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soltakss

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Everything posted by soltakss

  1. Don't forget that you also add the skill bonus to that. Most PCs will have a positive bonus. Also, very few PCs start at the very base skill, these days, most have some sort of previous experience.
  2. Both cover similar ground, but from slightly different angles. Mythic Iceland covers Iceland in more detail and has a lot of information on the Western Lands in North America, but covers Scandinavia and the British isles in about the same level of detail as Vikings of Legend. Character generation is similar, as Vikings are Vikings, but Mythic Iceland has a bit of flavour that Vikings of Legend doesn't. As for magic, Vikings of Legend covers Runes and other magic in a comprehensive way, but does not give powers to deities. Mythic Iceland also covers Runes in a comprehensive way, but gives powers to deities, Both detail the magical races of elves and dwarves, both have stats for mundane and magical creatures, both have stats for Viking ships, bith have descriptions of the culture and of how Viking law is implemented, both cover the Eddas and Myths of the Vikings. Mythic Iceland has some detailed locations, with scenario seeds and myths. Vikings of Legend has a number of scenario seeds. Mythic Iceland has some full scenarios. Mythic Iceland also has a section on Cthulhu, which isn't to my taste, but might be good for people who want to use the Cthulhu Mythos with BRP. So, which is better? They are about the same, really. I marginally prefer the Legend system over BRP, but use a lot from both in my games. I just about prefer Vikings of Legend, but it is a very close call. If you don't mind using PDFs, I would suggest buying both as PDFs and using them both in your setting.
  3. Sounds good. Yes, that would be very useful - we don't have anything from that era for the D100 family.
  4. I have added the Pirates & Dragons range to the RQ Alternate Earth Supplements page - This is truly the Golden Age for RQ Alternate Earth!
  5. Yes, most of the setting books for Basic Roleplaying (BRP) do not contain the core rules, as they are designed to be used with the rules. The Quickstart rules should be fine for most things. If you need extra rules for things, then the BRP Rulebook is worth getting. If you don't mind converting some rules, then Legend and RQ6 are similar enough to use with other BRP Supplements.
  6. Looks interesting - It would be good to get a map of the Spanish forts as opposed to the English colonies of Roanoake and Jamestown, just to see how close they were to each other, especially if the Spanish survive and thrive in a campaign.
  7. Are these two statements connected in some way?
  8. Yes, as long as they have the correct spell. The beauty of Enchantments in RQ3 is that the spell can be Spirit Magic, Divine Magic or Sorcery, but the way you create the skeleton is the same. The Divine spell costs POW to learn, but could be one-use, as above, or reusable, in which case you would need to spend POW to make the skeleton. If the spell is one-use, then it is not available to Initiates.
  9. Addressed to you, in your own handwriting ...
  10. Cyberpunk-style films take a certain view and then push it as far as they can. Big Corporations rule the world, either implicitly or explicitly, people are simple resources, dollar is king (or yen or whatever) and technology is either a curse or a saviour. You could look at the modern world and see what is happening with globalisation and so on, to see that there might be a ring of truth to that. However, films take this to the nth degree. A lot of these films were planned in,or made by people living in, the 70s and 80s, the time of punks, new romantics, goths and so on. That has influenced the look and feel of these films. Also, films such as Mad Max and Bladerunner have had a massive influence.
  11. Sounds good. I'd do the Backgrounds first - Israelite, Canaanite, Egyptian, Hittite and so on. Professions should be fairly easy, as this is just Ancients, but you'd need Prophet, Seer and so on. Throw in a map and you have the basis of something good. Base scenarios on things in the Bible and you have a reasonable supplement straight away. Magic is only a problem if you let it be. The Prophets could clearly cause miracles, so they could use Divine Magic, or perhaps they have a Piety skill that they can use to call for miracles. Pagans have cults, with Divine and Common Magic, normal people have Common Magic. Don't forget that the Israelites often worshipped pagan deities as well as, or alongside, Jehovah. There is a Jewish tradition of magic, perhaps only Folk Magic, which would suit Common Magic. If you did is as a paper, then you would probably need to justify your choices, with a paragraph or so. Don't forget to publish/upload it when it is finished.
  12. The very fact that "Going Postal" means madness implies that the whole Postal network causes SAN loss. Maybe wearing shorts is one of the causes. Maybe if you map out all the postal routes then you get some awful sigil or complex multi-dimensional knot. Is there a difference between posting into mailboxes at the end of the property and letter boxes in doors? Who knows? We all know who cares - Nobody, which is another reason for the inherent madness of the postal service.
  13. Put up a Kickstarter and you will be able to raise $400 fairly easily - All you need is 40 backers at $10 each - Throw in a printed copy at a higher price and you are there.
  14. The Ragged King is a good little scenario. It took me a couple of readings to work out who was who and some things could have been a bit clearer. Having the Cast before the Scenario might be better, as it highlights a few things. I liked the idea of splitting out the locations from the main scenario, but am not sure that it worked, as I had to flick back and forth to make sense of who was where. It could have done with an "Adventure Overview", as in The Children of Nwanga Zhaal. The Children of Nwanga Zhaal is a much clearer scenario. It would probably work best as a scenario to slot into a sea voyage. Some events are a bit stage-managed, but that is fine, as most GMs would cope with that. The City of Dipur, Gateway to the East is a good writeup of a city. I particularly liked "Making Dipur come to life" and "Animals in Dipur", which have scenario hooks at exactly the right level. The Temples were confusing, as the cults were only mentioned. I would have liked a short writeup of each cult, in Legend format (As the old RQ cults used to have). But, there is enough here to provide many weeks of gameplay. The Stat Blocks were well laid-out, but contained some things that I didn't like. I'd lose the full stops at the end of every part, also Characteristics have a bracket that doesn't mean anything - Strength). 10. for example. It just looks horrible. I liked that each major NPC has a Special Ability, as it makes them stand out. I didn't like that many NPCs bled over a single page, but a couple of sentences, I'd have preferred them to be on one page rather than having a lot of white space after almost every one. Some of the weapons (Yataghan, Shamshir, Mancatcher) were not described, but they might be described in another supplement. Overall, they are good. I would tidy up the Stat Blocks, as they were almost very good, except for the horrible bits. Where cults are not described, but are described in another supplement, I'd state that, so that people know. All three need maps, as it is difficult to visualise the layout without them. As to whether people like them, yes, I do. I'd definitely persevere and write the follow up scenarios and continue to produce them.
  15. To save anyone fumbling their Google-Fu, the scenarios are at http://xoth.net/publishing/freebies/the_ragged_king_adventure.pdf and http://xoth.net/publishing/freebies/the_children_of_nwanga_zhaal_adventure.pdf, together with http://xoth.net/publishing/freebies/the_city_of_dipur_gateway_to_the_east.pdf - which means that Kerim Shah must be Paul Kirk in an alternate world.
  16. The Gloranthan Wiki has a little on it at http://glorantha.wikia.com/wiki/Marcher_Barony - The fort itself is a castle that guards the border between Prax and the Holy Country, preventing Praxian incursions. I seem to recall that this was settled by Malkioni, possibly Rikard the Tigerhearted's men, from Malkonwal, but it looks as though it pre-dates Malkonwal, so maybe not. God Forgot uses Brithini magic, at least those who are Brithini do. The non-Brithini probably use a variation that is not as powerful/complete. The Right-Arm islanders might not practice sorcery, as they are drawn to the water deities/spirits.
  17. It is back - now I am waiting for someone to post SPAM so that we can all try it out ...
  18. At least he lived long and prospered.
  19. There is a full reply now - it looks like the Cultural Backgrounds were not one of the things requested to be fixed, but there is a list of the backgrounds for each race. Personally, I don't use the normal backgrounds any more, but have a background for every nation. It allows more flexibility, but does mean that similar nations are only slightly different.
  20. Like others, I have a "MultiQuote", a "Quote" and a "Like This button", but the SPAM button, which might have been an exclamation mark in a triangle, is conspicuous by its absence.
  21. The stats are slightly different, but nothing particularly important.
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