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Everything posted by DerKrieger

  1. I think what Atgxtg is worried about isnt the option for your game to be more open but the default game changing to be more egalitarian instead of one that is fairly rooted to the fantastical setting of the de Troyes stories. I am more in agreement with Atgxtg than I am opposed as the game has a specific vision and while it encourages players to allow female knights if they like it assumes by default that it isnt the case and any such knight would be the exception. Personally I would be hesitant to let any new player start with a femake knight as I would want their exceptionalness to cause drama. Think Brienne of Tarth, a fantastic knight whose gender was a big obstacle she had to overcome in her world. I would make it easier for such a knight to gain glory as thry really stand out in a world filled with male knights. But i would prefer any new players start with a male knight until they are more comfortable with the setting. If one of them decides theyre training their daughter to inherit then damnit lets see this story through because that sounds awesome. But I dont want it to be default, when I play Pendragon I want something fairly close to the old stories. If I wanted something different that is what I would play. I'm all for more options and expanding on having female knights in your world but I don't want Pendragon to change it's take now to assume an egalitarian world.
  2. None of the languages have enough info to really require a page separate from the list. I could see each Language group getting a dedicated page that goes more into the history and detail, such as utilizing the language family trees that show where and when they branched. Also had no idea Tarshite was also known as Hillspeech, by which name do the Tarshites usually call it? I can edit it to show only one of them but I want to use the proper name.
  3. It seems to be missing the different Theyalan dialects though. For example Esrolian vs Heortling. Edit: It was bothering me so I added Heortling, Esrolian, and Tarshite.
  4. Imminent you say? Excited to see what kind of content we have out at launch and dabbling with ideas of short projects to add up there just to add to the community but I never commit to anything long enough to actually make something worth a damn.
  5. Interesting, in that case it seems like giving access to spells can also make for great story moments when appropriate without worrying about handing the players too much too quickly.
  6. I think having certain main events be essentially unavoidable with alterations depending on what triggers them (Sartarite rebellion essentially guaranteed though who wins and what each sides strength is would depend on the PCs and whose side they are on) and then loading the book up with history, factions, and events from the de-facto timeline as well as tips on how to alter them would be more than enough. People break things all the time and I know for a fact some people ran Pendragon campaign's where the players were not only loyal knights of the round table but important lord's as well, some having taken power after certain events throw Logres into chaos. As long as the campaign gives us information about the de facto timeline as well as information about what fuels the events it makes it easier to understand them and how to change them based on your group's personal playthrough. Like oh we were supposed to be fighting this battle to invade the Lunar heartlands but since my players defeated the rebellion and join the Lunars instead we are going to invade Esrolia to add it to the Empire. Give us the main events and details about the world and main players at each point and we can easily make our own changes from there where necessary. If you know an important NPC's child is meant to rise to power after their death but the player's kill that NPC early welp time for a child with a hunger for revenge to bide their time as a regnant holds power in the meantime.
  7. @Bill the barbarian Honestly go with GoG to pick it up on Mac. You make a real simple account. can pay with a separate service you already use and you just download the files to install the game without the need for another launcher or digital store installed. I do find it a little ironic though that this game that sat exclusively in Apple's App store for near a year and a half wasn't released for Mac's in Apple's own store.
  8. Mirza this is exactly the level of unnecessary research that I adore. Did I need to know how bronze age branding worked? No Did I want to know how bronze age branding worked? Absolutely, and boy did you deliver. Pattern Branding!
  9. I really like the website, though still learning the ins and outs of character editing, but I've noticed that recently it does not work with Google Logins.
  10. So RAW is that you have 3 RP to start and thus can known spells equally a total of 3 RP meaning one 2 RP spell and one 1 RP spell or three 1 RP spells. Variable spells being variable you can take as 1 but cast up to whatever youre willing to spend as you would with Spirit Magic. Are we now saying you can actually just take 3 Rune Spells to start with regardless of cost?
  11. Undervalued as the mobile port may be it isn't exactly fair to tell some of your customers to pay more for no reason other than because you think they will. It isn't a regional issue either but simply because they believe PC users will spend more on a game than mobile users will so hey why not charge more. I waited an extra year and a half to get the game and now I finally can for the privilege of twice the price for waiting. Not with any additional content mind you, merely an increase in price. Also it appears as $19.99 for me on GoG, might be regional pricing for you then? Would depend on your local currency I'd think.
  12. I'm excited to get a chance to play it but why is the Windows version $20 when the iOS version is $10?
  13. Agreed, adding a general name for each culture could go a long way towards playing character from different cultures as these numbers already do. Obviously characters from Dara Happan are going to have very different views on the Unfree/Slaves in general than someone from Hendriki.
  14. Only further emphasizing my desire for those visual history books for children to cover Gloranthan cultures. I want to see Orlanthi homes, Orlanthi fashion, Lunar Weapons and architecture. Give me a stupid amount of material to draw from as I have enough words to last me decades but so many teases in artwork that never go into more depth.
  15. Actually traits, modifiers, and events could be utilized to replicate magic fairly easily. The core system of populations, religion, trade, warfare, and characters would make an excellent base. Magic would basically modify stats in most cases and when it was used for specific purposes events could trigger off of it as well as more regular events having more options if you have powerful casters around.
  16. @Bill the barbarian I can also vouch for Bundle, they are very reliable and I've used then for Pendragon and a Coriolis/Tales from the Loop Bundle as well as a couple of indie and OSR bundles. Ive yet to see better deals on TTRPGs than Bundle of Holding but you just have to wait until they have a bundle you want. I'm more so just sitting here with my RuneQuest game on hiatus wondering...do I really need both bundles?
  17. So i see both of the Mythras bundles up and they are quite tempting. I am enjoying the new RuneQuest and like the core mechanics though there are things Ive considered changing so I'm wondering if picking up Mythras would be a good deal for more historical campaigns and just to see the differences in what are similar core mechanics.
  18. Understandable, I just thought there may be a rough idea out since it was stated that some may be available at GenCon. Just keep at doing what you all are doing as the books thus far look amazing!
  19. Mind giving us the jist of the main mechanic behind the system?
  20. Do we have a rough idea of a release time? Not an exact date but could we reasonably expect a full print the end of this year or is sometime 2020 more likely?
  21. They did remove the ability to choose the number of craftsmen BUT there are a few extra scenes and new art plus it is optimized to work with modern OS's without an issue including a slightly updated interface (mostly scaling, could be better). There are also community patches to try and improve running the original game on modern machines but those tend to be Windows focused so I dont know your luck there. I'd keep the disk because it's awesome but for the price I'd say pick the game up again as you'll certainly get your money's worth,
  22. If you buy the updated version on Steam it will work with modern Macs.
  23. Pendragon in Ancient Japan works a little too well for me. If we get Sengoku era Pendragon then we are covering one of my favorite periods of history (the other being the Great Heathen Army invading the British Isles).
  24. Everyone has already broken things down fairly well so I'll just throw my voice in and agree with some others here that the Dual Wielding house rules presented here are not only more work but they aren't any more realistic than what is presented in the book and may be arguably less so. The V2 that was posted is closer to something I would consider using as it simplifies things greatly while also dropping the emphasis on learning a skill unlearning another one. Don't get me wrong learning something new can screw with your ability to do what you are used to doing but if anything I would only add a temporary penalty during early practices as it sets an odd habit in your head, like a -10% malus when trying to revert to using your normal hand to attack right after training in the off-hand. (And I mean literally right after training otherwise your regular muscle memory will supersede your overthinking things from training). I would only consider enacting such a penalty for the first 20-30% or so in the offhand after which it has become so common that your brain is used to switching between either hand though one is likely more practiced than the other still.
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