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Mugen

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Mugen last won the day on December 24 2017

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About Mugen

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  • RPG Biography
    Started with Mega (french RPG about space & time agents) at age 9, began GMing with D&D Basic at age 11, my life changed with StormBringer. Huge fan of Pendragon, Mage and RuneQuest.
  • Current games
    Qin: the Warring States, ShadowRun 4
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    Paris sububrs
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    French roleplayer from Paris suburbs, working in smartcards business.

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  1. I voted Common Magic because usually it's Sorcery for "professional" magicians, and Common Magic for non-professionals. But it depends on campaign background, and it can be Animism in some places.
  2. If I wanted to re-work Sorcery rules, I think I would, too, get rid of vows myself, and base Presence on INT and some other factors, such as the magical skills value, and perhaps POW. I would also have fewer skills, perhaps just one per Rune. Spell knowledge would be all or nothing : you either know it, or not. Spontaneous casting without knowledge of a spell would be possible, but with limitations. Surely a lower Art total limit (skill/20 instead of skill/10), perhaps only 1 Art level per 2 MP, and perhaps longer casting time. Perhaps a system where you "build" a spell progressively, and each casting action costs MPs and adds Arts level to the total, but also makes the next action more difficult. I would also make the whole system less dependant on huge MP storages.
  3. As far as i understood these rules, Arts were also skills in Petersen's rules. Yes, that was a really good way to do D&D-like magic. In general, I loved how those rules allowed for many magical tricks, but it was a little too complex, I think. However, whenever I think of a magic system, I have it in mind. Thank you for taking the time to explain all those differences.
  4. This is clearly an evolution of Sandy Petersen's rules, isn't it ? Could you summarize the differences between your rules and Mr Petersen's, please ? I honestly don't have the courage to read through your rules just to figure out what is different. 😓 Concerning "flavorful" versus "generic" spells, I like how Mage:the Awakening or Ars Magica work in this regard, where magicians have access to very generic effects, but casting specific spells is quicker and far more effective.
  5. Well, they tried very hard to reproduce the success of Qin, but with far less talented people... French edition had 4 supplements, though, but I think 6 were initially planed.
  6. Really ? I based my comment on the list on the GRoG, which usually has a list of all published works. I also found no mention of Ar-Kaim or Selenim books for 4th edition afterwards. The only Ar-Kaim book I found was for 3rd edition: There's the Crowdfundind site: https://fr.ulule.com/nephilim-legende/ Then, the GRoG link : http://www.legrog.org/jeux/nephilim There's also a Starter Kit: http://heritiersbabel.org/wp-content/uploads/2020/04/Nephilim-Quintessence-Kit-de-démarrage-HD-V2.pdf Sorry... Honestly, I've read it a long time ago, and don't remember it very well. The "Nephilim" part comes from the fact a character can reincarnate, and the "Highlander" part comes from the fact their powers come in part from a sword.
  7. 4th edition was not very succesful, to say the least, as the only products were the GM screen and an introductory box. Nephilim Legendes opted for a crowdfunding system that worked pretty well, and still works as a CF for a "2d Season" has begun. Well, that's because you only see the best French products, I think...
  8. Other possible leads for a more "historical" approach are Mythic Britain for Mythras (of course) and the french Keltia, which, despite its name, is a game about Arthurian myths, based on Welsh sources. I remember the campaign was horribly railroaded : -Arthur goes somewhere, and the players follow him, -The players can do some unimportant things, -Arthur do something to make the plot advance, -Repeat.
  9. As for myself, I started the GPC using the Boy King, and in my memory it seemed more in line with historical Dark Ages. I remember I had a Roman Knight and a Cymri Warrior in my group. My original intention was to follow the "Arthur" French comic book by Chauvel and Lereculey, which is based on Welsh legends. But I changed my mind afterwards, and played a more traditional GPC.
  10. I have three, only in French, sorry... Wikipedia, of course. https://fr.wikipedia.org/wiki/Trinités The official website is not very informative : "Trinités est une gamme de jeu de rôle contemporain-fantastique." The description of "Trinités- Initiative!" (an intoductory version of Trinités) gives more detail than the description of game itself. https://www.les12singes.com/7-trinites https://www.les12singes.com/jeux-de-roles/238-trinites-initiative-.html And le Grog (Guide du Roliste Galactique). http://www.legrog.org/jeux/trinites You mean 5th edition, "Nephilim Légende"?
  11. Yes, and German speakers would certainly say how annoying it is Pendragon doesn't consider the grail as emerald stone fallen from Lucifer's head, and makes no mention of Lohengrin, son of Parsifal. Note that this "Arthur" candidate (Lucius Artorius Castus) is considered to have lived in the 3rd century, and certainly never faced a Saxon invasion. It's even possible that he never went to Armoric, but in Armenia instead. Yes. Pendragon is a game about Arthurian Myth, and not about Britain Dark Ages. The GPC is in fact a time trip through all the periods during which the Myth was elaborated, from the Dark Ages of the Uther and Anarchy periods, to the 15th century. To reflect that, one could use Welsh or Latin words in the first period, French in the middle, and English in the end.
  12. I never read the US version, but I have no doubt it has better rules than the original one. I doubt the French rules were really properly playtested at all, as there's always been a disdain for mechanisms in my country. Selenim is a work by Tristan L'Homme, which is so famous in France he even had a boxed set released for CoC 6th edition named after him (le Musée de L'Homme, a wordplay with a famous parisian anthropology museum.). And Selenim is IMHO one of his masterpieces. But he's never been a good technician, giving advices like "Don't put more than 75% in a skill, it's useless", or writing rules such as "after falling inconsious, a character remains so fo CON minutes".
  13. Mugen

    Shields

    This. The need for a specific skill for shields, making these an option more difficult to master than 1 handed combat, would be a perfect fit for a feudal Japan game, for instance, where shields were essentailly abandoned.
  14. Mugen

    Shields

    I agree. When decision was made to not continue RuneQuest 6, which I understand, I expected something more like a simplified RuneQuest 3. Also, although Greg Stafford designed two real RPG masterpieces (Pendragon and Prince Valiant), which opened new ways for RPG design, he didn't design RuneQuest.
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