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Post by simonw on Apr 27, 2014 12:26:30 GMT -6
Here is the latest draft of Crimson BladesYou'll note there's more than a nod to Elric/Stormbringer. Check it out and let me know what you think.
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machpants
Level 5 Thaumaturgist
Supersonic Underwear!
Posts: 259
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Post by machpants on Apr 27, 2014 19:31:29 GMT -6
Just having a quick look now.
Can I ask the reasoning for A) The odd order of attributes STR DEX CON WIS INT CHA? B) Why you don't use universal modifiers for the attributes, which would be simpler IMO. Is it for the OD&D feel?
I like the HD style, OD&D like. I really like the Thief class skills. Is there also going to be rules for other classes to try that sort of stuff? Or do you intend to specify that Thieves can do stuff that is basically impossible for other classes. I always find it a struggle to mix games with an open (OD&D) style way for player skill over character skill, with hard and fast percentages/DCs/etc... I'm looking at you OD&D Thief!
The summoning rules are pretty dense, I like it at first glance, but need time to sit down and really read it.
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Azafuse
Level 5 Thaumaturgist
Posts: 245
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Post by Azafuse on Apr 27, 2014 22:46:01 GMT -6
The order probably comes from the Hasbro's OGL: that's the standard line for 3E/4E. Anyway, good job.
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Post by simonw on Apr 28, 2014 0:08:32 GMT -6
Just having a quick look now. Can I ask the reasoning for A) The odd order of attributes STR DEX CON WIS INT CHA? B) Why you don't use universal modifiers for the attributes, which would be simpler IMO. Is it for the OD&D feel? I like the HD style, OD&D like. I really like the Thief class skills. Is there also going to be rules for other classes to try that sort of stuff? Or do you intend to specify that Thieves can do stuff that is basically impossible for other classes. I always find it a struggle to mix games with an open (OD&D) style way for player skill over character skill, with hard and fast percentages/DCs/etc... I'm looking at you OD&D Thief! The summoning rules are pretty dense, I like it at first glance, but need time to sit down and really read it. This is the way I set them out in Woodland Warriors. Partly to get the physical stats in first, then the mental/social ones. Otherwise, does it really matter? Universal modifiers - because they don't all work the same way or have the same numbers. It won't become completely clear until you see the way combat works, in the combat section (which isn't in the draft).
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machpants
Level 5 Thaumaturgist
Supersonic Underwear!
Posts: 259
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Post by machpants on Apr 28, 2014 2:00:34 GMT -6
Ok fair enough, it just stands out to me as odd. Though you're right it doesn't matter I'll hold fire on the attribute mods until I see some more too.
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Post by simonw on May 5, 2014 7:05:22 GMT -6
I suppose I'm aiming more for "Dark Fantasy" than Sword & Sorcery.
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Post by Zulgyan on May 5, 2014 11:21:26 GMT -6
I like how you tied ability scores with d6 will, fortitude and reflex saves. I had never seen that before. Is it a new idea of yours?
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Post by simonw on May 5, 2014 12:10:24 GMT -6
I like how you tied ability scores with d6 will, fortitude and reflex saves. I had never seen that before. Is it a new idea of yours? It was in Woodland Warriors
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jdjarvis
Level 4 Theurgist
Hmmm,,,, had two user names, I'll be using this one from now on.
Posts: 123
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Post by jdjarvis on May 8, 2014 21:01:28 GMT -6
I really like the Sword & Sorcery vibe it has going for it.
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Post by simonw on May 9, 2014 0:04:43 GMT -6
I really like the Sword & Sorcery vibe it has going for it. Cool. I'm nearing a point where I can post another update. Probably over the weekend.
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jdjarvis
Level 4 Theurgist
Hmmm,,,, had two user names, I'll be using this one from now on.
Posts: 123
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Post by jdjarvis on May 9, 2014 7:48:30 GMT -6
Got to read it more. I liked the woodland warriors game and am happy to see you using it here. Warriors kick butt. I really like how you have sneaky backstabbing Thieves and picaresque quick talking Mountebanks it covers lost of ground without having a generic rogue. Sorcerors and Dendrelyssi are pretty cool as presented, summoning gives a lot more for spellcasters to do that feels right for the darker side of S&S. Definetly looking forward to seeing more.
Are spells going to be rehashed D&D spells or are you turning down the zap spells as summoning offers a wider range of magical options?
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Post by simonw on May 9, 2014 11:42:51 GMT -6
Got to read it more. I liked the woodland warriors game and am happy to see you using it here. Warriors kick butt. I really like how you have sneaky backstabbing Thieves and picaresque quick talking Mountebanks it covers lost of ground without having a generic rogue. Sorcerors and Dendrelyssi are pretty cool as presented, summoning gives a lot more for spellcasters to do that feels right for the darker side of S&S. Definetly looking forward to seeing more. Are spells going to be rehashed D&D spells or are you turning down the zap spells as summoning offers a wider range of magical options? Glad you like it. I'm going for dark fantasy, so hopefully it'll capture that feel more as I write and adapt it. Spells - I'm losing Fireballs/Lightning Bolts (although I've kept Magic Missile) and anything that remotely resembles summoning-type spells.
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Post by simonw on May 10, 2014 13:00:10 GMT -6
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Post by discuit on May 11, 2014 5:23:13 GMT -6
Very cool!
As always, I have to ask, when are you going to create a classic D&D version of this kick ass system? Complete with dwarves, elves, halflings, clerics etc?
I think it'd be fricken amazing!
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jdjarvis
Level 4 Theurgist
Hmmm,,,, had two user names, I'll be using this one from now on.
Posts: 123
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Post by jdjarvis on May 11, 2014 19:32:15 GMT -6
Shaping up nicely. It's pretty playable as is but I do look forward to animals and monsters that fit the rules.
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Post by simonw on May 12, 2014 0:08:00 GMT -6
Very cool! As always, I have to ask, when are you going to create a classic D&D version of this kick ass system? Complete with dwarves, elves, halflings, clerics etc? I think it'd be fricken amazing! Possibly...
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Post by simonw on May 12, 2014 0:09:12 GMT -6
Shaping up nicely. It's pretty playable as is but I do look forward to animals and monsters that fit the rules. Yeah, I'm trying hard not to come up with too many standard D&D monsters. Animals will be just earth-type creatures like bears, wolves, sharks and so forth.
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Post by discuit on May 12, 2014 4:06:52 GMT -6
Good enough! It really is an amazing system Simon, and i think, even though there are a shirt tonne of "D&D" games out there, your rules really hit a sweet spot.
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Post by simonw on May 13, 2014 10:24:58 GMT -6
Here's a map I knocked together in MS. Paint:
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Post by thorswulf on May 13, 2014 10:43:01 GMT -6
The thing about sword and sorcery or dark fantasy that seems to escape some writers is the pathos involved. It isn't the monsters that are the problems, it is the people! Humans of whatever particular stripe or ilk are what motivate these stories. The monster is set dressing at best or an embodiment of an uncontrollable humanesque emotion that foreshadow the deeper agony of spirit to come. That being said I still like to slay me some orcs too!
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Post by simonw on May 15, 2014 0:14:51 GMT -6
Here's the map update
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machpants
Level 5 Thaumaturgist
Supersonic Underwear!
Posts: 259
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Post by machpants on May 15, 2014 0:47:15 GMT -6
I can't help but read Dralucia as Dracula! ;-)
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Post by discuit on May 15, 2014 5:38:19 GMT -6
That map is amazing, nice job!
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Post by discuit on May 15, 2014 6:06:33 GMT -6
Just one thing that might need a mention, or maybe a re-work if you feel so inclined, is the crossover between Notice and the Thieves abilities of Find & Sounds. It's the age old question of does a Thief get both a notice check and then he's thieving chance or just the better of the two? Or would a bonus to Notice (when Listening or Finding) be more applicable? Just food for thought.
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Post by simonw on May 15, 2014 8:08:15 GMT -6
I can't help but read Dralucia as Dracula! ;-) Cool!
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Post by simonw on May 15, 2014 10:07:14 GMT -6
The Dendrelyssi once ruled the Crimson Lands through sorcerous power and the sheer might of their demon-enhanced fighting ships and dragon-riding warriors. However, their empire is no more and, as a force, they have been in slow decline for nearly five centuries.
The empire of The Crimson Lands was held together by Dendrelyssi sea power and for thousands of years it grew rich on tributes collected from many nations. However, whilst the Dendrelyssi bathed in their past glories, newer nations were rising far to the west.
These new nations gnawed at the edges of the Dendrelyssi Empire; slowly toppling their far-flung outposts and increasing their foothold into Dendrelyssi holdings. All the while, the Dendrelyssi coffers were no longer being replenished at the rate they were used to. Because the ingress was gradual and because the Dendrelyssi arrogantly assumed they were invincible, they were unaware of the danger until it was too late.
The Dendrelyssi fought back; fighting often and rarely losing but all the while being pushed back as they no longer had the numbers to retain their lands. Soon the invasion gained momentum and one-by-one, Dendrelyssi cities fell to the invaders as they swept across The Crimson Lands destroying everything in their path. Before long they were on the doorstep of the Isle of Dendrelyss itself.
The Dendrelyssi nobility was forced into action. They hastily mustered their aging fleet – just under two-hundred ships - which set sail from Necrolorn and met the invading fleet of over a thousand ships in the middle of the Crimson Sea. There a mighty sea-battle was waged and, although yet again the Dendrelyssi were victorious utterly destroying every last one of the enemy ships, only forty-four Dendrelyssi warships managed to limp home to lick their wounds. The Dendrelyssi were no longer a threat to The Crimson Lands.
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Post by simonw on May 17, 2014 8:12:53 GMT -6
DENDRELYSS The Dendrelyssi have lived here for thousands of years and have all but lost their curiosity about the world. Very few Dendrelyssi even venture around the island, although they occasionally send their slaves on some errand or another. The hilly island, once widely cultivated, has now reverted to dense woodland. Over thousands of years, the Dendrelyssi have introduced new species for their benefit or pleasure; probably they have forced others into extinction. Wild animals known to live on the island include wolves, bears, boar and deer. There are undoubtedly abominations living in the wilder spots; monsters created by the Dendrelyssi wizards of old that have escaped and thrive in the mountain and forest regions. Most Dendrelyssi live in the once great city of Necrolorn and a few still live in Mnenthaynal. The ruins of other Dendrelyssi villas and towns are scattered all over the island, some empty for thousands of years and some deserted only comparatively recently. Many sorcerous secrets are rumoured to lay hidden in these fallen monuments.
Necrolorn Necrolorn is the dying capital of a dying race. Once there were hundreds of thousands living here; now there is a mere fraction of that number. Whilst the Dendrelyssi now number only in their several thousands, their slaves are far more numerous, outnumbering their otherworldly masters by around ten to one.
The architecture of Necrolorn is characterized by tall and slender many-colored towers topped with ancient banners declaring their nobility. The declining population has left many towers crumbling in neglect. At two hundred feet in height, the highest tower in the Royal Palace is Adeeshuduggaat, The Silver-Cloud Tower, The Tower of The Emperor, with a magically sealed door. Other towers of the Royal Palace are Suusaandar (The Princess’s Tower) and Issaruutunu (The Summoning Tower). The ruins of the Guarding Tower (Niiqquulamuusu), sit at the entrance of the bay, where the remains of the Dendrelyssi fleet are harboured. Most of the vessels haven’t been sea-worthy since the Battle of The Crimson Sea.
Mnenthaynal Like Necrolorn, large parts of this once thriving city are now desolate and falling into disrepair. Only about a hundred noble families still live here, most having left to live out their days in the capital.
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Post by simonw on May 17, 2014 8:16:14 GMT -6
MORTYLLA The Mortyllans are not believed to be pure humans; perhaps mingling too freely with the race that preceded the Dendrelyssi some time back in the primordial past. As worshippers of Chaos, the people of Mortylla claim to be heirs to the sorceries of the Dendrelyssi but they don’t have the proper mentality of the Dendrelyssi and are ruled by Chaos rather than taming it as the Dendrelyssi did. Mortylla is a nation of sadistic, warped people; many of them are quite possibly insane. The rest of humanity fears them as warmongers and bloodthirsty priests. Mortylla is a dominant power among the Crimson Lands, more because of her black sorceries than for her military might. For its great size, Mortylla is thinly settled – small villages and farmsteads dot the landscape but few settlements are bigger than a few hundred people. The bulk of the population lives in the huge capital of Trillithon.
A large part of Mortylla is taken with a dry and bleak wasteland known as the Charnel Plain in the middle of which is an ancient necromancer’s tower, known as the Eldritch Tower. It is believed that countless centuries ago the necromancer attempted a powerful conjuration to summon an army of undead. The spell went wrong and instead he destroyed everything for hundreds of miles around his tower. The dust that blows across the plains is said to be the ashen remains of all the life the necromancer killed on that evil day.
Trillithon The centre of Trilliton is made up wholly of great ziggurats, pyramids and temples. Their altars are black with the dried blood of the daily slaughter to appease the dark gods they worship and the streets ring out with the sermons of the priesthood and the screams of the sacrificies.
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Post by simonw on May 17, 2014 8:18:09 GMT -6
WITCH ISLE Witch Isle is a matriarchal barbarian society, ruled over by the Coven, a council of 13 witches, enchantresses and sorceresses. They are said to be the direct descendents of the original inhabitants of The Primal City and therefore either demon-blooded or Dendrelyssi-blooded, depending on which theory is true. Each Coven member is the head of her own tribe, which has its own defined tribal boundaries on the island. The Coven meets from time to time to agree tribal treaties, judge violations of the law, deal with threats from outsiders and to enact rituals. The Coven jealously guards the Primal City from outsider treasure hunters.
The Primal City (ruins) This antediluvian monument is possibly the most ancient structure in The Crimson Lands and believed to have been built by the ancestors of the Dendrelyssi (who are widely thought to have been demons). The area taken up by this ruin is larger than any three of the current capital cities of the Crimson Lands combined. Most of the ruin is now just overgrown walls, fallen masonry and rubble but there are a few almost intact structures.
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Post by simonw on May 17, 2014 8:20:00 GMT -6
KRAND Krand suffered heavily under Dendrelyssi domination. Even now, the scars of their suffering run deep and Krandians are still unused to open displays of magic, viewing sorcery as unnatural and probably evil. There are numerous sites across Krand that testify to Dendrelyssi rule. Many were destroyed and wiped off the face of the land; others were left to moulder and have been completely untouched since the Dendrelyssi left. Krand is now a rich country, with a diversity of natural resources, from the mountains that are rich in minerals, the lumber from the forests and the fertile soil for growing a variety of crops. Cthilium Although the Krandians destroyed or left deserted nearly every other Dendrelyssi habitation, they couldn’t bring themselves to leave Cthilium. It is a wonderful city, with broad streets, magnificent plazas and grand architecture. The port attracts trade but more importantly, there is a well-prepared fleet here at all times, in readiness to strike if ever the Dendrelyssi threaten Krand again.
Krorn The capital of Krand and probably the busiest trade centre in the Crimson Lands. The merchants of Krorn are noted for their honesty; the merchant’s rapid rise in wealth and power is seen as a threat to some of the established nobility of Krand.
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