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Post by robertsconley on Jul 23, 2020 10:10:09 GMT -6
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Post by robertsconley on Jul 23, 2020 10:34:49 GMT -6
I'd say you don't have to reinvent the wheel and take several ideas as they already exist. Just add a few options on top which add specific MW flavour and you're done. Now, I'm not aware of the special novelties MW may or may not introduce for the warlock, but if it's somewhere along the line of the original (which I'm guessing by your required lists sentence), that should work. No I don't have to reinvent the wheel but I do have specific ideas on how things work in the fantasy settings I run. If I am going to all the effort to make it presentable for sharing why not make it reflect that. Otherwise I just cherry pick from existing options like I did when I ran a Majestic Wilderlands campaign using the 5e rules. gamingballistic.com/category/actual-play/majestic-wilderlands/So central to my concept of magic is that there are ten arts. Nine of which correspond to one of the nine chromatic crystals (ROYGBIV + BW) created by the gods to seal the Abyss when it was created to imprison the demons at the dawn of time. As are result the original ambient mana of the world was amplified allowing vancian spell casting to be developed by various cultures. But this resulted in certain spells being easier to cast by using mana that was funneled through a particular crystal. So instead of Abjuration, Conjuration, Illusion etc. I had the Art of the Hawk, Art of the Web, etc each tied to a particular crystal. The original untainted mana is considered part of the Art of the Forge and associated with Chromatic Crystal the master key to the other nine. Along with this is another concept called viz which is magic in physical form. The basic mechanics that it is count toward the creation cost of the magic item (100 gp per) or 1 viz allows a spellcaster to case one 1st level spell without losing it from memory, or in the case of 5e expending a spell slot. As I worked through the classes, I started tying more thing to this metaphysical construct. For example because each of the crystal are tied to a specific deity they also represent the deity's sphere of control. So for 5e, this structured the options for ten clerical domains I created. Then when I ran into the Monk class, I decided to recast the flavor as Mystics. Their source of power isn't ki, but vim which is mana intertwined with a sentient being's soul. I found that concept useful later to add flavor for other classes when creating abilities. So now leading up to Warlock they have several subsystem going on. 1) They have a supernatural patron 2) They can cast arcane spells 3) They have a pact in the core book there are three pacts Blade, Chain, Tome 4) They gain Eldritch Invocations which are basically magical powers except for the few that modify the Eldritch Blast cantrip. Now I knew I was going to give the Warlock the stink eye because the basic concept is solid, the execution however been a power gamer's playground in many 5e campaigns I ran or was involved in. As result I am not keen on the original set of invocations and pact power. But d**n I like the idea of a PC type having a one on one relationship with a supernatural patron. And as it happened I had a handful that were excellent for that. The traditional Demons of course, the Great Dragons, and the Summer or Winter Court of the Faeries. Some of the four like the supernatural patron wrote themselves. But other like the Pacts and Invocation were little more tricky. So what I decided is to keep the Eldritch Blast invocations. And make the rest contingent and customized based on what Pact the warlock bound their vim too. Like the rest of magic each Pact is tied to one of the nine chromatic crystals.
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Post by hamurai on Jul 23, 2020 14:42:53 GMT -6
Good idea to start a new thread for this. And very interesting ideas for your campaign world! 1.) Do you know Dungeon Crawl Classics? I like that the patrons there grant favours (spells and intervention) but you get taints too. Straining a parton's good will can easily result in penalties or destruction. 2.) The arcane spells you probably have to keep but you could make your own spell list. Could be an easy way to balance the class, if you feel it's overpowered or allows for too much power-gaming. 3.) I've heard several times that some pacts dominate others by the game mechanics. That's never been a problem in my games, but I can see it happening, especially in combat-heavy games. Depending on the pact, a DCC-style Invoke Patron spell might define the power of a pact power (depending on a roll and maybe on other factors like quests for the patron) and re-discussing such a thing could lead to the patron being annoyed. It would lead to interesting interaction between the warlock and their patron and while some powers might seem very powerful, they can always come at a price decided by the patron (the DM). A benefit might be worth points depending on its power and you get as many as you have levels. Do a quest and make a sacrifice and for your next negotiation you get a point bonus. Just some ideas from my tired mind. Maybe I can be more helpful tomorrow after my coffee
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Post by jeffb on Jul 23, 2020 17:56:19 GMT -6
Rob I see you mentioning "viz".
I'm a big fan of your Blackmarsh work, where I know you used "viz". Was this also in your original Supp VI book? My copy (tan cover) has been in storage, so I cannot look it up.
And do you consider/have you placed Blackmarsh in MW, or is it a separate entity?
For that matter, how much (if anything) has changed in MW compared to your original? (Besides the Title)
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Post by robertsconley on Jul 24, 2020 6:53:20 GMT -6
1.) Do you know Dungeon Crawl Classics? I like that the patrons there grant favours (spells and intervention) but you get taints too. Straining a parton's good will can easily result in penalties or destruction. Yup was one of the early playtesters. The idea of patrons in DCC was and remains a cool pc option and a goldmine for adventures and complications. 2.) The arcane spells you probably have to keep but you could make your own spell list. Could be an easy way to balance the class, if you feel it's overpowered or allows for too much power-gaming. As I work through the classes I am gain a feel how I want things to go in regards to magic and other elements. I am at the point where I am considering this a first pass. I will then go back through and breaks things down further which will likely include revamping the spell list. It looking like when I publish this it will be as radical alteration of 5e as Adventures in Middle Earth was. Except not quite as low magic. In general I been trying to add more things that reflect the life of the setting and how it work rather focusing on combat utility. 3.) I've heard several times that some pacts dominate others by the game mechanics. That's never been a problem in my games, but I can see it happening, especially in combat-heavy games. The worse one is where you gain the ability to see in magical darkness. It requires allowing multi-classing. But if you take a few level of sorcerer and warlock by 4th level the character combat effectiveness is greatly enhanced by being able to stand in magical darkness and firing eldritch blast and other spells throughout combat. Luckily I already ran along with playing in several "everything but the kitchen sink" 5e campaigns so I know what to watch out for. Depending on the pact, a DCC-style Invoke Patron spell might define the power of a pact power (depending on a roll and maybe on other factors like quests for the patron) and re-discussing such a thing could lead to the patron being annoyed. It would lead to interesting interaction between the warlock and their patron and while some powers might seem very powerful, they can always come at a price decided by the patron (the DM). Yup, I find following up on the roleplaying is a great way of making things feel more part of the campaign even when it is better or worse mechanically. Just some ideas from my tired mind. Maybe I can be more helpful tomorrow after my coffee Appreciate it.
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Post by robertsconley on Jul 24, 2020 7:38:49 GMT -6
Rob I see you mentioning "viz". I'm a big fan of your Blackmarsh work, where I know you used "viz". Was this also in your original Supp VI book? My copy (tan cover) has been in storage, so I cannot look it up. No Viz wasn't in Supp VI book. The idea orginated in the two decades when I was running GURPS. I was a big fan of Ars Magica especially the details on the culture of mages within the Order of Hermes. However as system I like GURPS way better. So my Majestic Wilderlands mages were a meld of how GURPS handled magic mechanics and the roleplaying possibilities of an order of mage found in Ars Magica. One details from Ars Magica that made its way into GURPS was Viz. In Ars Magic it was called Vis and it was magic in a physical form. In GURPS it was easily implemented as a 1 pt temporary powerstone giving one mana. GURPS attributes like D&D's are centered around 10. In GURPS Magic, spells require mana to cast which is drawn from fatigue based on the caster's health. A mage typically has 11 to 13 fatigue and can cast 5 to 6 spells during combat before tiring out. One way to gain more mana is to carry around Powerstone which you can use instead of your fatigue. Viz played into this as a 1 pt powerstone that was consumed after use. One of the blank areas that came up while writing Supp VI is how Viz would work in a OD&D version of the Majestic Wilderlands. I didn't come up with a solution until the campaign after I released Supp VI. So it made its first appearance in Blackmarsh. And do you consider/have you placed Blackmarsh in MW, or is it a separate entity? It is separate born out of the work I did prior to acquiring a license to the Judges Guild IP. Prior to 2008 when I got the license I had extensive notes and sketches for a Judges Guild IPless version. However the license made a lot easier for me as the main thing I focused on what the Swords & Wizardry conversion. The setting material was a matter reorganizing and condensing 30 years of notes into something concise and useful. But a few years later in 2010, I was inspired by a conversation about how Dave Arneson flipped a map of Holland around to draw the outdoor map for Blackmoor. That led to me doing the same and creating Blackmarsh. Because people still loved what I did in Points of Light. And because Southland in PoL I was a homage to the Outdoor Survival Map. I opted to place Blackmarsh north of Southland and thus in that world instead of the Majestic Wilderlands. The current situation with Bob Bledsaw II is a real gut punch to me both personally and creatively. But luckily I had the work I did prior to getting the license. So instead of the Majestic Wilderlands it will be the Majestic Fantasy Realms. For that matter, how much (if anything) has changed in MW compared to your original? (Besides the Title) The geography and names are mostly different but all the conflicts, adventure hooks and cultures you read about will still be there. It was just be the City State of Eastgate ruled by the Overlord of the Tharian Confederation instead of the City-State of the Invincible Overlord. Plus all the material I done for Points of Light and Blackmarsh will thrown in as well. For example what I call the Bright Empire in Blackmarsh/PoL is really the most of the stuff I wrote for the Ghinorian Empire. There are difference like the Bright Empire dominated by the United Church of Delaquain (Mitra), Sarrath (Set), Thoth, and Veritas versus the Ghinorian Empire dominated by the Church of Mitra. Map One will be based off this but done in the color style of the Wilderlands map I did. Full ImageThe City State of Eastgate 4.bp.blogspot.com/-2AlUyhLXhAI/WnHQ5eb65SI/AAAAAAAAQB8/d47f5FY3pfk7udYVpVu0AYuKlnZpm9n6gCLcBGAs/s1600/City%2BState%2Bof%2BEastgate%2BRev%2B4.jpg
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Post by jeffb on Jul 24, 2020 17:46:01 GMT -6
Thanks for the detailed response, Rob. I wasn't aware of the Blackmarsh/POL tie in.
Are you planning on a new book similar to SUPP VI that is edition free or will it be just for 5E? And do you think you'll crowdfund this one?
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Post by robertsconley on Jul 25, 2020 17:20:02 GMT -6
Are you planning on a new book similar to SUPP VI that is edition free or will it be just for 5E? And do you think you'll crowdfund this one? I am planning in rough order Releasing the Basic Rules for the Majestic Fantasy RPG via Kickstarter to pay for the art and editing. Like Supp VI this would be for Swords & Wizardry and other Classic editions. Along with this will be the quick character generation cards that I used at gamestore sessions and conventions. The Wild North, currently drawing up a half dozen town maps. Deceits of the Russet Lords my next adventure will be set in the PoL/Blackmarsh setting that I am calling the Majestic Fantasy Realms. Scourge of the Demon Wolf revision to put it into the Majestic Fantasy Realms. Highly likely will expand the setting chapter a bit. I had complaints that it was too terse. Then The Grimoire of Lost Magic the first of the full Majestic RPG Supplement. Will have all the magic User classes, Spells, and some additional adventure and setting material involving magic users. Also for Swords & Wizardry. I plug away on all of them so one may get done before the other.
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