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Simlasa

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Everything posted by Simlasa

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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 b
  8. I agree, which is why I generally don't go for games that are trying to emulate books, movies, comics. If I do, I am after some aspect of the setting I enjoy, not trying to recreate it. I like Stormbringer for it's weird fantasy flavor, not because I want to play in Elric's world. But I think Superheroes are even worse for it, because of they're a such a wide field with such a long serialized history... so many characters with so many different abilities, abilities that often come and go as the plot desires. It's almost like trying to make an 'anime' game, or a 'television' game... it's too
  9. As has been mentioned, comic book supers are a problem for RPGs in general. It always seem a folly to me to emulating a written medium where whatever needs to happen for the plot can be made to happen... there are no rules to what Superman/Batman/Plastic Man can do except for what the writer needs them to do. I'm more interested in a setting and supers who are designed with BRP specifically in mind... I'd shun invulnerable (and plot-immune) characters altogether and focus on PC supers who have a special advantage, but can still be taken down by a bullet, blade or bomb if they're not carefu
  10. I was actually thinking about that this morning... wondering how long it would take me. IF I do it, I'll let you know when I'm finished.
  11. Whatever drawings I gave you for the alchemist book are yours to use. If you need me to sign something I will. Apparently Magic World has also disappeared from the online store... so maybe they're just disappearing it altogether, as some nagging bit of the past.
  12. I'm glad to hear Osprey is going to bring out more stuff for Jackals. I'll assume it's all of use for BRP even if not used for Jackals itself.
  13. 'Anything goes' implies, to me, a higher power level... just so the PCs won't be overwhelmed by the 'anything' when it shows up. I'm thinking kitchen sink settings like Rifts. Not that a multiverse HAS to be that way... but they often seem to lead there. It's not BRP but one multiversal setting I like is Astulae, which is a series of setting books describing an ancient 'dungeon' of connecting realities. It has its own laws of operation, factions, mysteries... but is generally on a manageable power scale. No worlds full of superheroes or giant mecha... not from what I've seen of it. Or m
  14. I think Magic World is still 'The New Magic World' as far as I'm concerned... in that I wasn't looking for a replacement. Also, Osprey seems to only put out further support for a few of their games... Frostgrave being the main one I see. The rest seem to be one-shot rulebooks, which is fine.
  15. I assume 'trippy 70s vibe' would riff off Moorcock and Zelazny? Fairly high-powered stuff that touches elbows with god/godlings? Maybe because I've been reading lots of fairy tales lately but I could go with something less 'epic' than a lot of modern fantasy seems to me... less caught up in vast military intrigues, more about the lives of common folks and their brushes with the uncanny. But I suppose that's less about world-building and more about constructing scenarios/situations.
  16. I've always liked the idea of hit locations, but not always how they're implemented... depending on the nature of the attack.
  17. I'm NOT a fan of the changes CoC 7e brought... in tone or mechanics. If I were to borrow anything from other BRP-related games it would be some of the magic options from Mythras/Legend, like Blood Magic.
  18. So you felt the need to repeat back to me what I'd already said? Also, I'm not so sure about your assumption about people not creating their own worlds though... I certainly see plenty of homebrew settings in local games around here, and in the gaming blogs I read. I'm not sure it's a mainstream part of D&D these days though. Magic World's 'Southern Reaches' setting is distinct from Moorcock's so I'm not sure what you're on about there. There's not really enough to it to judge it 'dated'... which seems like a lazy term to use for such things anyway. Maybe just not your taste?
  19. Yeah, I do realize that the formative decisions about Magic World were not Nu-Chaosiums. That there were larger issues that played a bigger part than any qualities of the game itself.
  20. I said I felt I was the only one who loved the NAME, not "game"... but I DO love the game as well. Even its sketch of a setting is interesting to me... has potential. It sets up a interesting situation, with some mystery and conflict and plenty of room for exploration/discovery. Oh well...
  21. No one buys a game if they don't know there's a game to buy. Magic World wasn't promoted or supported in any significant way. So why would sales be anything but low? Most of us only knew about it because we were already BRP fans and tuned in... so I don't think there's a case for saying it really got a fair chance. Anyway, it's not a failure on my end... since I'm playing it. Your loss is not mine.
  22. I seem to be the only person on Earth who LOVES the name. To me it's near perfect for a generic fantasy game that's not aiming super aggrogrimdark (Mork Borg) or super cutesy anime (WOTC D&D? HAR!)... the name leaves a whole lot of interpretations and possibilities wide open. Are people ragging on Apocalypse World for its name? Dungeon World? Not that I've seen. It's not the name that failed it... it was Chaosium's lack of promotion and support. But then, seeing where they've gone since the Nu-Chaosium crew took over I am sort of glad Magic World is a 'dead' game... if Nu-Chaosium d
  23. Not pathetic at all! Sounds fun to me... though I have only a passing familiarity with Rifts, based on its initial rulebook. It appeals to me a lot more than something like Torg, where the different impinging realities didn't seem to mix that well. Rifts, in its chaos, seems more cohesive, somehow. Which is what I'd want out of a game multiverse... variety, but not a feeling that I was shifting to a whole different game. A Stormbringer multiverse feels different from a Luther Arkwright multiverse from a Runequest multiverse... at some point you need to pick a rail and ride it.
  24. Thing is, magic is imaginary, make-believe, so it can be whatever you want...
  25. Magic can be such a big part of describing a setting, its metaphysics and how it operates. Not all magic is created equally, the purposes of its users and their capabilities come into play. I prefer spells for Clerics to match the nature of whatever god(s) they worship. Not just choosing willy nilly from a big list but prayed for an granted. Similarly, I think it matters what culture a Wizard hails from and that worldview. People from the desert will develop different magical practices than people from the frozen north. Some magic might be outwardly seem similar between different traditi
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