lawrence.whitaker

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  1. We offered that advice in the scenario - that way, players got the best of both worlds; crew and marines, but you don't have to do it that way at all. If you wanted, you could easily just use a civilian crew, 'Alien' style, that has to investigate the derelict.
  2. Hit Locations are quite firmly baked into the system, which means we're unlikely to include an optional set of General Hit Points rules in Mythras. It would require rewriting several other sections to fully accommodate the change to game play, which leads to several sets of optional rules scattered across the rulebook. As Clarence says, M Space has some optional rules for simplified combat, so it's easy enough to lift those if needed. Mugen, yes, Mythras still retains rules for Rabble and Underlings which is what you're referring to from MRQII.
  3. I wrote one for both Hearth Mother and Foundchild in 'Cults of Glorantha' for MRQII - although they're obviously not canonical and may be difficult to find. They would certainly be compatible with Mythras though.
  4. We have a further three Classic Fantasy modules lined-up (one of which is an extension to Terror of Ettinmarsh, set around Moonspike Tower), and the Monthly Scenario for June will be 'N1 - These Violent Delights', again for Classic Fantasy. We'll then stagger the remainder over the year. So lots to come while Rod is locked in his self devised tower, slaving over the Unearthed Companion (which was all his idea anyway)...
  5. Perhaps start a separate thread on Chronicles of Future Earth in Skull Inn?
  6. It certainly is, and much appreciated, but we won't be sliding social conflict rules into either of the core rules sets (Mythras or Imperative). Our most likely route will be to release it as a short, concise supplement, ala Ships & Shield Walls or a free PDF download. More likely the former than the latter, because there are a couple of other subjects that we've been toying with that would make for a nice Companion volume. Let me sum a few things up... Social conflict rules are a good idea; we've been thinking about them for a while They need to be properly framed and appropriate advice needs to be given for their use They're not for everyone, so they should remain optional They can follow the conventions of traditional combat, with obvious adjustments Anything we release for Mythras will be in a separate volume of its own, rather than being baked into the core rules And on this note, let's close the topic.
  7. Except that, Mythras combat isn't. The whole system, and a considerable amount of the advice given throughout Mythras about combat (and even including combat with animals), is concerned with options where a foe can be incapacitated - often without injury - rather than being butchered outright, or take options to withdraw, retreat or flee. Many Mythras fights don't end in slaughter or amputated limbs everywhere; the whole system is geared towards the Action Point economy and the application of the Special Effects (many of which are non-lethal in nature, or designed to create a non-lethal situation) to achieve victory. It isn't geared towards Hit Point attrition. Now, in other games, combat may be (and very often is) framed in precisely the terms you suggest, although I'd argue that if every single combat is always about utterly butchering the foe, it says more about the attitude of the players and how the GM manages them than the combat system itself. However, we're discussing Mythras here, so it's worth reiterating that the system is consciously geared towards offering many alternatives to inevitable carnage, both mechanically and anecdotally. Social conflict will follow a similar ethos.
  8. While this is certainly true, any mechanics we consider need to follow certain design conventions established in other parts of the rules. If we design a social conflict system, replete with styles of conflict, special effects and so on, we also need to follow other combat-related conventions to maintain consistency and simplicity. For example, Spirit Combat closely follows traditional combat, as does mass combat. Damage is used against a form of hit points, and damage in these two cases is based on the rating in a particular skill. Hit points differ in their source, but we still use them either as indicators for other factors, such as morale weakening, or simply as a handy shorthand to see who is winning and the degree of harm sustained by the other party. Introducing new damage concepts or ways of tracking such things breaks the underlying design philosophy of the rules and requires additional explanation, possibly new rules, and potentially complicates things to a point where the system starts to break down. It also requires more play testing too. A crucial part of such rules will be taking time to frame the objectives of the conflict. These should be specific and their nature will determine a number of other factors, such as the skills used by aggressor and defender, and the source of the hit point measurement. We're carefully considering all this stuff, but we will be careful to maintain sympathy and parity with Mythras's existing internal logic to ensure coherence and playability.
  9. I would agree. The Heian is a long period, and it's definitely focused around the Genpei Wars, although the timeline does allow for campaigns before or slightly after.
  10. We completely agree with you. If we publish Social Conflict rules, they'll be entirely optional and won't be baked into the core of the game. I think some people will react in such a way, but as with any rules for a roleplaying game, it's up to the GM to moderate when, where and how they are used. Some people love the open-ended nature of RPGs but simply aren't comfortable going too far down the dramatic path or even speaking in character; I'd never suggest to any of them (and I play with a couple of such people at the moment) that they go and focus on wargames or boardgames. There's definitely no harm in having such mechanics, and having the right guidance on when to deploy them. It's not that far removed from the mass combat rules in Ships & Shield Walls; we could say "And if you want pitched battles, there's this great set of 15mm rules published by..." Instead, we offer them a compatible set of abstracted rules to simulate this particular occurrence.
  11. Land of the Samurai is awesome... I didn't write Price of Honour (and actually don't have a copy) so I can't comment on it. It was written for MRQ1 and if doing it now for Mythras, I would do things somewhat differently; but it's still a work I'm happy with. In terms of how it compares with 'Land of Ninja', it is set in the Heian era, which predates the nominal time for LoN and, in fact, predates the ninja entirely (although I did write them in as an optional anachronism). During the Heian period, several clans were vying for control of the regency of Japan, and it was during this period that the samurai arose as warrior and, ultimately, social class. The book contains a lot of background about the political wars of the time, but also covers the religious wars between Buddhist sects, and draws on the rich history of the Heian period. Of special interest to me was discovering the sorcery was outlawed by Imperial edict; so, of course, one has to have sorcery in there, operating in the shadows. Most samurai settings focus on the later, Sengoku period, so if you're looking for something involving shogun, ronin, ninja and the tropes that we're familiar with through Kurosawa's films, then 'Land of the Samurai' may not be the right focus. If you want to explore a period not traditionally, covered with feuding temples and lethal warrior-priests, then it may be for you.
  12. They can be fun. Most of my campaigns involve a lot of personal, emotional and social conflict and while we definitely enjoy roleplaying through these things, there are times where either a player isn't comfortable interacting at that level (and so their character is at a disadvantage); or where having a formal mechanism would actually help assist the outcome more fluidly based on the social skills noted on the character sheet. I think having some Social Special Effects can be great fun too - but they do need very careful thought, which is why we haven't rushed to them yet. We still may not; as Matt says, we do have the Task Rules and there are plenty of existing mechanisms that do the job well enough. It never hurts to kick these ideas around though.
  13. We already have it under consideration. There's plenty of work to do on it yet, along with rigorous play testing, but these ideas have already been kicking around in our heads for a while.
  14. You'll get much more value using it with Classic Fantasy (spells, for instance), but things are close enough to Mythras that it's not 100% essential to have Classic Fantasy.
  15. The Monthly Modules for Mythras are back! And for May, we bring you an adventure for Classic Fantasy M1: The Terror of Ettinmarsh is an introductory adventure for 4-6 1st and 2nd Rank characters. The village of Anminster has a deadly secret. Anminster fort is built on the site of an ancient dwarven cairn, which was itself designed with a much more sinister purpose Now, something is stirring within the ruins, and it is up to the adventurers to save Anminster from the Terror of Ettinmarsh. Anminister is fully described, and the scenario contains all maps and statistics needed for play. Anminster can be used as a recurring location and a base for campaigning, and also acts as an introduction to the world of Greymoor, where further Classic Fantasy modules will be set. 34 pages PDF only: $4.99 (www.thedesignmechanism.com/products, and www.aeongamespublishing.co.uk)Print (Lulu): $9.99 http://www.lulu.com/shop/che-webster/classic-fantasy-m1-the-terror-of-ettinmarsh/paperback/product-23171571.html