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DerKrieger

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Posts posted by DerKrieger

  1. This sounds great for the Gloranthaphiles amongst us but I imagine will be absolutely repulsive for more casual or prospective players. The GMing section of the Core book is already rather light and now for a setting so heavily focused on the gods we're breaking it into 10 separate books they would need to collect to have a complete list of their options. I would have to see the final version of how this actually comes to be but my first impression is far from a positive one.

  2. 30 minutes ago, Hzark10 said:

    4th edition also had a major section on women. Both traditional and non-traditional. So Greg has had this since 1985.

    Why do we need women knights?  Perhaps we don't/Perhaps we do.  But, if/since Arthurian saga is being reinvented with a modern twist, it stands to reason this also will be examined. Heck, there is at least one story where Arthur is female.  Another where man has reached the stars.  Women gamers are becoming more and more popular.  They can play men if they want, but they also want to play women. Rather than close the door, in which case they may create their own version, I would rather see rules set forth that allow them to exist in the world of Arthurian lore I am familiar with.  

    Expansion of women in traditional roles has also occurred and the court/winter phase has expanded as a result. In upcoming expansions, women have vital/prominent roles.  So, some of us will play the traditional male dominated games while others will play with a somewhat more modern look.  We are all playing fantasy.  After all, there is only ONE Arthur, right?  Please, will the real King Arthur stand up.

    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.

    • Like 2
  3. 3 hours ago, Stephen L said:

    Easily missed by an idiot in a rush.  I think Heortling is important enough to warrant an entry of it's own, rather than hanging off a link!

    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.

  4. 4 hours ago, MOB said:

    The Jonstown Compendium and its four initial releases are in hands of DTRPG; release imminent.

    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. 4 hours ago, Jeff said:

    This is correct. The entire purpose of making players spend money or do stuff for the cult to learn new speciality spells is for them to feel invested in their spells and more aware of each spell. It has nothing to do with game balance.

    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. 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?

  9. 1 hour ago, JanPospisil said:

    Mobile games have always been cheaper, I guess. (it's a matter of perspective, I think. It's not that the PC version is more expensive than it should be, it's that the mobile was undervalued so it would sell in the mobile market.)

    (this is just me guessing.)

    (also for me it shows 17.79 USD on GoG. Might be regional pricing?)

    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.

  10. On 10/11/2019 at 7:23 AM, Minlister said:

    Thanks Jeff, the number offer quick insight into the social structure.

    I think something as useful would be to give standard names to these social groups for various  societies. It will add immediately flavour to any game.

    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. 

  11. On 10/12/2019 at 4:15 AM, prinz.slasar said:

    It would have been nice if the lunar-specific informations had been mentioned in more detail.

    A RQG beginner does not know what lunar branding marks for horses look like, what lunar empire clothing looks like and so on. The text describes it in a very abstract and summarizing way from the point of view of a Gloranthanian person who knows these things from everyday life. But for a RQG newbie this should be unknown, and I can already see the questions at the table when a player asks "And what do lunar branding marks for horses look like"?

    This omission is all the more remarkable in that the text is meticulous in emphasizing the description of the chariot in all possible different situations: at night, at close range, underwater...

    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.

    • Like 3
  12. On 8/21/2019 at 3:24 AM, Sir_Godspeed said:

    Sorry, no help from me - but I was just thinking that with the new Imperator Rome grand strategy game from Paradox, a Gloranthan mod would fit nicely. The engine doesn't have the ability to simulate all of the magic and monsters, but the overall feel is similar. (Or for a more reliable and tested engine, one might go with Europa Universalis instead).

    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. 

  13. @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?

    • Like 2
  14. 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.

  15. 2 hours ago, Rick Meints said:

    Please don't ask us when a book will be printed and for sale. We don't have all the art yet, nor has it gone to layout. It is in final editing and proofing.

    We would love to give estimates, but people get upset, disappointed, or sometimes even angry at us if we are late on an estimated date.

    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!

  16. On 7/23/2019 at 2:31 AM, Jeff said:

    Looks like there will be a limited number of the two volume set printed up for GenCon. My advise is to get there Thursday morning, or get someone to go Thursday morning for you.

    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?

  17. 4 minutes ago, Bill the barbarian said:

    I am not sure that I want to buy it again. My disk is in perfect shape. 

    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,

    • Like 2
  18. 33 minutes ago, Bill the barbarian said:

    agreed, Have not played on 10 years now and I truly miss playing it and wished it would run on modern macs, alas.

    If you buy the updated version on Steam it will work with modern Macs.

    • Like 2
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