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Thot

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Everything posted by Thot

  1. I have a game world with a pretty high level of magical activity, I would say, with all five magic systems from the Mythras rulebook. Consequently, there are also authorities who need to imprison magic users of all types. With Portal being a commonly known spell, escape from prison seems to be a very common issue. So far I have come up with the following solutions that authorities might use to prevent this: Have a guard with some anti-magic stand by at all times, to negate any magical escape attempts. Have a spirit who can do that, as a "protection" spirit that protects the concept of the prison. Use the sorcery spell Imprison which, I have ruled, also works against all kinds of travelling magic. Use the sorcery spell "reduce Mana" to deprive the prisoner of his magic points, at least partially. What methods for magical imprisonment have you come up in your campaigns?
  2. Both Stargate and Babylon 5 should be reasonably priced these days, as far as licenses go...
  3. Hm, you'd prefer an accessibility limitation over a general downtuning of the Mythic Britain Christian God's direct involvement? I'll have to think about that... Hm, well, I'll probably drop the "watching a miracle" rules entirely for a similar reason. In my games, the player should rule what the character believes, not the dice.
  4. Thanks! Hm, I see. Personally, I prefer a bit more mechanical support for that, so I'll probably just drop the rate of direct godly intervention to basically "roll 01 on D100, and you succeed".
  5. In Mythic Britain, you have a 1/10 chance (at most) of succeeding at calling either the help of God or the help of saint as a Christian priest. The latter is limited and boils down to working a theistic miracle from the list of those of the saint in question, the former is basically unlimited. Now, why would I ever, as a Christian priest, ask for a miracle from a saint, when I can have the same chance of success for a much more open and much more powerful help from Himself? Sure, the saints can be called upon by any Christian, not just priests. But all in all, it seems I am missing something here?
  6. Actually, that was the honeypot for the players to go exactly THERE: Nothing can escape from there, but also, it remains unaffected by the end of the multiverse that happens everywhere else.
  7. That's a long story.... but the answer is yes, the Trade Tongue in the new world is basically the YK's Common Tongue.
  8. Theoretically, but this new world is large enough for a lifetime... If I ever grow tired of it, I'll rather start a new campaign.
  9. It's sort of by design that they can't... I wanted to make sure that it doesn't turn into a world-hopping campaign (as they now had the Chaos Gate spell), and additionally, the sharp contrast from "the world is ending, we cannot do anyhing about it, but we can escape" to "this world is cruel and unfair, we cannot leave, but maybe we can make it better"" is an intended, well, meta-moral of the story.
  10. The theme of the world is that it's a place from which nothing can escape, except gods IF GIVEN LOTS OF TIME, WORSHIP AND RESOURCES. After a few centuries, a god that's really determined can get out, but that's the only way. All others are trapped. Therefore, any reincarnation of the Eternal Champion on my world would end the cycle of reincarnation across the multiverse.
  11. That just means you need two books instead of one - this one and a French-English dictionary. The rest comes with time.
  12. It is done. The five adventurers, three from Argimiliar, one from ruined Melniboné and one from Myyrrhn, who were brought together by a common vision of the end of the world and escape from that on the 12th of September of the year before the last year of the world of the Young Kingdoms, have finally left this dying plane of existence on the morning of the 11th of June of the last year, though a Chaos Gate conjured by Daganus, the Melnibonéan sorcerer in their midst. They had seen a lot - they escaped several prisons, visited the Sorcerer's Isle and found Cran Liret's library, talked to a seer of Nihrain, tricked Darnizhaan in the land of Myyrrhn, visited Yeshpottom-Kalai, visited deserted Nadsokor, fought against many Pan Tangians, even at the battle of Sequaloris, where the Northwestern Continent fell to Chaos. Often they barely escaped with their lives. In the end, they refused to go into another battle against Jagreen Lern, and fled thorugh their Chaos Gate, while the clan‘s ships were leaving Ryfel for the final sea battle. The clanlord's disappointment in these five was great. They Myyrrhn took Lassa, her goddess, with her after a lengthy summoning. Next session, they are going to see my own game world, made for Mythras, with an hommage to Moorcock here and there, but also a lot of my own weirdness…. but we have a few weeks of vacation in between.
  13. Founding a publishing company isn't a big deal. Depending on your location, there may be some paperwork involved, but it's not hard to do; governments want you to succeed, after all. If you want to do it, and keep it up, don't let that legal stuff scare you away.
  14. Why would a full commercial license be beyond the scope of what we're discussing?
  15. Actually, the upfront cost of publishing something on drivethroughrpg is not that high, if you can live without expensive art.
  16. I agree, it's not a feature of the rules I tend to use.
  17. That they aren't listed among the spells that Undo Sorcery is able to counter. Wasn't a big deal, the player is fairly okay with GM fiat, but of course, now I want to know.
  18. Good job! I hope this gives MW the place on everybody's shelves that it deserves!
  19. Do you want to write one? Because for a license, they need a licensee...
  20. You can do well without any of the Elric! or SB stuff to run a Young Kingdoms campaign. The rules are all in MagW and AdvSorc. Some spells that are in the Bronze Grimoire might seem flavourful, but are highly optional. Setting information is abundant on the net.
  21. But also: They will happily support people who want to do something based on Magic World. So, anyone wanting to do something with it, I bet they'll give you the license for cheap! At the very least, it's worth asking.
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