Yeah well, nothing they can do about it now, their game system is out of their hands, just like the old D&D system is out of Hasbro‘s hands.One wrinkle is that Chaosium's staff despises the fact that the Legend RPG and derivative are out there as open content under the OGL.
Assuming you’re talking about the newer Magic World and not the 1980 product, Mythras is much more detailed, for good and ill. Mythras combat runs with hp per hit location and many other bits and bobs that Magic World doesn’t really bother with. Mythras also requires that you build your own magic system while Magic World comes with a complete magic system. There are some other differences as well, but those are the main ones as I see it.So what are the main differences between Magic World and Mythras? I'm halfway through Magic World and have only just flicked through Mythras.
Eh, it isn’t quite “Build your own magic system”. The main book has 5 complete magic systems. You need to do the setting work to make them fit in. Create Gods and Cults, Sorcerous Tomes and Circles, Mystic Lodges and Temples, Shamanic Traditions, Hedge Wizards and Wise Women, etc. plus there’s a few other Magic systems spread out across the various products. All them work as is.Assuming you’re talking about the newer Magic World and not the 1980 product, Mythras is much more detailed, for good and ill. Mythras combat runs with hp per hit location and many other bits and bobs that Magic World doesn’t really bother with. Mythras also requires that you build your own magic system while Magic World comes with a complete magic system. There are some other differences as well, but those are the main ones as I see it.
I mean, that is pretty much a "build your own magic system". There aren't any finished traditions for anything, and I couldn't just sit down and start making a magic using character, or even a weapon using character, without diving into creating their culture and the magic traditions of the world. Whether this is a bug or a feature depends on your point of view, but Mythras isn't really "plug and play", while Magic World pretty much is.Eh, it isn’t quite “Build your own magic system”. The main book has 5 complete magic systems. You need to do the setting work to make them fit in. Create Gods and Cults, Sorcerous Tomes and Circles, Mystic Lodges and Temples, Shamanic Traditions, Hedge Wizards and Wise Women, etc. plus there’s a few other Magic systems spread out across the various products. All them work as is.
There is a lot of customization you can do, but all of them have base rules you can use if you just want to Plug and Play.
Assuming you’re talking about the newer Magic World and not the 1980 product, Mythras is much more detailed, for good and ill. Mythras combat runs with hp per hit location and many other bits and bobs that Magic World doesn’t really bother with. Mythras also requires that you build your own magic system while Magic World comes with a complete magic system. There are some other differences as well, but those are the main ones as I see it.
Yeah, those are the ones. And with Advanced Sorcery especially you have a very complete magic system for the game.I bought them a few months back - I hope they are the newer versions? They were stupid cheap.
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One wrinkle is that Chaosium's staff despises the fact that the Legend RPG and derivative are out there as open content under the OGL.
Yeah well, nothing they can do about it now, their game system is out of their hands, just like the old D&D system is out of Hasbro‘s hands.
Of course systems are technically open anyway as long as you reword everything, but Legends has a lot of RuneQuestish stuff.
Well, Drakar och Demoner Gigant was a supplement for Drakar och Demoner Expert (which was itself a rules supplement for Drakar och Demoner 2nd and 3rd edition) which had rules for battles, castles (both building them and knocking them down) and being a feudal lord and managing your domain. So, that one would work pretty well I think. Bit difficult to get hold of now though, and it's of course written in Swedish, so even if you did find a copy it might not be that useful to you.Here’s a question to spark some debate.
What would you say is the best BRP ruleset for a fantasy game that involves stronghold and domain management?
Good question.What would you say is the best BRP ruleset for a fantasy game that involves stronghold and domain management?
Unless they changed the rules massively from the previous edition when Lex Occultum was called Götterdämmerung and was in Swedish, it's very clearly a BRP game. You've got eight stats, Strength, Constitution, Dexterity, Size, Intelligence, Perception, Concentration and Power (not sure if the used the same translations), they go from 3-18. You add Constitution and Size together to get total hit points, then from there you calculate separate hit points for every hit location. There are some other derived stats too, like damage bonus. You choose an archetype and use points to increase your skill value in the skills listed under the archetype and your social class. All skills also have a base chance of success and you buy up from there. The skills are percentile. Sometimes instead of a skill you'll roll against stat*5. There's so much stuff in there that I can find in Call of Cthulhu or Magic World or Mythras.I own Kickstarted slipcase sets of Trudvang Chronicles and Lex Occultum. I am told these are BRP-derived, via Drakar och Demoner, but upon an admittedly rather superficial skimming they really don't look all that related. Something about the writing or the way the rules are presented makes my eyes glaze over each time I start reading; it all appears very convoluted or finnicky.
I'm not particularly good at quick rules comprehension anyway, let alone quick internalization. So bad writing will usually do me in. The combat rules totally went over my head. They're not similar to anything found in some BRP-variant, are they?Unless they changed the rules massively from the previous edition when Lex Occultum was called Götterdämmerung and was in Swedish, it's very clearly a BRP game. You've got eight stats, Strength, Constitution, Dexterity, Size, Intelligence, Perception, Concentration and Power (not sure if the used the same translations), they go from 3-18. You add Constitution and Size together to get total hit points, then from there you calculate separate hit points for every hit location. There are some other derived stats too, like damage bonus. You choose an archetype and use points to increase your skill value in the skills listed under the archetype and your social class. All skills also have a base chance of success and you buy up from there. The skills are percentile. Sometimes instead of a skill you'll roll against stat*5. There's so much stuff in there that I can find in Call of Cthulhu or Magic World or Mythras.
However, let me be clear on this. Riotminds who put out those games are terrible writers. When they were in their heyday another company, Järnringen (which is now part of Free League) was doing much better work on their BRP game Mutant: Heirs to the Apocalypse. The reason was that they could write clear prose that was also evocative. Riotminds sometimes managed evocative, but they never managed clear.
Again, I have the previous edition of Lex Occultum, and Riotminds were sometimes fond of changing rules, but it all looks pretty standard to me. Initiative on 2d6 with modifiers for what kind of action you're doing might be newish, but otherwise it's "roll to hit, roll to parry, roll damage" pretty much. It's just usually horribly explained because Riotminds.I'm not particularly good at quick rules comprehension anyway, let alone quick internalization. So bad writing will usually do me in. The combat rules totally went over my head. They're not similar to anything found in some BRP-variant, are they?
Maybe big gold book BRP, run it with few options to keep things quick and snappy.So, what would be the best version of BRP to run my favorite RPG genre, which I believe I recently described in another thread as something like "the sort of science fiction that has little to do with actual science and could perhaps be more accurately described as adventure fiction with some sci-fi trappings?"
I believe there was some kind of Action Points you had to spend during combat, with different actions having different costs. It wasn't anything I recognized from BRP BGB, CoC or OpenQuest.Again, I have the previous edition of Lex Occultum, and Riotminds were sometimes fond of changing rules, but it all looks pretty standard to me. Initiative on 2d6 with modifiers for what kind of action you're doing might be newish, but otherwise it's "roll to hit, roll to parry, roll damage" pretty much. It's just usually horribly explained because Riotminds.
Maybe M-Space plus Mythras Imperative?So, what would be the best version of BRP to run my favorite RPG genre, which I believe I recently described in another thread as something like "the sort of science fiction that has little to do with actual science and could perhaps be more accurately described as adventure fiction with some sci-fi trappings?"
Mythras is much more detailed, for good and ill. Mythras combat runs with hp per hit location and many other bits and bobs that Magic World doesn’t really bother with. Mythras also requires that you build your own magic system while Magic World comes with a complete magic system.
You need to do the setting work to make them fit in. Create Gods and Cults, Sorcerous Tomes and Circles, Mystic Lodges and Temples, Shamanic Traditions, Hedge Wizards and Wise Women, etc. plus there’s a few other Magic systems spread out across the various products. All them work as is.
There aren't any finished traditions for anything, and I couldn't just sit down and start making a magic using character, or even a weapon using character, without diving into creating their culture and the magic traditions of the world. Whether this is a bug or a feature depends on your point of view, but Mythras isn't really "plug and play", while Magic World pretty much is.
What would you say is the best BRP ruleset for a fantasy game that involves stronghold and domain management?
One that comes to mind is the MRQ2 supplement, Empires. I've got a copy, but it's been ages since I've read it. So, I can't say it's "best" but it is one option out there.
So, what would be the best version of BRP to run my favorite RPG genre, which I believe I recently described in another thread as something like "the sort of science fiction that has little to do with actual science and could perhaps be more accurately described as adventure fiction with some sci-fi trappings?"
The building of cults is enough of a thing that I've considered putting together a book of cults just specifically to deal with this, though I think it's not really something TDM is looking to do (my opinion only, no real knowledge).
I would legit love this, if just to use as examples to get my own creative juices flowing. Having trouble creating the magic traditions has been the single biggest thing keeping me from running Mythras.I think it would be a very good addition to the line. A few years ago we had a proposal for a similar book, and we were ready to option it, but the writer disappeared into the ether, so it never went anywhere.
Sure it is. No one says you have to create all the cults. Let your Sorcerer, Theurge, Mystic, Shaman, or Hedge Wizard just pick from the spells. Done. All the detailed, cool, RuneQuesty stuff is really Worldbuilding. It has little to do with the mechanics of casting a spell and determining results.I mean, that is pretty much a "build your own magic system". There aren't any finished traditions for anything, and I couldn't just sit down and start making a magic using character, or even a weapon using character, without diving into creating their culture and the magic traditions of the world. Whether this is a bug or a feature depends on your point of view, but Mythras isn't really "plug and play", while Magic World pretty much is.
I think it would be a very good addition to the line. A few years ago we had a proposal for a similar book, and we were ready to option it, but the writer disappeared into the ether, so it never went anywhere.
I would legit love this, if just to use as examples to get my own creative juices flowing. Having trouble creating the magic traditions has been the single biggest thing keeping me from running Mythras.
Apart from all the stuff around the spells that requires you to decide how magic functions (like deciding how you regain magic points) I really don’t think this would work that well/at all. And the point is that whether you want Magic World or Mythras depends on what you want to do. If you want advanced combat, cultural details and a bespoke magic system, and you’ve got the time for it, then Mythras is for you. If you want something you can start playing in 30 minutes, welcome to Magic World.Sure it is. No one says you have to create all the cults. Let your Sorcerer, Theurge, Mystic, Shaman, or Hedge Wizard just pick from the spells. Done. All the detailed, cool, RuneQuesty stuff is really Worldbuilding. It has little to do with the mechanics of casting a spell and determining results.
If I’m gonna go Full.Monty with polishing and tuning Mythras magic, I’m not gonna just drop in Magic World into my setting.
If I’m gonna just drop in Magic World into my setting, then I’ll just drop Mythras magic systems too, and forget the polishing and tuning.