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[download]Tales of the Reaches - Sorcery Skill


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On 1/14/2024 at 10:51 AM, NickMiddleton said:

This came up in the BRP thread about Call of Cthulhu and BRP as an engine for the Hybroian Age and I said there I'd extract the relevant bit from the larger work it is currently part of. Enjoy!

Excellent stuff! Thanks 👍

But now I'm curious about the larger work.

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On 1/14/2024 at 7:51 PM, NickMiddleton said:

This came up in the BRP thread about Call of Cthulhu and BRP as an engine for the Hybroian Age and I said there I'd extract the relevant bit from the larger work it is currently part of. Enjoy!

Larger work? ORC related?

Thanks by the way.

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On 1/17/2024 at 6:09 AM, smiorgan said:

But now I'm curious about the larger work.

21 hours ago, DreadDomain said:

Larger work? ORC related?

Before the end of the original active phase of Magic World Ben had raised the idea with the informal mailing list of contributors (of which I was one) about a "Magic World Companion" book, modelled after the original RuneQuestCall of Cthulhu and Stormbringer  Companions Chaosium did way back when. I floated a few ideas, and sketched a few more; some of those sketches gradually morphed in to house rule notes in the the intervening years; during early lock down in 2020, casting around for things to do (I was still working full time from home, but was not socialising or F2F gaming) I started working on them, with a vague notion of doing something using the then still available Chaosium "Small Publisher's license" (couple of years previously Marcus Bone and I had chatted about doing something with that, but we both then got busy with other stuff).

Basically, I have a Companion-esque compilation of addons, variants, revisions, supplementary material and a scenario that amounts to a 124 page book. I am currently mulling what to do with it - the "Small Publisher License" is no longer an option, but I am hopeful that something may happen on the Community Content Program front, but nothing has been formally announced as yet. The book has sat on my hard drive, basically finished, for most of the last year, so a few more months will do no harm.

I'll take a stock of my options in the spring: retooling it all to be strictly ORC compliant currently looks like a lot of work that doesn't appeal; the free / at cost PoD via Lulu route remains viable in principle and is least challenging at this point, but if there is to be a CCP and it covers MW that's where I'd like it to be. One way or another I'll do something with it by the end of August this year.

Edited by NickMiddleton
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7 hours ago, NickMiddleton said:

retooling it all to be strictly ORC compliant currently looks like a lot of work that doesn't appeal

I'd this because you are using too much content from MW that is not covered by BRP:UGE, which would mean rewriting in your own words?

In any case, good luck and thanks!

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I read your document, and I like it. However, I think you should clarify what the Sorcery skill does in the description of the document.

When I read your description, this is not what I had in mind when you say "Sorcery skill". My understanding was that you just wanted to have a skill that was necessary to learn and cast a spell, and maybe restrict what spells a character can cast (for instance, "in order to cast a spell with MP cost X, th caster needs to have a skill of X*10 or more).

In fact, what you propose here is to have an equivalent of RQ3 Sorcery "Arts", or the Mythras skill Shaping. That's completely different.

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Yeah - this was never intended as a rigid tool for specific casting thresholds / limits: I stopped doing such things in my BRP games a long time ago; which is not to say one couldn’t build such a system from these suggestions of course.

This is intended as an overlay to the existing MW / AS Sorcery rules to add a little more interest and colour. In the previous Sorcery document I uploaded there is a (very loose) sketch of a taxonomy of “types” and “orders” (as in “orders of magnitude”) for the full MW/AS published spell list. One absolutely could create specific skill level requirements to access specific types / orders of spells etc: but it’s not something I want in my games, so I haven’t done it.

It’s a long time since I’ve run RQ3 sorcery, but my recollections of doing so and my house rules for it were unquestionably factors in coming up with this.

Edited by NickMiddleton
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