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RogerDee

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Posts posted by RogerDee

  1. 9 hours ago, Atgxtg said:

    Yeah, but they weren't originally intended to. At first they really just covered the world we see in the Elric books, with just enough wiggle room so that a GM could touch on the concept of the multiverse from time to time.Thats why the Game was called Stormbringer (or for a time Elric!) and not the Eternal Champion or Mucltiverse RPG.  Later it got expanded to cover the Hawkmoon books. In the Shattered Isle the started  to make it a full Eternal Champion game, but it never really got developed past that. Plus Moorcock wrote several Elric stories after the RPG came out. Darkcyde did add in a Corum game to the mix too.

    If the rules tried to get across the size of the multiverse, they probably wouldn't have done such a good job on the Young Kingdoms, as there is only so much room in the book, plus there is also the fact that Moorcock doesn't explain everything, so it would be tricky to cover some stuff. Either some things wouldn't get properly answered, or the authors would eventually get crossed up by something Moorcock wrote, especially after the RPG came out. That's always a risk with licensed RPGs of ongoing settings. 

     

    I don't wholly agree with this, unless we are talking at cross purposes?

    They didn't really cover what was in the Elric books though, the cosmos / multiverse was immense, like really huge - each plane of existence being totally different in that some were tree-like, and others of different shapes. Thing is, at the minute, the D100 engine can only handle gritty games. For example, Elric has encountered Conan, who has also met a plethora of other beings, one of whom is Judge Dredd; who has in turn fought friggin' Batman. If memory serves....? Now Batman fights superhumans toe-to-toe and comes out on top.

    Unless there are some other books out there to be better handle 'big damn heroes'  the D100 engine, such as it is cannot handle that type of game, at least not that I have seen., as at really high numbers and tends to break down.

     

  2. You are all making a mountain out of a molehill. Make a quick definition of each.

    Innate: Integral and part of their bein.

    Illumination: The path of boddhisattvas

    Sorcery: Requires intense research and shapes magic using various methods.

    Divine: It is from the gods.

    Mysticism: Internal path.

    Now what system you use it matters very little, just that it encompasses the setting in question. So I could easily have a Gloranthan mystic meet one from Mythras. The mechanical effects are easily house ruled.

  3. 35 minutes ago, Richard S. said:

    I believe that was a quote from the MRQ Glorantha: the Second Age book.

    Good memory as the source was being damn elusive really.

    The ol' RQ books were a source of great stuff that recent stuff still has not managed to exceed. Perhaps that is my age talking.....

  4. There were some mysticism rules in a RQ supplement-

    This draws power into the world by establishing a connection of inexpressible awareness between individual and cosmos. Although it can wreathe a martial artist’s fist in devouring fire or guide an arrow to an impossible target, true masters of mysticism claim that these worldly effects are a by-product, or stepping stone, to the true goal of personal transformation. Worse, they may be a trap, a test to see who is truly capable of separating himself from material distractions. That said, many mystics are perfectly content to stop at the fiery fists and inerrant arrows. Mystic techniques have been established by great yogis or seers of the past but they are cryptic and puzzling. The practitioner must use them as tools in an individualised inner quest, to find the truth hidden between the lines.

     Although I cannot remember which one...

  5. 3 hours ago, auyl said:

    Interesting. Might conflict with the metaphysics I was going to lay out in the future but is still fascinating what you'rw doing.

    What kind of metaphysics were you going to lay out - obviously you can't go into too much detail; would broad strokes should okay?

    EDIT: I 'spose as you're going all mythological here, we should probably include-

    Outer Darkness: Before creation was forged, the Outer Darkness was the oblivion that lay beyond the primordial chaos. There it remains. It is an absolute and empty nothingness, unapproachable to all when the boundaries of creation were drawn.

    Primordial Chaos: The stuff of raw creation.

    Borderlands or Marches which seem to separate Chaos from everything else

    Dream: We all know what this is.

     

     

     

  6. 8 hours ago, auyl said:

    Makes sense. One of the points to mulitudes of realms was to make different types of magic unique to each realm available. Neat that you cracked into that. :)

    It would allow the use of Mythras Mysticism, or the one used in RQ (I or II?) Plus the effect that if you should change universes it won't work the same say, or at all, but in some it might.

    Basically my idea was to be able to create a Doctor Strange type character, who can use one sort of Magic as well as others. He can use Words of Power used by the Black Priest is very reminiscent of Quantum Mnemonics really. Basically it is Syntactic Magic, but creating rules for it is a....swine to say the least. It is so damn powerful.

    I also stole part of the Astral Plane from Palladium but went to develop my own take on it, in that like the material universe not all species are incorporeal. It has three layers, plus the Dragon Roads (all of it has art too for us in PbP games). Even found a good version of Astral Cthulhu holding a whole Astral Kingdom in his hands, sort of like how Shuma Gorath was going to vaporise Earth in the old Doctor Strange comics.

     

     

     

  7. I have also incorporated different types of magic. So a mage may not have just individual spells, but whole circles of magic, e.g pyromancy, biomancy, conjurer etc. These will vary from universe to universe.

    I also have symbols and wards, rune (similar to RQ 2 & BRP), Syntactic. The list goes on.

    And decent art to with it all.

    Admittedly, I have gone more freeform in my gaming nowadays, i still keep things like fatigue levels, and magic points and magnitude of spells. But that is mainly down to the fact I tend to PbP.

  8. Basically, magic is similar to that seen in Advanced Sorcery and Palladium - it is a natural energy that can be manipulated either by - incantation, will (psychic and mystics), ritual. And how it intersects each universe (brane) will vary. The material planes (branes) are piled one atop the other.

    p03n5py2.jpg

    Each brane sits upon the cosmic waters (see below), and there are not just five as seen in ER, but many, many more. Some are larger than others, while others are far smaller. Some will work with completely different laws of physics, lifeforms composed of sound or light. Something I've borrowed from Doctor Who EU.

  9. It is a great book, but I did streamline the magic categories slightly-

    Categories-

    • Combat
    • Communication
    • Contact: Deity, Alien, Unique Entity
    • Enchant
    • Environmental
    • Projection
    • Protection
    • Summon: Deity, Alien, Unique Entity
    • Transformation
    • Transport

    I was kind of going more for a Doctor Strange and Doctor Who Magic feel.

    http://tardis.wikia.com/wiki/Magic

    http://sorcerers-apprentice.wikia.com/wiki/Magic

    http://marvel-movies.wikia.com/wiki/Masters_of_the_Mystic_Arts

     

     

     

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