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Thot

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Posts 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. 1 hour ago, lawrence.whitaker said:

    You can certainly do that - it won't break anything - but it might be more effective to perhaps use the Christian Passion %, and rule that unless the priest has Christian Passion of at least 80%, only saints can be called upon.

     

    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...

    1 hour ago, lawrence.whitaker said:

    Personally though, I prefer to use roleplaying and character to regulate these sorts of circumstances, rather than game mechanics.

    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. :)

  3. 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?

  4. 10 hours ago, el_octogono said:

    I believe the events occurring in the novels bring the whole Cycle of the Multiverse to an end... so jumping to another plane is no escape for the PCs...

     

    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. :)

  5. 3 minutes ago, Atgxtg said:

    [...]Of course as the GM you are always free to add an out should you later desire to let them leave the plane.  

    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.

  6. 11 hours ago, Atgxtg said:

    [...]

    Now unless your players are aspects of the EC though, it would seem that they are basically stuck - unless you decide to somehow unstick them. 

    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.

    • Like 1
  7. 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.

     

     

  8. 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.

    • Like 3
  9. 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.

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