sole territory of any particular game/setting.
  16. I've played in stores where it was open table... and while it can be fun, it wasn't the same as a consistent table full of friends with a shared game history. I'm not saying it would be an awful experience, but it's not quite the same... and for my taste, and reasons for playing, it's a lesser choice. Just like playing online games can be fun, but never quite measure up to face-to-face games. I don't agree with the notion that because 'there have always been payed entertainers' that this is somehow the same thing. Players in a game have a given and take with the GM, much moreso than any audience at a play... or a DJ at a wedding. Maybe it's a modern notion that I haven't connected with... but I don't look to the GM to entertain me during a game, no more than the other Players. When I GM I do NOT think of myself as an 'entertainer' either... or at least no more so than I do when I'm playing. Maybe I'm just annoyed at people trying to monetize every fucking thing they get involved with...
  17. I'm not sure I think anything is 'essential'... but the settings I want to aim Magic World at seem to share certain features: 1. A magical world with generally mundane people. Kind of like how, in fairy tales, there is a feeling that the world is highly magical... but you don't see wizards throwing fireballs, or streets lit by magical gems, or floating cities (unless built by supernatural beings). No 'magic shops' selling real magic, but a virtuous princess might matter-of-factly bestow a charmed ring on a worthy servant. 2. Dangerous combat... if only to encourage characters to seek out more interesting solutions. Running away from things is often the wisest option. 3. Nature is dangerous... weather, wolves, bears, disease. Stick to the road, stay out of the wild forest. No need for a troll when a bear will do just fine. 4. A general level of beauty, even in the scary bits. For whatever reason, a lot of my mental pictures for Magic World come from old Disney movies... how pretty they can be, even when showing scary witches and mountainous demons waking up. Another visual reference for me is World of Warcraft... at least its earlier incarnation, it had a 'cartoony' aspect... very pretty in places, but even the most evil/dangerous places had visual appeal. It ties back to wanting a 'magical world', and that magic comes through to the senses of the characters. 5. Governments, religions, guilds, families... all vying for a character's loyalties. Reputations and oaths being very important.
  18. True, and I don't reference prostitutes as anything negative... just that sex is an activity I want to share with a person, rather than being serviced... like with a gas station attendant. Having gone on organized hikes before, paying a hiking guide doesn't seem similar to hiring a GM either. I wouldn't want to be payed as a GM either, much as I don't like being hired by friends to do things... money changes the relationship. Also, trying to turn hobbies into cash often seems to lead to loss of joy in the hobby, not for everyone... but it's a familar tale.
  19. I don't think I'd enjoy playing a game where the GM was payed. They're not there for the same reason I am. Kind of like a prostitute. Not that gaming with someone is like sex, but it's not like watching actors in a play/movie either. There is some level of 'We are doing this together' that I'd miss.
  20. Early Superman wasn't nearly as powerful as he later became. He couldn't fly, had no heat vision... he was just really strong, could run real fast and jump real high. I'm not even sure he was bulletproof... or if it was just his clothes, made from his Kryptonian blanket. Much more 'street level', and, IMO, more interesting than what he is now. Meanwhile, something like The Boys (only seen the TV version) would play more like a game of Call of Cthulhu... assuming you were playing the normies going after the demented supes. Hopeless to go up against them directly... but hit them in their fan base, take down the people supporting them... show them to be the monsters they are... you're still probably screwed, but it could be fun.
  21. Neither do I, generally... but SW was set up to emulate the old serials, and those very much were simplistic morality. The series drifted away from that scheme pretty quickly, but it's still the template I want out of them. More pulp action, less dramatic posturing. I don't want 'deep' characters or storylines out of SW... and that's where I feel like the series tried to go, and failed. Like trying to turn an old Scooby Doo episode into Masterpiece Theater, the foundation isn't there. Instead, to me, it all comes off looking ridiculous... and not in the fun way of the first movie. I still think the first Guardians of the Galaxy movie is the best Star Wars movie I've seen in decades.
  22. Simlasa

    SCP

    I've liked the SCP stuff since... forever... but never knew there was a podcast! Yay!
  23. I won't hold my breath. Elric holds a special place for me and I doubt any TV show will come anywhere close to how I experienced it while reading. More likely it will be heavily watered down and sanitized for our safety, especially if the U.S. makes it. I'm less attached to Corum and Hawkmoon... so maybe I could watch those with less pain.
  24. I think you could certainly do 'cosmic' heroes... I'd just try to reason them out according to BRPs mindset... grittier cosmic heroes who can't really punch planets out of orbit or such nonsense. Like what does it take to be a cosmic hero? A way to get to other worlds and a way to survive the trip. Mythras manages to do Luther Arkwright just fine, and, IMO, he's operating on a 'cosmic' level. I'm quite fond of Alan Moore's Warpsmiths and Qys... who have BIG powers but are not otherwise immortal or prone to punching gods (AFAIK).
  25. There's really nothing in CoC 7e's changes that I find to be improvements... so no, not interested. There are a few thing from Mythras that I like and might borrow (Mysticism)... but my real interest would be something that weirds-up magic a bit, ala Dungeon Crawl Classics... makes things a bit more unpredictable and less 'rational'.
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