SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Sorcerers of Ur-Turuk - a D6 Troupe Style Persian S&S RPG

Started by Skywalker, November 18, 2014, 03:55:16 PM

Previous topic - Next topic

Ladybird

Quote from: One Horse Town;799767In my experience free-form magic never really works. I'll be interested to see what he does with it.

It works reasonably well in Ars Magica... honestly, I leapt straight on this because it sounded like another take on the Ars concept, and the setting sounded interesting.

Plus, as Derebar points out, Graham is a man you can trust. He gets shit done.
one two FUCK YOU

bottg

Quote from: Ladybird;799790It works reasonably well in Ars Magica... honestly, I leapt straight on this because it sounded like another take on the Ars concept, and the setting sounded interesting.

Plus, as Derebar points out, Graham is a man you can trust. He gets shit done.

Thank you for that!  It is appreciated!

It has been in my head to write for a while because i know that AM, whilst a fantastic game, is just too much game for my players to agree to.  So this is the rules and setting that my players would play.

The Freeform Magic is a combination of a Control and an Element (very much like AM) but then a Target Number is set by combining range, targets, effect etc.  So you just "build" the spell you need.
Each combination will also have descriptions of what can be achieved.
Arion Games - Advanced Fighting Fantasy, Maelstrom, Paper Miniatures and more! - Available in Print and Pdf

New Kickstarter Live: Maelstrom Domesday Campaign - A hundred year historical campaign!

crkrueger

Quote from: One Horse Town;799767In my experience free-form magic never really works. I'll be interested to see what he does with it.

Yeah the building blocks are always cool to think of, but put in use, the scale is frequently a problem as the designers don't do much with giving examples or help.

Heal a wound might be Shape Body for example, but what are the different thresholds for different wounds?

Regen a Limb might be Create and Shape Body, but tip of a finger, or bottom half of your body is what target numbers?

The GM can wing it of course, but then he's the one setting thresholds and limits for everything, at which point he's writing the most difficult part of the magic system himself and has to keep track of it all to make it consistent, so disintegrating a door-shaped section of identical walls isn't widely varying difficulty.  So, one of the benefits of having the freeform system itself - the speed - is completely undercut.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

The Butcher

Fascinating idea. Curious choice of system, certainly not a dealbreaker, but then I could never get D6 to work for me outside of Star Wars. The freeform magic system sounds simple enough and fun, though CRK raises some interesting objections (hopefully the writer(s) is(are) tackling them).

I might get it eventually, not for the game, but to mine for ideas from Persian history and myth.

Frey

Quote from: One Horse Town;799767In my experience free-form magic never really works. I'll be interested to see what he does with it.

It really works very well in Ars Magica.

bottg

Quote from: The Butcher;799811Fascinating idea. Curious choice of system, certainly not a dealbreaker, but then I could never get D6 to work for me outside of Star Wars. The freeform magic system sounds simple enough and fun, though CRK raises some interesting objections (hopefully the writer(s) is(are) tackling them).

I might get it eventually, not for the game, but to mine for ideas from Persian history and myth.

I will try and post a couple of examples of "spell" creation tomorrow.  It seems to work well in the playtesting so far anyway!
Arion Games - Advanced Fighting Fantasy, Maelstrom, Paper Miniatures and more! - Available in Print and Pdf

New Kickstarter Live: Maelstrom Domesday Campaign - A hundred year historical campaign!

Skywalker

Some answers to questions I posed to Graham:

- what is the estimated page count of the rulebook?

The page count will be somewhere in the 140-odd page range.... possibly anyway!

- will their be advice on running a troupe style game?

There will be a fairly comprehensive GM section, covering the gameplay style.

- is there enough setting material in the rulebook to get started?

There will be enough setting info to get started, and if we can hit the 5K target I will also make the chapters of the setting book available as they are written.

- any chance we will see a cover or logo mock up?

I need to give the layout of the cover more thought, but hopefully within a week I will have that.

- are the sorcerers rivals in their own Vahmans or allies in a single Vahman?

The default will be that the Sorcerers are all part of the same Vahnam, but it would be very easy for them to be separate and either friendly or rivals.

Ladybird

Quote from: CRKrueger;799807The GM can wing it of course, but then he's the one setting thresholds and limits for everything, at which point he's writing the most difficult part of the magic system himself and has to keep track of it all to make it consistent, so disintegrating a door-shaped section of identical walls isn't widely varying difficulty.  So, one of the benefits of having the freeform system itself - the speed - is completely undercut.

As a player, this has never upset me... If things aren't the same each time, fine, it's magic not science. Maybe something about this wall is different.

Sure, it's a cop out, but in this case I don't think it's a big deal.
one two FUCK YOU

Skywalker

Quote from: Frey;799813It really works very well in Ars Magica.

I think free form magic tends to be more effort than its worth in a standard fantasy RPG, where a magic user is one option of many.

However, it works well in RPGs like Ars Magica as they are about wizards and their use of magic. As such, the flexibility and focus on magic is a major part of the game itself. I expect that the same will be true with SoUT, where the sorcerers are the main PCs and their exploration, gathering and use of magic a focus of gameplay.

One Horse Town

I wouldn't say that it works well in Ars Magica either. It works, i won't deny it, but it's not very intuitive and whilst i don't think it's a problem that different groups will come up with different methods of creating what is basically the same spell, i don't find it very satisfying.

It's very hard to do and i'll give the first person to do it to my satisfaction at least 1 dollar. ;)

Skywalker

The magic chapter is meant to be up in draft by the end of this week, along with the combat chapter. That will be the bulk of the mechanics, though I am interested to see whether the Vahnam chapter will have any mechanics for running it as a group.

Derabar

Quote from: bottg;799815I will try and post a couple of examples of "spell" creation tomorrow.  It seems to work well in the playtesting so far anyway!

Now we've got you here Graham, any chance a) you'll be up to Conpulsion next year, and b) you might be persuaded to take Sorcerers for a whirl? ;)
Here for gaming, not drama.

bottg

Quote from: Derabar;800110Now we've got you here Graham, any chance a) you'll be up to Conpulsion next year, and b) you might be persuaded to take Sorcerers for a whirl? ;)

Absolutely!  I live a damn site closer to Edinburgh now, so it is not so much of a trek for me.  And SoUT should be all done, finished and out there by then so i would love to run a game or two!
Arion Games - Advanced Fighting Fantasy, Maelstrom, Paper Miniatures and more! - Available in Print and Pdf

New Kickstarter Live: Maelstrom Domesday Campaign - A hundred year historical campaign!

Dan Davenport

The Hardboiled GMshoe\'s Office: game reviews, Randomworlds Q&A logs, and more!

Randomworlds TTRPG chat: friendly politics-free roleplaying chat!

Skywalker

The draft of the Minor Character creation chapter is now available to the public.

Also, the rough draft of the combat chapter went up. It looks most like Star Wars 1e in terms of complexity, being nowhere as complex as either Fantasy D6 or Star Wars 2e, but not quite as simple as Mini-6.