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Hi, I’m curious whether anyone has used MW or BRP generally to run a game set in FF’s Titan setting? The setting would suit many of the MW monsters, the Conan-like magic, and also the unusual magic additions (e.g., mask magic) in Advanced Sorcery. In terms of detail, there’s a small paperback for describing the world of Titan, as well as the revised FF rpg system which has the same information. (I bought much of those materials, but I couldn’t get the game system to operate. I tried it once and it quickly, for me and my players, came undone. But the world was appealing.) Here’s the paperback, which is handy - I got mine cheap on Amazon: https://en.wikipedia.org/wiki/Titan_(Fighting_Fantasy_book) In case you don’t know, there’s also now an exhaustive Atlas of Titan drawing on all sorts of maps and information compiled from the many game books. You can find the attached file here: https://fightingfantasy.fandom.com/wiki/The_Atlas_of_Titan What I think MW can do is provide an elegant system that won’t have the issues I encountered with the FF rpg system. If you want that old-school fantasy feel, and a different setting, it may be worth a look. (You could also use BRP Classic Fantasy in that setting, too.) N
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This template allows anyone to create his or her own package for Revolution D100. A package is a series of rules configurations which adapt the core rules of Revolution D100 to the game you wish to run by removing unsuitable options and making generic skills, traits and powers more suited to the genre or setting. You can use the package template either as a checklist of things to do before starting a game in your own setting, or as a guideline to creating your own game world. Revolution D100 is OGL, so if you have created a package you can either share it freely as open game content, or even sell it as a commercial product. We encourage you to do the former, but the latter is indeed possible, with ot without the involvement of Alephtar Games. A good setting relies more on a fascinating description of the fictional or historical world it is about than on the rules, but sometimes having the rules interspersed with the narrative can be confusing. If your setting is already well described in a novel, a comic book, a movie, a TV show or a series of historical essays - in other words, if you are already envisioning the world you wish to roleplay in - then a package that tailors the game rules to your imagination is all you need to start playing. And this does not prevent the author from adding more narrative at a later time and growing the package into a full fledged game supplement. -
I'm preparing an historical Japanese horror campaign set in the Heian Period, and I'm trying to decide which Power system to use for the Shinto priests. I've already decided to use the Psychic Abilities system for the Buddhist priests/monks, but I envision the Shinto priests a little differently. While Buddhism entails a great deal of mental discipline and meditation, which seems to lend itself naturally to Psychic powers, Shinto is more about the channeling or invoking of Kami (nature spirits/gods). Moreover, I want to run a very low-magic setting. I want my Shinto priests to be able to perform rituals such as exorcisms, and I want them to be able to invoke their guardian Kami in desperate situations as a last ditch effort, but that's about it. At first, I had considered the sorcerer power, but sorcerers don't have anything akin to exorcism. Does anyone have any suggestions?