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Lords of Olympus

Started by joriandrake, December 09, 2017, 05:28:37 PM

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edster

Okay, we can post on this site.

RPGPundit

Quote from: AaronBrown99;1013624The aforementioned review:  http://www.therpgsite.com/showthread.php?37091-Review-and-Comparison-Lords-of-Olympus-amp-Lords-or-Gossamer-and-Shadow&highlight=Lords+Olympus

Be Warned!  The review is excellent and may lead to the expenditure of currency! (I bought LoO afterwards!)

That's great to hear!
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Quote from: Headless;1014138The core rules are exactly Identical.  4 atributes.  Auction at the start to determine rank order.  No dice so fist place always beats second.  

The differences are in setting and powers.  The pattern is a really cool power, but it is completely unique to the Abmer setting.  So Pundit replaced it with olympian magic.  Which is also cool, but it doesn't make sense as a way to walk between worlds so he added that too.  

Amber diceless and Gossamer & Shadow have rules for building magic items and familiars.  All the charcters in G&S are total gear heads.  Pundit was leaning away from all that.  He had Olympian artificing as an optional rule I think, if I remember correctly, the rules were not as developed, the power was much less felexible and more expensive.  

He also developed magic more.

Yes, because frankly:

a) the magic in Amber was it's weakest element.

b) I hated Amber games where players loaded the fuck up on magic items that were often overpowered vis-a-vis cost.
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Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

RPGPundit

Quote from: joriandrake;1014209The benefit of playing here is to ask Pundit about situations or rules if they come up.

That's fine by me. But it's not like I hold all the answers. I'll be glad to clear stuff up if it's a question of a lack of clarity, or give my advice in terms of more undefined stuff, but there are some cases where a given GM may wish to do things his own way, and that's fine.
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LORDS OF OLYMPUS
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edster

#34
QuoteYes, because frankly:

a) the magic in Amber was it's weakest element.

b) I hated Amber games where players loaded the fuck up on magic items that were often overpowered vis-a-vis cost.

I fully agree with you on both of those. When reading Amber threads from long ago I found that almost every GM had a redesigned version of the magic rules. If I ever run the game again I will probably use a hodge-podge of bits from LoO, LoGaS, and stuff found on the net. The recent LoGaS book had a few interesting magic ideas in it that I'd like to try sometime.

edster

Before we start making up characters I have a few ideas to bat around with all of ya's:

1) I'd prefer no advanced level powers to start. Things will probably work better if all the characters are relatively new to the whole multiverse.

2) How do you feel about the immortality and world-walking? I think it would be best we choose all or none for these powers. I suppose we could work around, say, only one character being able to travel the roads but that character really needs to hold it over the others. And if we start the game with PCs spread all over the worlds the w-w will need to go and collect them all.

3) Should the PCs work together most of the time or wander about occasionally crossing paths? I'm not planning to start the game with the PCs all dragged off to Olympus or somewhere to hear older gods ramble on about some problem or another so starting separately might work better.

4) Do you want something with potential for lots of player vs player combat? If so then the auction is really important but if not then I have come up with another system similar to one proposed in the rule book.

5) The questionnaire in the rule book pgs.57-58 are really useful for me in creating the world for the PCs. Please try and answer at least a few of them for me.

6) How well do you want the PCs to know each other before starting? Do a few of you want to collaborate on a shared backstory?

joriandrake

#36
Quote from: RPGPundit;1014310That's fine by me. But it's not like I hold all the answers. I'll be glad to clear stuff up if it's a question of a lack of clarity, or give my advice in terms of more undefined stuff, but there are some cases where a given GM may wish to do things his own way, and that's fine.

That's all we can ask/hope for :)

Quote from: edster;1014320Before we start making up characters I have a few ideas to bat around with all of ya's:

1) I'd prefer no advanced level powers to start. Things will probably work better if all the characters are relatively new to the whole multiverse.

2) How do you feel about the immortality and world-walking? I think it would be best we choose all or none for these powers. I suppose we could work around, say, only one character being able to travel the roads but that character really needs to hold it over the others. And if we start the game with PCs spread all over the worlds the w-w will need to go and collect them all.

3) Should the PCs work together most of the time or wander about occasionally crossing paths? I'm not planning to start the game with the PCs all dragged off to Olympus or somewhere to hear older gods ramble on about some problem or another so starting separately might work better.

4) Do you want something with potential for lots of player vs player combat? If so then the auction is really important but if not then I have come up with another system similar to one proposed in the rule book.

5) The questionnaire in the rule book pgs.57-58 are really useful for me in creating the world for the PCs. Please try and answer at least a few of them for me.

6) How well do you want the PCs to know each other before starting? Do a few of you want to collaborate on a shared backstory?

1. That is fine by me and I assume we might get those later anyway, no?

2. I feel neutral, both of these have pro & con and I can imagine a setting like Sliders or Stargate where characters aren't immortal but still travel between worlds.

3. As a GM this is up to you, while having their own 'routes' characters can develop easier at the same time it means more work for the GM. Maybe something in-between? All characters having their own 'intro' for themselves, then meeting the first time, having some adventure together, then having one on their own, then meeting up again? Background stories and personal quests would make more sense to get heavily built upon for characters alone handing problems related to these.

4. I personally don't intend to have PvP, perhaps except a few non-lethal duels (due to ingame story/circumstance situations), but if you consider this a long campaign maybe add a place like a gladiator arena (or something like an Arena of Ares) where if characters want to can go for such combat.

5. Will read that and PM you then the answers

6. Unless someone offers to work with me on background I will probably make a character of an 'obscure' origin who was not heard of yet

Headless

Quote from: joriandrake;1014209The benefit of playing here is to ask Pundit about situations or rules if they come up.

There can be only One GM.

But it helps if he plays golf with his Rabbi.

edster

Quote from: joriandrake;1014327That's all we can ask/hope for :)



1. That is fine by me and I assume we might get those later anyway, no?

2. I feel neutral, both of these have pro & con and I can imagine a setting like Sliders or Stargate where characters aren't immortal but still travel between worlds.

3. As a GM this is up to you, while having their own 'routes' characters can develop easier at the same time it means more work for the GM. Maybe something in-between? All characters having their own 'intro' for themselves, then meeting the first time, having some adventure together, then having one on their own, then meeting up again? Background stories and personal quests would make more sense to get heavily built upon for characters alone handing problems related to these.

4. I personally don't intend to have PvP, perhaps except a few non-lethal duels (due to ingame story/circumstance situations), but if you consider this a long campaign maybe add a place like a gladiator arena (or something like an Arena of Ares) where if characters want to can go for such combat.

5. Will read that and PM you then the answers

6. Unless someone offers to work with me on background I will probably make a character of an 'obscure' origin who was not heard of yet


1. They will be available when players earn the advancement points but to take them at the start the character would be veryold and experienced in the game world and might not fit in with the other characters who are playing neophyte demi-gods.

2. Since the immortality and world-walking (non-promethian versions) are given by the gods, a character taking these to start will need to have a story about hoow the gift was given. Alternately I can come up with something that would tie in with some of my campaign ideas...and the player may not like some of the backgroud I create!

3. Sometimes it's good for players to come up with rivalries or friendships from before the game begins. Or some may want to play siblings and create some family conflicts.

4. The game is more fun with player rivalries and potential for violence but you players can decide. It's best for us to have a consensus on this so no one gets surprised by betrayal and back-stabbing.

5. ....

6. See #3

Headless

I always thought the auction was half the rules and three quarters of the backgrounds.  

I can go with the flow but...  See above.

edster

We should have an auction but it works best when there is a threat to not having first place in an attribute. And that threat comes from potential player vs player conflict! Doesn't have to be the threat of death but the potential loss of status, prestige, or influence.

Headless

Quote from: edster;1014320Before we start making up characters I have a few ideas to bat around with all of ya's:

1) I'd prefer no advanced level powers to start. Things will probably work better if all the characters are relatively new to the whole multiverse.

2) How do you feel about the immortality and world-walking? I think it would be best we choose all or none for these powers. I suppose we could work around, say, only one character being able to travel the roads but that character really needs to hold it over the others. And if we start the game with PCs spread all over the worlds the w-w will need to go and collect them all.

3) Should the PCs work together most of the time or wander about occasionally crossing paths? I'm not planning to start the game with the PCs all dragged off to Olympus or somewhere to hear older gods ramble on about some problem or another so starting separately might work better.

4) Do you want something with potential for lots of player vs player combat? If so then the auction is really important but if not then I have come up with another system similar to one proposed in the rule book.

5) The questionnaire in the rule book pgs.57-58 are really useful for me in creating the world for the PCs. Please try and answer at least a few of them for me.

6) How well do you want the PCs to know each other before starting? Do a few of you want to collaborate on a shared backstory?

1. No advanced powers. Cool.

3. Persuing my own agenda with the help and occasional hindrance of the other players sounds fun.  If you request as the DM, "then donchu worry, Imma get mine's".



2.  I would love to have immortality for free.  World walking I think should be paid for.  (The are also other ways to travel right?  Complicated spells and stuff, I seem to recall.)

4.  See previous post about the auction, and everything that goes with it.

5.  Sure.

6.  I wouldn't mind shareing a world with someone.  If we both invest in it then we both control it.

edster

I propose this schedule for starting the game: The action will begin on Jan 3rd with Ego as the first available attribute. I will create a thread in the play by post section that day. I'm thinking that each auction will run until there have been 24 hours without any new bids then we can start on the next attribute. Hopefully this will take less than two weeks to finish. Then a few more days for us to by up stats and powers then hopefully be playing by the 20th.

For the rest of the month, you can keep sending in character ideas and world ideas, even if you don't plan on paying points for them I encourage your help in creating the environments you wish your characters to adventure in.

joriandrake

Quote from: edster;1014585I propose this schedule for starting the game: The action will begin on Jan 3rd with Ego as the first available attribute. I will create a thread in the play by post section that day. I'm thinking that each auction will run until there have been 24 hours without any new bids then we can start on the next attribute. Hopefully this will take less than two weeks to finish. Then a few more days for us to by up stats and powers then hopefully be playing by the 20th.

For the rest of the month, you can keep sending in character ideas and world ideas, even if you don't plan on paying points for them I encourage your help in creating the environments you wish your characters to adventure in.

I sent you the whole background and questionnaire. Sorry if the length freaked you out.

edster

I'm reading through it, Jorian, and it is great!