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Simlasa

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Everything posted by Simlasa

  1. This reminds me a bit of how Unisystem's 'Witchcraft' does magic... that the mana or whatever first needs to be accumulated... IIRC there's a skill rating for how quickly that can be done. Then the spell can be cast. It also had some fun notions for the intoxicating effects of being chock full of magic power, and what happens if the magic user goes too long without using or releasing it. Not tooo much more mechanical heft for the added atmosphere.
  2. We played through it again last weekend and it all went much better for the PCs... maybe we got lucky.
  3. We played this last weekend. We went in thinking we had a plan but that sort of fell apart... and boy that giant hits hard! We did manage to win out in the end... but some of our PCs are going to need medical treatment and maybe a prosthetic leg.
  4. When I first read Classic Fantasy it reminded me, a bit, of Earthdawn. In that game, Disciplines (classes) are societies of folks who all study/practice the same set of abilities. When you go up in Circle (levels) the other folks of the Discipline are who you go to for training, to learn new abilities. Classic Fantasy doesn't push the cult/brotherhood aspect so much but if I were to run it I would try to emphasize that... have other warriors as contacts and resources, along with some degree of responsibility toward the school and fellow students/teachers.
  5. I never liked the idea that the Mythos was inherently evil... but I'm not really a fan of the notion here that they're inherently good either. Poor misunderstood monsters... I wish Sigil & Sign had made it... sounded closer to what I'd want to play, as a setting, if not a system.
  6. I've been interested in this... having run 'PCs as cultist' games in the past... but I haven't read the books this is based on and from a cursory look... I dunno if it's my sorta thing. Its big conceit is that the Mythos entities are actually the good guys... one comment I saw on the fiction source mentioned Nyarlathotep being some sort of 'Captain Planet' character out to stop folks from polluting the earth. I'll might still get it, it's Mythras + Lovecraft(ish)... but I'm not all that interested in a 'politically correct' Mythos.
  7. Agreed! I want nothing to do with 7e, but I would be a customer for 'official' PDFs and POD copies of the earlier stuff... which is why I went all-in on the Kickstarter despite already owning all of it. It's similar to how I don't own D&D 5e, but I appreciate that WOTC has put up a lot of the older materials that I and others might have an interest in.
  8. Monster Island, for Mythras, has a foot in that territory... depending on how you choose to use it. But yeah, I'd like to see more weird fantasy stuff for Legend/Mythras/BRP. My own thought has been to use Renaissance Deluxe to run a blend of Warhammer and Lamentations of the Flame Princess... so quasi-historical with a thick layer of strange just under the surface... less Conan, more Solomon Kane.
  9. Yeah, you'd think so wouldn't you... but these sorts of things have a knack for spilling out into other areas. I've seen more than one forum eat itself up over politics.
  10. His comments were NOT about gaming or Chaosium though... and he is not here, he's not taking part in this discussion. So it's a discussion about him and some non-gaming comments he made... is this really the place where anything like that is going to be solved/fixed?
  11. I don't see the point of this thread on this gaming forum. The person in question is not present. So is the motive just to shout at them in absentia? To announce where we stand on the topic? To bully each other into some sort of consensus (or silence)? Almost everyone has been civil... but it doesn't seem to me that it has much to do with the actualities of games/gaming.
  12. Maybe? But does Chaosium have any plans for Cthulhu in space? Maybe it could include CoC 7e stats as well... hearkening back to the good old days when Chaosium put out products with stats for other systems. Not that Mythras doesn't have some nice scifi in its stable already, but I'm thinking 3pp for all this.
  13. Why? There are loads of Cthulhu games out there now... but not so many in space.
  14. I'm aware of that one, but it shouldn't prevent them from putting out a Mythras edition if they wanted to. A couple others that came to mind: 'Ashes To Ashes' - apocalyptic low-fantasy 'Agents Of The Crown' - victorian era proto-supers, ala 'The League Of Extraordinary Gentlemen'
  15. So far a couple of the old BRP Monographs, Classic Fantasy and Rubble & Ruin, from Chaosium have found their way to being fully fleshed out products using Mythras. Both of these go beyond their initial incarnation and are, IMO, improved renditions. So what other BRP Monographs would people like to see return as settings for Mythras? Most likely using the Mythras Gateway license... Fractured Hopes seems like a setting deserving of more exploration and expansion. The Green and Aces High are two others that I liked a lot and would like to see more of. What about Lords of Tarsa? Swords of Cydoria? I don't know if anything further happened with Sarah Newton's 'Chronicles of Future Earth' besides some fiction... but I'd love to see that setting come back as well.
  16. Yes, that sort of thing does feel like 'superheroes' with a different set of tropes. Wild action, strange powers, but the characters not inherently infallible or invulnerable. One anime I've kept in mind while reading Mythras' Mysticism Chapter (but also with Superworld in mind) is Basilisk... similar to Ninja Scroll... it's about a bunch of 'ninjas' with unique powers and physical traits. The story is pretty dark and tragic.
  17. These can be had as PDFs now on DTRPG. https://www.drivethrurpg.com/product/191361/Eternity-Realms-Saving-Bundle-BUNDLE I bought them both and they look nice.
  18. Of course RQ matters, IF you want to play in Glorantha... but if you don't... if you want some other setting or to build your own, then Mythras (or Magic World) is a much better option.
  19. How big a seam is it anyway? I hear CoC 7e fans speaking out of both sides of their mouths... praising the changes but also claiming the changes aren't that significant... clamoring for conversions of old content to the new system but also claiming it's totally backward compatible. Which is it? Either way, I'm happy for Magic World to stay 'dead' in the eyes of the bosses if the only option is to 7e it. As for new BRP fantasy games... Mythras is now the 400lb ape in that room.
  20. Wasn't Call of Cthulhu big in Japan before 7e came along? IMO a big chunk of why people go on about 7e is the improved graphics... people like pretty pictures and CoC 6e was particularly fugly. So often these days when I hear people gushing about a new game, it ends up being about the look of the thing... not the system. Treat Magic World like CoC for a year... graphics, support, adventures... and see if it doesn't grab a lot more attention and online chatter.
  21. I love Magic World, but yeah, there are always going to be rules that want to be tweaked to evoke a particular setting. Not that there aren't already a good variety of magic systems for the different flavors of BRP... some variations of BRP even have each spell as a separate skill. Is this Rolemaster adaptation something you created or is it available online somewhere? Rolemaster was an influence on DCC, which is the aesthetic I'm after at the moment. I've never played that system but it seems to have inspired a number of other RPGs to some degree.
  22. In the past I ran a Magic World campaign where I used the 'Maleficar' rules from Logan Knight's 'Last Gasp' blog. They're cascading charts meant for Lamentations of the Flame Princes (B/X D&D) but easily tweaked. Basically, if the PC runs out of MP they can try to funnel raw magic through themselves... but it's risky. (roll on the 'Cast The Bones' chart for possible adverse effects) Also, if the PC wants to boost a spell somehow, there's a chart for that (Conduit Of The Cosmos)... and a suggestion that the roll be modified depending on how crazy the PC is trying to get with the spell. In use it wasn't much extra bother and only got used occasionally. Ex: I had a Player (fresh out of MP) who was trying to cure a girl who had been cursed on her wedding day... and the spell worked... but also sealed the poor girl's mouth shut... so they had to go looking for someone to fix that...). Here's a link to his downloads page... the one you want is 'Last Gasp Shitting-Looking Compendium' which has a bunch of his blog entries. The specific bit is in the House Rules portion, under '02: Do Not Take Me For Some Turner Of Cheap Tricks'. WARNING: The cover drawing is NSFW and Mr. Logan has some salty attitude and language (which I quite enjoy!)
  23. I'll have to look at Corum. I've got it here somewhere. I know Warhammer Fantasy Roleplay has something similar. IME, bad failures don't happen too often in DCC... but they're fun when they do. I do want something like DCC's GOOD results as well... like when you cast some fire spell to burn a goblin and end up summoning a volcano! My concern is that there might be some arcane game design version for NOT having Magic World PCs roll for spells... though other BRP fantasy games do.
  24. As much as I love Magic World, I sometimes feel that its magic isn't all that 'magical'... in the sense of it being mysterious and unknowable and outre. It's a bit too reliable and mundane for my taste. Part of this notion comes from playing LOTS of Dungeon Crawl Classics and loving how magic is done in that game... rolling for each spell on a chart of wildly variable effects. It's always that bit more exciting when a spell is cast (and negligible work looking up the result). Another part of my desire for a Magic skill is that I'd like to have different sorts of magic traditions, varying by culture or whatever... to push the adventure of discovering and learning new spell types and add a bit of flavor... distinguishing goblin magic from elf magic or whatever. My first thought is to add the skill... and make Specials and Criticals roll on a chart of boosted effects. Just one chart, with Criticals getting a bonus. I'll have to do the work and test it out... So what might be the major unforseen (by me) downsides to doing that... making spell casting characters roll, rather than just having it work every time? Just the added complication, or does it somehow throw in some unbalancing element I'm not seeing (since any PC can learn magic if they want). Any other thoughts on how to push Magic World magic towards being wilder and less predictable?
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