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Verderer

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Everything posted by Verderer

  1. Hi Rod, anything to report on the progress of UC?🙂
  2. Classic Fantasy is a *ahem* fantastic product, and so is Mythras. Trust me, you wont regret buying them!😋
  3. Nifty, thanks Clarence. Does local space travel inlude calculating vectors, gravity, and fuel/mass, instead of just winging it through the space ala Star Wars?
  4. I am intrigued... can I ask, what means of space travel do the sentient species use, how does it work? Both inter-stellar and within a star system?
  5. Sorry to hear that, Rod. But perfectly understandable of course. Does it look like it might be completed this year? I only ask because my chosen campaign world by Frog God Games is probably going to get a campaign book in kickstarter this year (finally!), so it would be great to get your book around the same time? Of course, we can get started and well on the way with current CF book alone, so it's really more about getting the campaign world together; no pressure on you from me at least!
  6. Hi Rod, any news of the Unearthed Companion?
  7. For sure, I will get the book eventually, bound to find a use for it even if I didn't use it in my current campaign.
  8. You who have read/skimmed MC, how easy would it be to use it for earlier time periods, say around 4th Crusade?
  9. Oh right, thanks for the tip guys, I will certainly pick it up.
  10. Sounds promising, I will have to get at least the M-Space PDF... the space pioneers campaign is more of an idea in my head at this point, I did read a bit on Transhuman Space for GURPS and Blue Planet, so I might use bits from them (certainly the BP planet bakcground) with M-Space. I don't think humankind's first voyage into star should be military campaign anyways, at least the way I envision it, more like exploration an encounters of the third kind. War would come only later... And for making up Colonial Marine weapon stats, most of them should be fairly simple mods, and I think we might still have Phoenix Command Alien books to have as support, plus I have the Colonial Marine technical manual which is great for technology background and pics.
  11. Hi Clarence, I got two campaigns on my mind; one is about early space traveling where humanity is making first interstellar journey using and 'realistic' space flight, so none of that xwing dogfighting stuff, more like the Right Stuff, calculating vectors and orbits and whatnot? I might start with PCs exploring the outer solar system, and then finding some alien tech which would enable them to make the first leap (since apparently FTL flight is not possible according to current thinking)? Another idea would be Alien campaign (from the movies). Players being Colonial Marines, encountering Predators, Aliens and other critters (but nothing from Prometheus). I might kick off the campaign with players as civilians on a freight vessel encountering a distress signal from unknown source type of thing.. Would M-Space accommodate these types of gameplay? I assume the latter would be no problem, but what about the first, is the starship design / flight system downgradeable to sufficiently primitive / clunky version, which would work along these lines? I am not sure how I feel about space combat, it wouldn't be the topmost thing on an exploring astronauts list anyways, unless they were very paranoid about encountering alien races?
  12. ooh, I would buy that (even if I already have all Freeport books for d20). I havent' checked out what's going on with them recently, but the last did, the Freeport citybook was actually system-free, and you could purchase a companion book with system specific stats fro NPCs (the systems mentioned above). So all you needed to get going was to make the companion book, and you'd be on your way?
  13. This is proving to be a very useful thread... I received the map of Rome. It seems to be actually a poster printout from photo of a scale model on display at ' Museo della Civiltà Romana' - seen in this picture: And it's better for giving a general visual impression of the city layout circa 500 bc. rather than as an accurate map as it's in perspective. Nevertheless, pretty nice as it is.
  14. Another interesting and possibly useful resource is the digital Augustan map of Rome: http://digitalaugustanrome.org/map/#/rome/filter:0/
  15. Looks nice, good find...for my mythic Rome campaign I managed to find a nice map of the city of Rome itself: http://www.aclclassics.org/store/poster-roma-archaica.html Basically, it's the city during end of monarchy / early republic... ordered it from the American Classical League after giving up finding it in Italy (by Google), so it's coming the long way around.
  16. From my limited experience, I think combat styles are appealing and make sense in many ways, but they do pose some difficulties too. It seems to me they're concentrated on military traditions, martial art schools etc. where you get a 'total' package of 'formal' military training? What about the average joe / bandit / goon types? Do they attend some sort of academy of hard knocks? Another thing that bothers me is that you can have your poor peasant with a stick who'd presumably have some very 'thin' combat style (if any) with only one or two weapons to select, maybe improvised weapons at best; and at the other end of the spectrum you have the professional soldier, who's versed in a whole load of weapons, shield, maybe bow or something etc etc. And that's completely socially/historically appropriate. And yet both of them have one single combat style ie. one skill to improve, and both advance at the same rate presumably? But you'd expect the professional soldier to spend great deal of money, time, sweat and anger to get where he is combat style wise? It seems his experience is worth a whole lot more than the peasant's? Another thing is the work you have to do to create combat styles, if you don't have ready ones provided in a campaign. You need to be pretty savvy in military history (or campaign background) to make them, and of course for a GM that is a desirable quality, but we all aren't experts. So it's kind left hanging over you, I feel. It would be great to have a database of various styles to choose from, maybe created by community effort? I am thinking maybe you could keep combat styles as packages, but include invidual or limited sets of weapon skills to learn too? These would cover weapon any specialties, limited training and skills you've picked up along the way? Maybe have Styles advance slower than individual (weapon) skills?
  17. As long as we're speculating, I'd go for a setting that has wider mass-appeal than just paper & pen RPG fans. I guess Game of Thrones is already taken? How about Skyrim (Elder Scrolls) and/or Fallout, they don't have anything in paper & pencil side, that I know of? They'd have a big following from video gaming circles, and enough depth for good setting.
  18. Purchased the book from Aeon, and I am now browsing the PDF until it arrives. I am very impressed by all the information crammed in this one, great work! Interestingly, the book concentrates on periods before Imperial Rome. We intended to start with republican era, but this gives us the option to start even earlier... nice. I guess a companion sourcebook for Imperial Rome would be great, but giventhe wealth of historical material for that era, it's no problem to extend your campaign even later?
  19. We were thinking of picking / creating an extended family / clan (patrician or plebeian) and then making some characters for it to play key roles (or at least interesting ones). The intention would be to start with the birth of Rome, and track the exploits of this family throughout Rome's history. Kinda meta-character, if you will? We want stay pretty firmly with historical Rome, and leave any fantasy elements out. Although of course the people did believe in all sorts of magic and gods, so maybe we will allow some low-level stuff just for spice & authenticity?
  20. Great, have to look it up... any chance of a re-print?
  21. Speaking of historical settings, did someone do Baltic Crusades sourcebook at some point, and was it for BRP or RQ? Mythic Rome is a must buy, to be sure.
  22. Thanks for the suggestions and advice, guys! This is just the thing I need. How would you suggest I convert existing characters with several combat skills/styles which have very narrow weapon selection? Should I just combine them into one, and give a littel skill bonus, so they don't feel they 'wasted' exp points? Or should they just feel lucky they got one combat style which now covers even more weapons? Speaking of knights, I am thinkin how does one handle cavalry in combat rounds? Obviously war horses would have actions & combat style, so does when does a horse move and act, and how does it gel with the rider's actions & movement? (Especially with the alternate move in CF?) I will read that Thennla books, I do have the MRQ version of teh Age of Treason. And about swashbuckling & pirate weapons, would the stats from Legend & MRQII (Clockwork & Chivarly is very Pike & Shotte with the alternate English Civil War) be still valid? I am thinking of the longsword, rapier, and cutlas from Pirates, and pistols and muskets of course. Would they work as is, there seem to be little differences in stats, like force & penetration size for pistol shot etc.
  23. Sure, I have both Pirates of Legend and the RQII version of it. But the trouble is, they don't handle combat styles quite the way Mythras does. They're more narrow in focus, liks rapier, sword & pistol, etc. But For a historical knight I think something like: Knight (Sword, Lance, Shield, Mace) - Trait: Mounted Combat Assuming Mace or some chivalric weapon would be appropriate in addition to sword? What about dagger? Bandits would use something more down & dirty, I expect? As for the fencing schools, your average pirate wouldn't know any such nonsense, but a more gentlemanny type might? Skull & Bones goves me Diestro (Spanish), Master of Fence (English), Master of Scrimia (Italian & continental) as prestige classes. I am not versed in fencing, so for now I'll go with this, and try to create some different combat styles. How does it sound? Since I use Legendary abilities in my Pirate campaign, I might do some fencing specific 'secret moves'?
  24. The rule book gives out some combat style examples, and I guess it wouldn't be hard to come up with some by myself. But may I ask some of you experienced RQ6/Mythras GMs to help me with some new ones, so I can quickly flesh out my ongoing campaigns, please? I have two campaigns I mainly need them for, one is 12th century medieval Europe, a combo of Val du Loup, Stupor Mundi, and Deus Vult. So I'd need combat styles for Norman/Frankish knight, Man-at-arms (foot and/or cavalry), and some skirmishers / bandits or other paramilitary types. Which traits would you recommend (weapons are a little easier)? The second one is a pirate campaign, so obviously pirates/sailors, some marine/musketeers, and officer types. I guess it would be best to differentiate shipboard melee styles from more regular military ones? I was also thinking of introducing schools of fencing, something like in Skull & Bones (d20) - it mentions continental European fencing styles, and Spaninsh and English ones. Any help would be appreciated!
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