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Atgxtg

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Everything posted by Atgxtg

  1. Okay, I'll send you an email with the math in game terms. Basically use use the SIZ tablre I send you to work out mass and engine thrust (STR) and can work out some other details using real world math, simplified into game terms.
  2. THat's an interesting concept. For starters: I'd equate the advanced Culture of the West (Elves, High Men, etc.) to Fedual Japanese Society. I'd use RQ3 Land of t he Ninja to get the basic stats for gear, professions and monsters. I'd probably equate Orcs to Bakemono (Japanese Goblins) and Trolls to Dai-Bekemono (great goblins or Ogres.) I'd have to decide of Elves and Dwarves existed or replace them with something more Japanese such as Kenku and Kitsune or some such. Since Japan is a series of islands, rather than a continent, I'd have to decide if everything takes place on Japan (with a Japanese Mountain standing in for Mount Doom) or use all of Asia, putting Mount Doom in China, Mongolia or Tibet. The Low Men would end up being everyone who wasn't Japanese, which is a bit snobbish, but fits the culture and story. The Nabinjin (Europeans) with firearms and ships could be the minions of Sauron, as could the Mongols if I set it earlier. I'd want to go over everything to make it more Japanese when possible. I'd want to change some stuff just to keep the players guessing and keep them from being able to anticipate what is going to happen. Yeah, I've d one stuff like that at times. Normally not something as well know as LOTR, but I did run a campaign where I ran the players through a bunch of Celtic Myths. To do something like t hat you first figure out what the key points are, and how much freedom the players have to divert from the "Story". Then you figure out what happens if the players do divert, and rework the story to allow them some choice. Then decide how obvious you want it to be and alter/vary stuff to obscure the source if desired. Usually you'll want to make some changes to ensure that the players don't figure out the story and shortcut to the ending-- or instance using the Great Eagles to drop ol' Bilbo's ring into Mount Doom, "just in case", bypassing 95% of the adventure. Plus you would probably want to make it your adventure and leave you own mark on the story. I';ve often taken whole stories from books, old movies, TV shows, or historical events. Just how much I change it depends on how well known it is and how well it fits into the setting. I once ran an "Antony & Cleopatra" storyline in a Star Trek campaign, making the story more high tech, changing Antony to a Romulan Commander, and Cleopatra the leader of an ancient but weak civilization on the borders of the Romulan Empire. Most of my players didn't catch on to what I was doing. Generally I find it better to take some elements and add them to a campaign rather than try to copy a story exactly., and for multiple reasons. First off, I want t he players to be able to affect things with their actions, so I want some flexibility with the story. Secondly, it can often be more fun to react to other things going on in the story. For example in my Star Trek campaign, I had planned for the "Antony & Cleopatra" storyline to end badly when the Romulan Empire attacked, but Star Trek Nemesis had the Romulan senate get killed off and greatly altered the political landscape, which opened the door for a different, happier ending. And that ending played out much better in game, too.
  3. I think several of us have. In the old days, a PK would marry an heiress with several manors and get not only about £18-24 in income pretty much free and clear, forever,, but also lock down 10-25% of the available manors in the county. Now, with the additional knight service and expenses most of the money is gone, and the scarcity of manors makes an heiress with three to five manors much less likely, and less permanent. It used t o be that the best way to "get ahead" in Pendragon was to marry, kill off your wife through childbirth and repeat the process, eventually amassing a dozen manors or so over the years. Now that's been mostly closed off, thankfully.
  4. It's 14 eschiles on page 38 of Warlord, along with £1416 average render, and £1630 total render. Yes a s well as t he 261 eschilles listed on Warlord, page 38, and t he rule of thumb of 1 knight serivce owed per £10 Again, Warload page 38: Total Render: 32229, Total Eschilles: 261, So at 10 per knight then 261 eschilles would comprise of about 2610 knights and cost £26100 to maintain. Which seems to be in the right ballpark. Yes it does seem a bit much. I was expecting Salsibury to hold closer to 75% of the manors in the county, not 60%. So how about 200 manors total, with the Count holding around 150. THe other 50 would be held by other lords, and some might change hands over the decades.
  5. Mostly. The rule of thumb is that 1 eschelle = 10 knights. and that it costs about £10 per knight. This also accounts for footmen and other expenses for the manors that the Count keeps himself. But is is still just a rule of thumb, so you can vary the numbers a little without problems. The population as well as the size of the eschilles tended to be smaller in the early years too. Pretty much. There was a table I did up a long time ago that listed more manors, and I still use it to mix things up a bit, give alternates and such. But basically there are a couple of dozen powerful families in the county that hold the available manors, produce most the household knights and so on. So t he PKS are essentially one of major powerblocks in the county.
  6. Per the Book of the Warlord, there are about 250 manors total in Salisbury County, but the Count has control of about 14 eschilles (about 140 knights,) in 485. So you can probably assume around 140 manors or so under his control.The County makes about £1600 of which £1400 is spend to maintain knights, giving the count about £150-200 in discretionary funds. The thing is, a nobleman only give out around 20% of his manors to knights, and keeps control of the rest. So out o f 140 knights, only about 20-30 of the, are landed, with their own manors, and the other 110-120 would be considered household knights.
  7. Well it's not too hard to come up with something, depending on what you want to do. What size vehicles do you need for the game? There are some basic formulas I can give you that can be used to help stat up vehicles.
  8. Maybe, but I honestly think that after a point, it's too many cards. The bad events never come up, and the great events come up too often, and the players take longer looking over their options. Yes, if the cards drawn and kept down. I think something like 1 card per 6 APP or so would be about right. That way most PKS would get two cards, some three, and only the real beauties would get 4 or more.
  9. I've kinda been doing just t hat. Since I'm running through the time covered under SIRES, I have used the book as a timeline, and played through the events. Since the backup PKs are at Budec's court with Aurelius and Uther, I've used a simplified battle system to handle those characters during times where the main characters have an adventure. I used one of the old methods Greg handled a battle with a series of skill rolls, and tied glory to each roll.
  10. Armies does have a lot of errors and typos, plus a few superhuman units. I think Greg had started some work on a revision. In fact most of the early editions do. Check out t he elephant sized camels in K&L.
  11. In that case I'd say start with Estate, then decide between Warlord (which gives you a better overview of the power blocks, how many knights are about, and ties in well with estate, showing what some lords have for an income), or Entourage. The Book of Uther is useful; for the extra 5 years to the timeline, which you can get separately for $5, and the timeline, which you can g et for free. The NPCs and other information is interesting, but, IMO a lower priority , as the PKS won't be rubbing elbows with those people. The Book of Sires is nice for background, but kinda moot once the campaign is going. So if you've already started and used the family background tables in the rulebook, you don't really need Sires and won't go back to it. Not that it is ab ad product, just that it's designed to help you work out your father's and grandfather's story.
  12. It's major point, is that it breaks down a ship into "modules" and uses those to do most of the math/heavy lifting. I think BRP Mecha might have been better suited to your camapign idea, but it is out of print.
  13. Yes, but Indulgent/Temperate and Gaming don't r eally lend themselves to RP at a feast. It needs some work. You characters must have both high glory and high social skills. In my feasts most characters don't see 3 /round. That only showed up late when they were both famous and skilled at social situations. I think that is a general statement. What seems to happen is t hat once the players get to draw 3 or 4 cards the bad cards pretty much disappear from play. I think the number of cards draw should be capped at 2 or 3, and that Glory should probably factor in elsewhere, such as with the seating. Maybe glory bracket could give a modifier to the seating? A knight with 50,000 Glory isn't going to be seated poorly just because he is ugly. Maybe average Glory and APP? I also think the geniality bonus to skills is too much. Someone with no skill whatsoever can just rely on accumulated geniality to succeed. I think probably a cap, such geniality can't do more than double a skill, would help.
  14. Yes, that is most likely. In fact that is the point behind t he widow's portion. Not really. All it is supposed to do is support the widow in the same lifestyle that she had when her husband was alive. No more, no less, Also keep in mind that the wife would also own part of army and family fees, so she would not get the £3.5 any more than the knight gets the £10 for the manor. Instead she would get about £1.5 to maintain herself and her maid, plus about £1/3 from the discretionary funds, the remaining 1 or so would go towards maintaining the manor and army as before. That's all broken down in the Book of the Estate, especially on page 38. There is actually more than £10 for a manor, but some of it isn't part of the knights normal income a nd goes towards maintaining the staff. Except they are not. They get t hie rportion of land to live on as custom dictates. What hey don't get is £3.5 in pocket change.
  15. You could do that, but then it's not very good luck is it? I'm not sure if these things should come back to haunt the players later. I mean, you certainly can do that, but I think it might the players more worried about their good luck than happy about it. The thing is there is very little a PK can d o t hat is better than upgrading his armor. The difference from 8 to 10 is huge. Armor is the first priority, and since the players who rolled money were both poor, upgrading their gear was really the best thing they could have done under the circumstances. Now if they hadn't been poor knights, then it would have been different. But since they started as poor, household knights there was really nothing better they could have done then to upgrade their gear, especially their armor. Now it's over 40 years later and the grandsons will b e coming in with the best gear the PKS can spare, plus a manor (for most of the PKs) and maybe some coin. The first generation did well to establish the families, and the second has managed t o maintain it, so far.
  16. You could do that, but frankly it won't last long enough. Generally players will spend that libra ASAP to upgrade their armor and other gear. The cat is mixed blessing, as not only can it die out but it can also produce another cat. If a PK gets lucky he could end up with a dozen of the critters. I preferred random generation (it was the standard method in KAP1), but am n ot a fond of it in K&L due to the trait bonus, and higher starting scores. Reasonable, e specially if running new players. I prefer starting them off as squires, as it is tad more forgiving, and lets them imrpove their characters a bit in one area or another before getting kn ighted, but it's pretty similar.
  17. I put another vote for the GPC. It is probably the key supplement, as it lays out the major events and gives you a solid timeline. After that I think I'd go with the Book of the Estate as it gives you the updated economic foundation and basically replaces Book of the Manor as well. I'd recommend getting the PDF or PDF+Hard copies, since that lets you upgrade the PDFs later when they get updated. The Book of the Entourage is nice, and probably would be my third recommendation as it has a new wife table, updates the squire and wife rules, and works pretty well with Estate.
  18. Immanent Mastery was what I was thinking of. Now just how successful any of the cults are is open to debate. They were all probably able to unlock some abilities via the dragonnewt rune , but anymore than that? Who knows? I suspect it proba bly possible for a human to somehow cut themselves into the dragonnewt/dragon life cycle, but it isn't easy.
  19. The table in SIRES is designed more to see what sort of rewards a character's ancestor got for doing something significant/heroic in the past. It's not really on par with the ususal character tables, but does have a few nice things on it. Generally a PK will get an item worth a couple of libra or may be something useful that grats a +1 modifier to a skill. Yup. It really comes down to how happy the GM is with a random table, and the relative power level of the items introduced. What about a Poor Knight? What happened in play was that two of the orgnial PKS started off Poor, but thanks to the Luck Table they both would up with enough libra to upgrade to the equivalent of a rich knight. Now it certinaly worked as far as mecha nics went, but it wasn't all that interesting or memorable. IMO K&L Is alright, except for all the trait bonuses that kick in with the random method. A players gets to roll random, apply religion and regional modifiers, get's 3 points to shift traits around in one spot, then 6 more elsewhere, and then has the option of using one or more of his picks to do the same. In the end it becomes the fast track to the religious and chivalry bonuses, and tons of glory. Now according to something Greg posted it appears one of those bonuses wasn't intended to stack with the random method. What also doesn't help is that PKs are automatically assumed to qualify for knighthood now, so players have less reason to round out their characters and more reason to focus on one or two key skills during chargen. No one has to worry about Loyalty (Lord) anymore, and since it starts at 15, it will probably wind up a 16 fairly quickly, as it is a win-win for the PK. They get noted for being more loyalty which helps at court, and they g et 16 glory per year for it.
  20. They might also have represented some of the human cults that wanted to "evolve" into Dragons. Apparently there was some way for powerful members of the cults to turn into dragons via apotheosis, and I suspect it was somewhat inspired/related to the Dragonewt practices. Of course we're going into RQ3 Glorlantha here, but I think the underlying ideas were probably the same as for RQ2, even if the game mechanics were somewhat different.
  21. It's a generic set of SCi-Fi rules, mostly based around a simplified system for creating and running spacecraft. Originally it was written for BRP, but due to financial reasons was changed to use Mythras as it's core system.
  22. I don't think so, it's pretty simple. 1/3rd of the manor goes to the wife to maintain her for her life. It's much like a pension today. Where things get confusing for most people is that they tend to assume that the wife inherits her husband's property like is usually the case today. But in a medieval setting she is out of the loop and it all goes back to some male heir.
  23. Me too. I think what might work would be to use multiple tables or apply modifiers based on the PK. For example, poor knights couldn't get a lot of money, spiritual/religious knights could be more likely to get artifacts and so forth. The only way to balance them out, if that is desired, would be to have a table full of items of approximately the same value. I have used the tables (all three sets) to kinda codify wondrous items into tiers o f some sort that I can use as a framework to create other items, including the occasional magical treasure. I find I get some nice items that way, although they are rare and not everybody gets them, or keeps them when they do.
  24. I suspect it was to make the bonuses more memorable. Most of t he stuff on the old table was rather bland. 3d20 denarii is pretty worthless. Probably. Most of the items on the old table were fairly useless. I'd say only the money awards of £1 o r more, the ancient sword, engraved ring, the healing potion, the charger and the courser as being worth much. The new tables kinda made everything useful to some extent, and most things have some sort of benefit. That said, some find the new tables to be worse, since there is now a greater swing in quality, with some of the new items being very powerful, and others not all that useful. In my current campaign, one PK got the not-so wonderful cat, which died the first year, while the PK was still a household knight. Another, "poor" knight started with £25 and was quickly able to upgrade himself to rich knight standards. So it's still a mixed bag.
  25. Yes, IMO that's one of the things t hat should probably be addressed in any future upgrade. The cards are fun to play, while the four standard rolls are not. Maybe if they had some sort of tangible benefit beyond +1 geniality. In play, those above the salt either do the safe thing for the geniality or go skill check hunting. Sometimes both, it their bonuses are high enough.It would be nice if those standard rolls could lead into some other events (for instance using Intrigue to find out something about t he host that could apply to a future gaming or temperate/indulgent roll). I think rather than denying characters above the salt from drawing cards, any geniality losses/embarrassing situations should have double the penalty for such characters. Then it wouldn't be a restrictive, but still encourage characters above the salt to keep on their best behavior. In play, those with high glory almost never play bad cards, anyway, since they have so many cards to choose from. The chances of drawing 3 or 4 bad cards at once is rather remote.
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