Vile

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Vile last won the day on November 10 2016

Vile had the most liked content!

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About Vile

  • Rank
    Dreamscape Designer
  • Birthday 04/24/1967

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  • Website URL
    http://dreamscapedesign.net/

Profile Information

  • Location
    Worlds of Wonder

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  • RPG Biography
    Rolling percentages since 1983!
  • Current games
    AEON:engine™
  • Blurb
    Crafting the finest table top role-playing games for your diversion.

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  1. As errata documents go, that's pretty small.
  2. My rates are very reasonable!
  3. That's the impression I'm getting in my current reading of both books, but would you care to elaborate? Any changes in particular?
  4. To re-phrase the OP's question slightly, what are the members' thoughts on the merits of Elric! vs. Magic World in terms of actual rules content? Forget about art, layout, setting material, which one you can still buy over the counter, or whether you already have any of the books*. Which of the two do you think is the superior game system? * What do you mean, you don't have full sets of both? Who let you in here? Let me see your papers.
  5. Or just use the Elric! system for another licensed property.
  6. I thought the BGB was just going to stay on as PDF and possibly PoD if the Chaosium gets around to it (assuming it's not on the top of the pile). Isn't the current policy to publish stand-alone games based on a common core with RQ7?
  7. Thank you for updating us, Glorion. At least it answers the question, although not in a way any of us would wish. I'm glad to hear he's still gaming. By the way, has he considered publishing the game, even as a free PDF or at-cost print-on-demand? I think it deserves a bigger audience.
  8. You can still get the PDFs: http://www.drivethrurpg.com/browse.php?keywords=gloranthan+classics&x=0&y=0&author=&artist=&pfrom=&pto=
  9. There's one (only one) BRP slot at FG_Con 10: http://www.fg-con.com/events/blue-planet-surfs-up/
  10. Right, the Kickstarter is live and running! I would really appreciate any help you good folk could give it, even if it's just a passing mention to a friend. We need to get food on those artists' tables, you know.
  11. Well, Magic World isn't going to see any new editions ... But on the topic of new spells, I think "generic" spells are best taken directly from AD&D if you're going to run a Greyhawk game. They need hardly any tweaking, and that can be done on the fly. That's what we did when I ran an RQ2 game in Greyhawk (Against The Giants) way back when. Don't worry about balance.
  12. There is the expansion: http://www.chaosium.com/advanced-sorcery/
  13. Check out how many people attended Miskatonic University of Facebook.
  14. The Western Isles are a number of large and small islands at the farthest edge of an old and decadent empire. The indigenous human presence is limited to a relatively small area on the largest of the islands known as Nine Dragons, after a range of mountains to the north, and consists of innumerable clans of primitive hunter-gatherers collectively known as the Wodens, after their practice of using blue woad as body paint. 500 years ago, two of the islands were colonised by the empire. The colony as a whole is called the Westmark, but it is divided between the two rival counties of Delect on Broken Island to the west, and Brum on the island of Fragrant Harbour to the east. Linking the two is the free city of Sandmouth on the Nine Dragons Peninsula. What makes the Western Isles so different from the rest of the empire, however, are the presence of a host of inhuman, intelligent beings. Most fall into one of two distinct branches - fairies and giantkind, each with an entire ecology of unique, or at least "different" species. Only one group from each family deign to have regular contact with humans, and they happen to be geographically split between the elves on Broken Island and the dwarfs on Fragrant Harbour. Both species trade with humans, though they remain alien and unfathomable in spite (or perhaps because) of their apparent disinterest in the colonisation of their lands. The Western Isles are also unique because magic, long relegated to legend and superstition, is part of everyday life. Many creatures are intrinsically magical, and humans have learned to wield magic from both elves and dwarfs - though human magic remains cumbersome and limited in comparison. Not all of the Western Isles are open, however. To the north, beyond the Nine Dragon mountains and the watchtowers making up the Gindrinker's Line, lie the territories of monstrous creatures far more alien and inimical than elves or dwarfs. Wild mountains, forests, river valleys, and swamps cover vast tracts of land unexplored by and hostile to human life. Even the wild Wodens will rarely venture down the northern slopes of their mountains into these fantastic realms. AEON:mageworld™ is the first game in the AEONengine™ system. It is an ancient fantasy game melding aspects of Celtic and Germanic mythology. The game will be presented in four digest-sized books, each covering a modular portion of the whole: Rules Setting Creatures Magic
  15. Nonononono, now the rocks are the wrong colour!