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smiorgan

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Everything posted by smiorgan

  1. Very interesting! Enough to dig emails for those old Fantasy Grounds and BRP ruleset licenses!
  2. Should we hold our breath for a 2016 release?
  3. Does it mean that, apart from Mythic Iceland, there are no other standalone games planned for the moment? (which would be entirely understandable, by the way, given the amount of time and resources you are investing in CoC, RQ and other projects) I confess I'd love to see Stormbringer resurrected in some way. And Pendragon back at Chaosium. both with the kind of production values that we are seeing for CoC!
  4. Cool! For those who already have BRP Rome what does Mythic Rome bring to the table? Mythras rules, of course, but the original was mostly background, so I'm curious ...
  5. You mean like these þ ð ? I'm not an expert, but they're in my regular Ms Word unicode characters. Insert symbol is your friend.
  6. Thanks! I've posted a few question in the Trudvang kickstarter thread here: Maybe you can answer... I'm thinking about pledging
  7. That's true also for France and to some extent also for Italy (before the D&D3/ d20 boom).
  8. Actually, no if you are not a Stormbringer completist like me. The differences are very minor: - It's called Stormbringer (+) - Layout is ugly (-) - Some good interior art from the Italian edition of Stormbringer (+) - Adds the fly skill (useful for Mhyrrhin) (little +) - Melnibonean characters slightly nerfed (a minus in my book) - You can play Half-Melniboneans (+) -You can play Melnibonean slaves (+) - Reprints not-so useful fluff from Stormbringer 4 supplements on churches of the YK, which was already in Dragon Lords of M. (=) - D&D-ism remain in the material pasted from Dragon Lords of M. (-) - Book is dedicated to the memory of Giovanni Ingellis pioneer of the rpg hobby in Italy and Chaosium's friend (cool + if you are Italian!)
  9. I have a few questions about Trudvang: - How does experience work? - Is combat very detailed? The combat points system looks cool but also kind of slow. - Is it as deadly as BRP / RQ? - Is Westmark's religion Christianity with the serial numbers filed off?
  10. Yes they do! Magic World is identical to Elric! in this respect. See page 37..."Expect skill levels to regularly exceed 100 percent." They may not go over 100 at chargen (in Elric! neither do they) but can exceed 100 through experience.
  11. For the spells, no problem at all, You can use the Elric! spells as they are and keep the rest of SB4. To better balance things, I'd make spellcasting a skill starting at POW+INT or at POWx5.
  12. That's very tempting! The system seems familiar enough with interesting twists. The art is beautiful and the adventure book is intriguing.
  13. Cool campaign! I have run it with SB4 no need of conversion for that. At all. Demons are the only thing that is a bit different, but you can ignore that and be fine. With Elric! Just do as suggested by Jason with weapon skills. You might want to give a few spells to magic-using NPCs. Or you just play Elric! sans-spells also on the player side. I would do the latter. NOTE: To compensate player sorcerers from the loss of spells halve the number of magic points needed to summon elementals.
  14. Âme is also spent for casting runes in lieu of magic points. Brutal. I'd say is medium crunch. More crunchy than Stormbringer/ Elric! but probably slightly less than MRQ2 / RQ6 or big crunchy D20 games. Yes there are two damage tracks.
  15. Here is the Mournblade character sheet: http://www.sombresprojets.com/mournblade/pdf/mournblade-fdp.pdf
  16. Yes. It works like that. I've got the starter kit of Mournblade, A very pretty booklet (no chargen, lots of pregenerated characters, quick-start rules and a scenario). I am in two minds about taking the plunge into the full game. A French-language game is always a harder sell for my players who are not francophone (I was able years ago to run a French Hawkmoon campaign, happily players had enough French to understand the feuille de personnage). Production quality is superb. The idea of "high-level" play as agents from the outset speeds up the engagement with the setting. Yet, the adventure was so-so. The magic system is lifted from MRQ2 Elric and moved from the MRQ2 to their chose your dice system. If I understand correctly they initially had their license via Mongoose and when the Mongoose license expired it was renewed directly by Moorcock.
  17. I've never thought of using minis / pawns with CoC, it was always imagination, a few handouts and some quickly sketched rough maps... Possible exception... if I ever get the cool Italian edition of "Grace under Pressure" I might give in and use the deep one stand-ups... (My younger self was quite anti-minis, but I have mellowed with age developing a fondness for paper stand-ups, Pathfinder Pawns, D&D4 tokens etc.)
  18. Great scenario / campaign idea. I'd play in it.
  19. I can understand this and also that they are rightly proud of the hard work, intelligence and passion they put into Chaosium,
  20. In all honesty no, I'm not proposing favorite mechanics in a vacuum. I propose what I would like to see given the way I'd like to imagine Malkioni sorcerers given my limited knowledge and appreciacion of Glorantha. The middle way I proposed with with sorcerers preparing custom designed spells in advance was precisely not "winging it" but applying to specific incantations the fundamental principles of runes and techniques which they understand rather than learning by rote spells transmitted by tradition. Forgive me if I quote myself and note the last line: And let me say one thing, Jeff. I've been a Chaosium customer and fan for ages, I have reams of Chaosium product at home, I've even been a supporter against reason (when they did not so well polished monographs). I've been an Issaries and Moon Design customer. I've bought the Hero Wars boxed set with the ugly maps and the spandex Orlanth, I've tried to make sense of Thunder Rebels and even converted some stuff to RQ. I'v ordered the beautiful Gloranthan Classics reprints from Rick Meints and played with gusto with them. I've been a backer of RQ Classic, I'm an almost sure customer/ backer of the new Rune Quest. I like 95% of what you guys are doing, and the remaining 5% I understand. And if I'm not super-enthused of the sorcery rules and I like to say what would have made me even more happy, what's the harm? You are re-building an extremely cool company. If you and the other guys were a tad less defensive it would be even better.
  21. No I was suggesting something more radical: distinguishing between preparing and casting. Duration would start at casting time. Preparing would only commit the magic point in advance. That's a radical change, of course. Sorcerer would rather be the big spell guy, and would have always to prepare spells in advance. But, nevermind... Choices concerning power, duration and range are fun. They were already in RQ3, but I guess the new system makes their handling simpler. I must confess my memory of RQ3 sorcery is hazy and it gets mixed up with MRQ sorcery. The technique + rune thing hinted at another level of flexibility, but it's not really there. I was just running wild thinking of a semi-freeform system.
  22. One middle way that I like between on the spot improvisation and innovation by research only is keeping the spell free-form but have the sorcerers prepare them in advance rather than in the middle of the action. The sorcerer need first to prepare a spell by combining the rune and technique and committing the magic points in advance, you might say it takes several minutes if not hours. Then when the sorcerer has the spell prepared it can be unleashed as a matter of strike ranks... That mitigates a lot the time issue because preparation happens in downtime out of combat. And it provides interesting tactical choices. When I was running Stormbringer and there was some big combat anticipated - say storming Gaynor's tower in Ameeron - the sorcerer would try to summon and bind a custom designed demon for the task. All the players would participate to the discussion should we summon a flying beast to fly us on rooftop or just a big brute... Or think of the preparation of rune scripts in advance in Mythic iceland... As for the power issue, the GM can still veto or modify certain spells at prep time. Designing your spells in advance would fit the rationalist intellectual mindset of the sorcerer AND be way more fun than the fricking lantern...
  23. The system seems OK to me but nothing to write home about. Two things: 1) I strongly dislike these fiddly little bonuses. One thing I liked about OpenQuest in play was the big-bonus policy. 2) the rune + technique thing seems a missed opportunity if you in the end have pre-made spells, When I started reading about the runes and techniques I expected something more dynamic like Unknown East magic in Elric! a.k.a. Deep Magic or, even better, Mythic Iceland's rune magic Let me be clear: I don't say that you have to make a free-form system for sorcery. I have no idea what is right for RQ sorcery. Just saying that the one you presented seems like one but it's not. If it's pre-made spell lists why the fuss with runes and techniques? Just create flavorful spell-lists (schools, grimoires) with ideological-magical restrictions as in Warhammer FRP 2nd edition for instance (great magic system). As for the manipulations. Spending more magic points to do more damage is always fun. But I'd love more ad-lib things like the Vancian Polysyllabic thing in 13th age.
  24. These rules seem OK, functional with some nice touches. At first blush, they lack a bit of wow factor. And I'm not sure whether I want to bother about a +10% due to calendar in all my games. NOTE: I have no preconceived idea about how RQ sorcery should look like. My games rarely used it,
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