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rleduc

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Posts posted by rleduc

  1. I wrote a little adventure called "The Fishsinger's Daughter" which would be good for a small group with young players -- Chaosium is going to release it as a free download "some day soon". It could be released any day now, but I don't know when...

    Also, I will have a little more to announce for adventures suitable for a younger group -- but not just yet.

    Sorry I can't point you to anything right away.

    Rich

  2. It is said, that high in the Copper Mountains there is a clearing near a small brook that contains the three Initiation Stela of the Copper Pyromancers. These three large stones are covered with glyphs written in the ancient language now called Flame Tongue, and they contain the basic spells that an initiate would need to demonstrate before being allowed to advance as a pyromancer. Further, it is said that these spells are Ignite, Breath of Flame, and Strengthen Fire. Now if rubbings of these glyphs were made and taken to Daricus the Younger, who frequently does business in Shillingshead (look for him at either the taverns or the Sorcerers Guild Hall), for a fee he could translate them. Of course, it would be difficult to find the stela, unless one could convince the Fishsinger to “ask the river” with her magic, the location of this fabled clearing – but I have heard that the Fishsinger has recently died – so that path must be closed to you…

    Ignite (1 MP)

    For the duration of the spell a small flame extends from the casters finger tips which can be used to ignite candles, start a camp fire, or even an emergency light. It could deliver 1 HP of damage as a weapon, but since any sudden move of the casters hand is likely to extinguish the flame, it is seldom used to harm others (Agility roll per round if the caster is attacking with the flame, just to keep it from going out – normal mechanics to hit).

    Breath of Flame (2 MP)

    This spell is resolved on the Action phase of the round it is cast! It allows the caster to breath out a burst of flame that delivers 1D10 damage to a target. The caster must make an Agility roll to hit a combatant, who can dodge or block with a shield normally. (Treat this as 2 MP to make a 1D10 attack with AGL x 5 as the skill level – nice but not overpowering).

    Strengthen Fire (4 MP)

    This is the pyromancers name for Chain of Being.

  3. No, it is a little BRP thing. Each weapon has its own basic. Usually 5% to 25%. The weapons basics are always printed on the weapons table and I think we get complacent. But now you're part of the club. Welcome aboard!

  4. I like beer. Last night I had a coffee stout, a nut brown ale and a porter while playing Warhammer FRP with my friends. The stout and the ale were pretty good, but the porter was rather disappointing - kind of a bad aftertaste if you know what I mean.

    You may well ask: "Filbanto, what does this have to do with the Magic World forum?"

    A fair question and quite honestly I'd have to reply "Not a heck of a lot."

    But then again, the original poster's message doesn't have a heck of a lot to do with Magic World either so I figured It'd be cool to add my own nonsensical ramblings.

    And I miss gaming in Madison! I bet I would have liked ale...

  5. Ohhh -- I think I know who wrote that one... That would be me.

    Nobody has told me it was a state secret, so I will say that Nick (at Chaosium) is exploring using the Fishsinger's Daughter as part of a free MW Quick Start download that would be available from the Chaosium website. The Quick Start would likely be about 30 to 40 pages and have a set of pre-generated characters (same ones I posted in the Download section), a core set of mechanics for sampling the game, and a short adventure. The adventure, The Fishsinger's Daughter, is about 16 pages and is something I had put together to run at FLGS and cons as a quick introduction to MW; not a great adventure but fast and easy to follow.

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  6. Since you brought up char gen walk through, I wanted to share how I describe adding percentages to your professional skills (I love this).

    Okay guys, put a little mark by your eight professional skills.

    Now add +20% to each of them.

    Now pick four of them and add another +20%.

    Okay, lastly pick on of those four and add yet another +20% to it.

    Sooo simple; +20% to four skills, +40% to three skills and +60% to one! It says the same thing, but in my world, the second description is done quickly even by new plays.

  7. Let's talk about the Brawling skill okay?

    Consider Baab the Brawler -- he has 110% in Brawling and is attacking a guy with 1D6 armor. The question is does he do 2D3 - 1D6 with a 55% of hitting, or is it only 1D3-1D6. In other words, do you get the extra damage before or after the skill reduction for armor?

    The second related question is my version has in the example with Iron Claw as doing 1D4+1+7D3 -- is this a typo? I get 1D4+1+2D3 (which is still worth the effort). Could you clarify that paragraph a little.

    As always,

    Thanks.

  8. I am putting together a demo adventure for Magic World and I made seven pre-generated characters -- nothing fancy -- in a few hours in the evening while watching TV with the family! For Rubble and Ruin it would take me at least an hour per character and I wrote the dang rules! Not only did I find the system easy and fast, but I like the variation in characters. Most characters have a skill over 90% -- everyone came out with strengths and weaknesses (of course I haven't run the demo yet, so who knows how they will play).

    If Ben gives his blessing I will post the whole lot to the download area.

    Also, when the book hits print I will have a few house rules to add regarding starting equipment that will make character generation even a bit easier.

  9. I thought I would post here regarding what I intent to contribute to MW. I was approached and asked to modify an adventure I had written for one of the adventure contests, The Haunted Bridge, for inclusion in an up-coming “world book” monograph. I have done this, but the adventure was always intended as an “opening adventure” for beginning characters, so I am expanding it. I have re-drawing my ugly map and added several more and I have added a village with several adventure hooks and am adding another short adventure based from the village. Of course, no one has seen my work yet, so there is no guarantee that it will make the cut and be included in the monograph…

  10. Yeah -- I.ve been there. For me, at the end of the day, the question was how important to me was it to have a grand unified damage system that scaled in all directions, gave a first approximation to the real world, and was playable? (By the way, experience has taught me that all systems that require taking the log of a die roll are bad :-) ) My answer was to not worry about scaling -- for Rubble and Ruin it was so rare that anyone went outside of the firearms scale that it was not useful to me to worry about larger weapons. Obviously, I don't have a final answer -- but I wish you luck.

  11. I looked around and couldn't find my old reprints -- but what you want to do (in case you don't know) is google "armour materials terminal ballistics" or the like. The key buzz word there is "terminal ballistics". There is a long wiki article on terminal ballistics which is where you would want to start.

  12. Hello draven and Welcome to R&R.

    Regarding Farm and the lack of mechanics – it’s true; I didn’t put in any mechanics. The thought process went something like this; I had run Aftermath for decades and it is a game that has at least two farming skills and some mechanics for each, but I could not recall ever asking anyone to make a Basic Farming roll. It just never came up in play. BUT, farming skill is a quintessential near-future post-apocalyptic skill. The farm boy goes out into the big ugly world, or the small community is lacking the farming skill it needs, or the like – I had to include the skill. If your play style is such that you are actually making farming rolls, I think there is enough description to help the GM wing the mechanics. I could imagine running a game in the “Pendragon style” where each adventure is separated by a boring year of tending to the small homestead on the edge of a ruined city or the like, and this time is handled with a few die rolls. In such a case, it would be easy to improvise.

    Regarding the missing Avalon text; the bottom third of page 11 should be all about Avalon. If the text is missing, then you have a bad PDF. If it is there, and you just didn’t recognize that the section was meant to be an aside about a pair of related groups then that is just bad layout on my part. If I were better at page layout when I put the book together, that would have been a side bar or a text box, but it was my first stab at laying out a full book. I looked at it again this morning, and I would have done that differently.

    Regarding more R&R stuff. I have about a quarter of a full length adventure put together – it is called Rubble Lane and is a tribute to a certain classic Runequest adventure. The play-testers seemed to enjoy it – but unfortunately that project has been stalled by Real Life ™. On the other hand, I have 90% of a short R&R adventure completed that I am hoping to finish for the Science Fiction adventure contest (which ends this week – so I need to get on it).

    Glad to hear you like R&R – let me know if you run it.

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