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smiorgan last won the day on May 16

smiorgan had the most liked content!


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  • RPG Biography
    I started in 1985 with red box D&D, then AD&D1 and since 1989 BRP in its many forms who has become my preferred system. Among the various BRP games I have a soft spot for Stormbringer (any and all editions) with which I run incredibly fun campaigns in the 1990s and early 2000s. I've also always liked RuneQuest a lot and I'm currently in love with the latest edition. And yes, I also play/ run Call of Cthulhu with gusto. So, pretty much everything Chaosium.
  • Current games
    Rune Quest Glorantha - I'm running a short campaign in Apple Lane and the Colymar lands of Sartar, loosely based on the excellent GM's screen pack and various Jonstown Compendium materials. I have recently finished a Stormbringer mini-campaign which expanded on the excellent 'Stolen Moments' scenario, from Perils of the Young Kingdoms.
  • Location
    Southern Switzerland
  • Blurb
    In real life I am an academic. A linguist by training. I am married with 3 children.

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  1. Alternatively, it could be published via the BRP SRD and sold via Drivethrough rpg... Have you considered that option? Kabouter games is doing to that with their Toxandria BRP setting.
  2. Speaking as someone who owns Elric! and has played the heck out of it, my dissatisfaction with Magic World is that it was a very good idea badly executed (for reasons that I understand to be largely independent from the will of the main editor). The bad execution amounts to 5 things, in order of importance: 1- Typos galore, and editorial inconsistencies. E.g. The weapons table makes me cry. 2- Flabby layout 3- Inconsistent reused art, and some new art which is quite bad 4- A few (not many) small ill advised rules changes (spell memorization and free INT, changes to High Magic/ Eastern Magic) or bugs resulting from combination of sources (unclarity about summoning elementals). 5- The setting could have benefited of a bit more space and of an introductory adventure.
  3. I don't know: Magic - RM has a limited number of spells, think more of the original Magic World from Worlds of Wonder, than the Elric derived Magic World, which certainly has many more. Moreover RM has a very specific assumption about spells: spells are only in magic objects from before the cataclysm (The Superflux), which you find in dungeons (think RQ spell matrices). Monsters- RM has 15 monsters, classic creatures, with a few variants. They are well done, but Magic World has many more. A RW bestiary is being kickstarted now. EDIT: RM however has a huge (Elric! style) table with about 90 "simple monsters" (e.g. giant animals, vermin swarms) and non player characters. Competent Characters. RM characters have much less characterization than in MW. They are quick and simple and ready to go to the dungeon.
  4. It could remind you of Magic World, yes. And in some ways it's what MW could have been but never was: clean layout, evocative art with a classic fantasy feel, a fully developed setting. But it's much more streamlined than MW (6 skills only!) and with a pretty limited magic system. And it's in many ways its own thing: it's geared towards sandbox play and offers pretty extensive hexcrawling rules. Better to consider it a separate game in the extended BRP family...
  5. If you're critically succeeding Devotion you're willing to sacrifice yourself for your deity. So, I'd have no problem with that mechanic.
  6. It's great that we are all so excited for this product. Still, I propose we all relax and maybe play RQ in the meantime (I'm sure nobody here is waiting for the Starter Set to start!). I'm sure Chaosium are doing their best to make the Starter Set available to everybody asap. Why on earth would they want to do otherwise? 😄
  7. 😢 Is there anything we can do to support Luise Perrin? Does she have access to the donations that Steve had collected to cover healthcare costs? I hope she is now receiving proper care. Best, Smiorgan
  8. I have posted this in the Out of the Suitcase thread but it's relevant to Stormbringer:
  9. I would love to have insight and inside info from @Rick Meints on "Castle of Eyes" - both the Gormenghast inspired novel by Penelope Love, which Chaosium published in 1993 and the Stormbringer campaign book with the same title, which was announced by Chaosium but never materialized. The idea of a tie-in between an original work of fiction and a Stormbringer campaign was pretty exciting and ambitious and could have brought the game in an interesting direction: was it to be a Morcockian pastiche or an alternative non-Moorcock setting? The novel as it was published is not set in the Eternal Champion multiverse. Yet it clearly has Stormbringer-ish details (summoning and binding demons). When the topic has surfaced in online discussions in the past I was able to get only very scant info on the rpg side of the story. I remember reading that everything originated from Penny Love's own Stormbringer campaign. Or was it a RuneQuest campaign?
  10. In RM criticals (perfect rolls) are fixed at 01-03 and fumbles (critical failures) at 98-00. There are random tables of effects for both in spellcasting. Damage rolls have their own "crit" mechanics with explosive d10s. Roll again and add on a 10. I don't speak Swedish, but I've found enough scraps of info in English to understand that some of these mechanics (explosive rolls, spellcasting tables) were first introduced in Drachar og Demoner 2016. In the Swedish game these were on top of a more standard BRP engine, which ultimately derives from the original Magic World (Worlds of Wonder). When they set to develop Ruin Masters for the English speaking market they left out many legacy aspects but kept these "new" mechanics.
  11. I agree. These are the supplements worth reprinting. Personally, I'd buy Sun County and Strangers in hard copy. For the others I have the originals in good enough condition. I might well get the PDF of Shadows to better run those awesome adventures. On the other hand, I'd gladly pay for a sturdy RQ3 hardback. I don't play RQ3 anymore, being quite happy with the current edition (RQG), but I gladly go back to reading RQ3 rules, for the sake of comparison, rules tinkering, houseruling and mere idle speculation, just as I do with RQ2. However, while for RQ2 I have the sturdy RQ Classic hardback so that I can leave my fragile originals alone, for RQ3 I have to pick up either the flimsy booklets of the "Deluxe" (?) boxed set, or the 1993 softcover with the weak binding falling apart. So, if someone manages to find the time to put together a nice and sturdy RQ3 hardback I'll be grateful and buy it.
  12. You are correct. And, in fact, I did roll 2d10+10, but I was quite unlucky with Physique (3+2+10) and a bit below average with Intelligence (3+5+10).
  13. Behold Furfax the Rogue, my first attempt at a Ruins Masters character. Strong willed but physically weak, Furfax is a local con-man. Since he does not have the required Physique of 18, Furfax wields his dagger and throws knives at -3%, for a grand modified skill of 17% and 19% respectively. Honestly, Furfax reminds me of the puniest Stormbringer characters I have ever rolled - you know those Orgien peasants, Nadsokorian beggars or Yurite tribesmen...
  14. An this is a review on RPG.net: https://www.rpg.net/reviews/archive/18/18979.phtml
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