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Everything posted by Sean_RDP

  1. Actually going into space would reduce the aging process. Something gravity / space time or something.
  2. XMas 2019 or February 2020 likely pushing towards the latter. I am hoping to have some a brief intro thing here soon
  3. Actually, that is exactly what a tie is: a complication or an opportunity. Story is derived from what happens and how we as GM's let the world react to the outcomes. Ties are valid results. An example: Jurok and Ren jump in a river one night to see who can swim better. Best of three opposed swim rolls wins. Well each swimmer takes one of the first two 'legs' and the final one is a tie. The GM can Declare a tie OR (Complication) tell the players that three trolkin who had been moon bathing near the river notice the frenzy of their fight to the finish OR (Opportunity) describe a shiny item in the moonlight just beneath the water. The characters can stop and investigate or try another swim roll to win the race but might not be able to find the shiny object again Non-combat skill checks offer a great way to tell small stories and add complications. And IMO ties in combat only add to the verisimilitude, not detract from it. It adds tension to the situation, especially between unequal foes. Every round the trolkin dodges your hammer blow, is another round that it might take your head off with that bone handle shovel. Exciting.
  4. The One Ring rpg uses a D12 (and D6). One of my (many) projects, Skull & Sorcery, uses only D12s. The number spread is better than you think.
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  6. If all goes well, the writing will be done by Mid-October. But that also means editing and finishing art etc.. And some of the folks who offered to help I will be reaching out to very soon.
  7. Right, those are a bit vague, which is why I would just use the MW core book itself. Lesser Demon = 6 MP; Greater Demon = 9 MP That is much more straightforward and easier to deal with.
  8. Well, if TPTB will tell you and work with you to adjust your idea, And once they do and you get the go ahead, then its up to you to make a supplement that we all have to buy because it is so damn good Don't be afraid of failure or success; that is the thing I have learned in my quest to be a free lancer and game developer.
  9. Well sorcery is designed to circumnavigate the natural world. So you could also allow dwarfs to move at full speed through the Earth to compensate for the ability of sorcerers to do the same. And I would say, spend 1 MP to gain X amount of movement or control of movement. So the base spells work as defined and spending more MP gives greater movement.
  10. Okay so you are talking about Advanced Sorcery. Gotcha.
  11. Where are you getting the information from? Is that in Advanced Sorcery? To refresh myself I just looked through the base MW book and it is pretty basic on summoning costs: 6 for Lesser and 9 for Greater.
  12. Hopefully I can do it justice when I stream the game later this month.
  13. Well my understanding is that this is an attempt to expand that audience and to gauge what people like. My experience has shown that having an OGL / SRD / Insert community license here suddenly makes a game more attractive to people who might pass it by. Even if they do not build their own game or setting, just the idea that someone could do that is enough to give the game a look over. I suspect this will be the case with HQ/Questworlds and what not. Many people will discover it for the first time. Many will re-discover it. With Chaosium's recent successes I suspect (and hope) there will be renewed interest. While yes, the current community is small, there could be any number of reasons for that. A perception that HQ is a bit of 400 level RPG play, when it really is not. A perception that it is intrinsically tied to Glorantha the same way RQ kinda-sorta is. The name change and so on. I have no data to support these, just anecdotal stuff from conversations over the years. No reason that it won't get some growth.
  14. This month I will be streaming two (related) sessions of Superworld, using a homebrew setting. It is part of a Supers Jam for August. I will link it once I have the dates firmed down. ~SMH
  15. I generally thought that as well and I definitely think players should record and upload their Actual Play. I was a bit intimidated by the idea that I would have to figure out how to host everyone live, difficult in many ways, or have everyone on camera. The latter is less difficult but I was worried would still cause my laptop issues (the big rig died and needs replacing). But recently I fell in with a rough crowd of RPG players who stream. The way they do it (and the way I think I am going to do it) is with Discord and Roll20 and OBS and you only see the GM's face, though you hear everyone else. There are also some Podcasts that are pure audio and no video at all. It works really well. Here is session 1 of the Tiny Dungeons 2E; I play the human Cauldor, who is heavily influenced by several of my old Glorantha characters. https://www.youtube.com/watch?v=owyw8-SVbhU&t=244s And there is a HQG character sheet on Roll20. So I think that HQG would well for a format like that. As I get a better handle on HQG I am considering doing something. Okay back to the core discussion, thanks for the digression.
  16. OR you could take from say, the Wheel of Time and have other magicians "still" the user, cutting them off from their magic. /shrug
  17. Something like Cold Iron that makes magic difficult or impossible. Put a cold iron spike through their hands or cold iron chains. Maybe a rock of pure cold iron on a chain around their neck like kryptonite.
  18. Well any errors to the actual rules are still a Chaosium thing; AB&B won't be fixing any of those. We are making rules additions in terms of creatures, spells, and Sorcery vs. Alchemy but otherwise that is not something we deal with. We will be matching up cultures in the setting with the culture types in the rules. But that is not adding rules per se. (And I know folks know this already but I just like to reiterate for new people coming along). As for the setting issues, I think we can all agree that the original setting material had tons of potential if it had been allowed room to breathe and time to mature. Unfortunately it did not. What we are looking to do is one big fun setting book that has everything a GM needs to run one shots and campaigns using Magic World as the system. This includes using all of the MW subsystems, including and especially the sailing rules. In fact dare I say you may be able to run a campaign that is purely traversing the treacherous seas of the world. (checks notes) Yes you will be able to do that. In answer to the question, we are addressing some of the issues, but the main issue is AB&B is getting to show off its full rigging (see? sailing metaphor) where as the Southern Reaches never got the chance. And we hope folks will be happy with what they get. And we hope that Chaosium will be happy with how we use the license for their game. And frankly I hope we can lure some other fantasy rpg fans from other systems to try MW or to at least use the setting for their games. Whether they be BRP adjacent or something totally alien.
  19. I imagine HQG handles play by post fairly well. Five years is an excellent run.
  20. I want to go ahead and do an update here since most folks Interested in AB&B follow this forum. We have been silent the last two months as schedules sent team members to do other things. So the promised pdf will hit in lat July or early August. I have a couple (or 4) projects I need to finish by then anyway and we can go full tilt in the last half of the year. Where are we? These first six months were spent laying the ground work. Frankly the project is bigger and better now. It will be something worth your time and I hope folks expectations. But we know where we are headed. Delivery Date: Still hoping for December 2019, but we may end up bleeding into January. My team and I have day jobs etc.. Do you have questions? Feel free to ask them below.
  21. A good and complicated question. From the beginning I understood exactly what the situation was. And in my interactions with Chaosium (all good I am happy to say, at least on my end) they made their stance on MW clear. I also understand some (though by no means all) of the issues MW had when coming out. I know very little of the internal issues or why some decisions were made. And frankly none of that is my business or relevant to what I want to do. I do know that many people worked very hard on MW and the setting that came with it. I'd like all of them to be able to smile and see their game risen up, even if only briefly. At it's heart Magic World is not just a good system, but a great system. It is not Runequest or D&D; its origins lie in a different kind of fantasy. To re-kindle interest in the system is going to require an asymmetrical approach to fantasy that is at once familiar, but also not just pastiche or homage. Something the Stormbringer through to Magic World player can pick up, embrace, and say "Yeah this is ours!". Something new players can pick up and say "Huh, that's different. What system is this made for?" I would like to imagine that Magic World is not a dead god, but a sleeping god. Or perhaps the sorcerer from The Sword and the Sorcerer, who waits for the proper sacrifice before rising back to life. And once awoken, there is no limit to how far it can go. And maybe, just maybe, we inspire some others to say "Hey, I have an idea and some resources I can spend on MW content." At the very least maybe some fan works etc...
  22. That is a nice looking piece of art.
  23. Okay, now I am feeling the pressure But glad folks are looking forward to this.
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