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rleduc

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  1. Hello All,

    Yesterday my updated version of Rubble and Ruin was released on Drivethru--just in time for the end of their Post-Apocalyptic promotion!

     

    Here is the back text:

          The rising sun illuminates the vault door in the back of the partially collapsed office building. You  have  traveled through endless rubble of the dead city to find this long-sealed entrance. Is this the gateway  to a forgotten military laboratory or just a storage vault of useless papers from the old world? The answer is yours to discover as you crawl into the rubble and ruin.

          But whatever the answer is, this is not the same old dungeon!

          Rubble and Ruin reimagines the classic dungeon crawl as a post-apocalyptic cyberpunk dystopia. Instead of wizards, sages, and clerics seeking lost magic, there are engineers, scientists, and physicians combing the ruins searching for Old Tech. 

          Players take roles like cyborg warriors, uplifted rat mechanics, transhuman scientists, robot engineers, or wild-type scavengers. Whatever the role, the characters are scavengers exploring the destroyed world, looking for the bits and bobs of old technology that can be repaired and traded to the surviving enclaves.

          Powered by Mythras Imperative, Rubble and Ruin provides a complete near future post-apocalyptic world. Characters can be cyborgs or bioengineered mutants or any of ten different biotypes. Rubble and Ruin has extensive rules on Old Tech cover everything from electrical engineers building custom sensors and high-powered radios to chemists manufacturing explosives and medical supplies. Yet all characters know something about technology. Maybe your cyborg rolls their own ammunition with the Handloading specialty or your uplifted rat is an expert ay bypassing electric locks and cracking safes.

          Be Advised. Post-apocalyptic games cover many different kinds of settings from ultra-realistic tails of life two hundred years after nuclear war to gonzo worlds of talking rabbits and telepathic plants to grim adventures set during a zombie apocalypse. This game is built around one setting. A re-interpretation of the canon fantasy as magicless science fiction setting, twenty years after the collapse of a dystopian cyberpunk civilization. The goal is to recreate the feel of an old school dungeon crawl in a science fiction, magic-free setting where technology and science replace spells and enchantment.

     

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  2. Wow! I just found this thread, and I'd like to thank everyone for the kind words!

     

    I think the above comments perfectly capture what I was trying to do with R&R. It is far enough after "the fall" that everyone knows what's going on, but not so far that people have forgotten how the old stuff works. Trotsky articulated what I was hoping to do. When I wrote it, I expected most GMs would have their own end-of-the-world story in mind, and would simply grab the parts that they needed and throw away what didn't fit. (Even I don't use nan-psionics anymore--it was a holdover from my Aftermath days.) 

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  3. 4 hours ago, prinz.slasar said:

    The situation (and rules) would be different if Sorcery itself was conceived as a completely independent form of magic - separate from Animism.

     

    I like what you were doing. I was approaching it as Sorcery is knowing ways to force reality to bend to your will while Animism is knowing ways to interact with spirits. The first has a bunch of tricks that are represented as spells--I think of it as literally spelling the desired effect out with runes (for example) where each run does its part to change reality and the sorcerer puts them together in such a way as to achieve a certain effect. The animist, on the other hand, has been initiated into traditions that allows them to interact with spirits--sometimes friendly, sometimes not.

     

    1 hour ago, lawrence.whitaker said:

    The RAW approach is that each magical tradition is its own sphere, and another discipline cannot be a 'better' or more effective form of another tradition. This is why RAW sorcery has limited ways of dealing with spirits: such things are meant to be the province of shamans, and no sorcerer should be able to surpass a high shaman in how they deal with the spirit world. Conversely, animists should not be able to outdo a high wizard in terms of manipulating the fabric of reality to achieve magical effects, and neither a wizard nor a shaman has anything on a high priest when it comes to channelling the power of the gods.

    In principle (I assert without evidence 😉 ) game balance could still be maintained even when both sorcerers and animists are able to interact with spirits. That is why I was going to require the Enchant spell for binding. But I do thing RAW do a great job of achieving balance--I'm just fiddling around the edges.

  4. Thanks prinz.slasar. That was close to what I was thinking--but I was going to add that he had to use Enchantment if he wanted to bind the spirit. That way the sorcerer would also need a stream of power spirits that he would "Tap" (I can't recall if that's a Mythras spell) for the energy to bind other spirits into potions.

     

    I think you've just motivated me to try and learn German! 

  5. I need to check my notifications--sorry to ignore your response Bilharzia. I'm coming at this from a Magic World/BRP background and I'm interested in how the various magic systems interact. That's why I made his specifically a sorcerer. How would a sorcerer deal with spirits? In Magic World I would think of summoning extra-dimensional nastiest and then binding them. I didn't see anything like that in Mythras, but I wanted to make sure I wasn't missing something obvious.

  6. Hello Mythras experts.

    Although I have no problem just inventing new spells to meet my needs, I would like to resolve this as close to the rules as written as I can.

    I'm running straight Mythras in a sort of "Dark Ages/England 500 AD/but there's more magic" kind of world. And in this world, there's this reclusive old man (NPC) who maintains this ancient and forgotten holy site that is also a royal property. Turns out, the old man is actually an elf who has left the other fair folk and for generations has been maintaining this overlooked backwater holy site while working on his sorcery. The holy site draws all sorts of spirits from all over the realm--medicine spirits, sickness spirits, shape-shifting, undeath, whatever--but whatever they are they can be found up on this desolate moorland at the chapel within the circle of standing stones.

    My question is, what is this guy doing. I'm thinking he has Protective Wards, Spirit Resistance, and maybe Banish in case something goes wrong. Mystic (Sense) to know what is moving around him. But in general I figure he'd be using Evoke to bring the spirits into his presence--but then what? Are their any spells that would allow a Sorcerer to force a spirit to do anything? Is he just left to negotiate with them--that would be kind of cool--but not exactly what I was thinking.

    Anyway, any thoughts or ideas would be welcome.

     

    Regards

     

     

    • Like 1
  7. So I'm starting an M-Space game next week (on-line of course) and I was wondering if we have any idea about what will be in the up coming M-Space Companion? I know robots and cybernetics are in there--do we know anything else? Thanks.

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  8. I'm in. And as I understand it, that buys me the right to make little nit-picky suggestions... (As a little aside, in my line of work we often say that no motivation is as strong in a human as the desire to edit what someone else has written -- I fear that I may have just paid money for the opportunity to make editorial comments -- this is a great business model.)  :-)  

     

    But seriously, for those of us with minor comments, where should they be directed?

  9. Cabin Fever was written as a Rubble and Ruin adventure (though it could be ported easy enough to any PA setting). Narl, I don't think I have any pre-gen R&R characters, but I did a fast Rubble and Ruin for use at my FLAG that simplified character creation. I could post that if anyone wanted.

  10. Without filled-in sheets, this definitely isn't a candidate for the familiar "time-to-leave-for-game omigod-i-didn't-prep-anything hell-lets-try-this-hit-print where'd-I-put-my-coat" routine. That's usually when I run quick starts for new-to-the-crew systems.

     

    If you can stand my sloppy handwriting, several of the characters are simply retyped from the sample characters in the Download section.

     

    Eoghain the Sorceror == Sorceror
    Lord Byron, a Minor Noble == Minor Noble
    Ana the Hunter == Outdoorsman
    Gweneth the Healer == Healer /Scribe
    Jeromyn the Thief == Sneak Thief
    Vevina the Merenary == Archer
    Ruairi the Mercenary == Heavy Fighter
     
    The file is here: 
  11. Bummer - players just called to cancel de to sickness. They're a couple (and generally host our game) so :( Our third player was also sick as of last night ... I was hoping to go on with 2, but can't with, ah, zero ...

    That's when you start writting adventures...

  12. I have submitted a monograph set in the Southern Reaches -- and Nick thought it might be out by Gen Con...

    Back text:

    Is Horsechester a typical village of the Southern Reaches? Hardly. Built around an ancient wall, or chester, the village is home to Equerry of Drumhold, the noble charged with maintaining Barron Drum’s fighting horses. Not the great warhorses of the knights, but rather the hundreds of horses used to wage the barons wars. The horse market in the village attracts wealth, and wealth attracts adventurers. And all of this is built on top of ancient sites dating to the time when the Fey ruled the Southern Reaches.

    This Magic World monograph details the village of Horsechester, several of its institutions, and has three loosely coupled adventures all starting in Horsechester and ending in trouble. The adventures work for beginning characters, and the first can be used to bring to either bring adventurers together, or with an existing group. In Horsechester adventurers will encounter scheming ogres, raiding orcs, swarms of undead, and a lot of bad weather.

    And I have added two of the maps to the download section:

    Magic World Monograph Maps -- Horsechester - Downloads - Basic Roleplaying Central

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