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Realistically I don't know if I'll pick this up any time soon... but that is some damned fine art.
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Kickstarter for Old School Essentials: Advanced Fantasy expansion is up.
Kickstarter for Old School Essentials: Advanced Fantasy expansion is up.
That's because it's upcoming, and not liveThat’s weird it’s still showing as upcoming not live for me
That’s weird it’s still showing as upcoming not live for me
Kickstarter for Old School Essentials: Advanced Fantasy expansion is up.
I wonder will there be a box + those two books pledge or similar.The only two books containing new stuff for me would be the Treasures and the Monsters book and I think I can do without those. I'd rather they had done the Dolmenwood Kickstarter first .
I now find myself tempted to back for the two new books anyway... since I won't be backing They Came From Beyond The Grave and some of the monster illustrations look cool.The only two books containing new stuff for me would be the Treasures and the Monsters book and I think I can do without those. I'd rather they had done the Dolmenwood Kickstarter first .
Gavin said:No, there are no plans currently for an Advanced Fantasy screen.
The currently available referee's screen has everything you need to run Old-School Essentials (either Classic or Advanced). About 85% of the space on the screen is taken up with core rules and tables for adventuring and combat. The remaining 15% is saving throw and class ability tables for the Classic Fantasy classes. As the manufacturer we work with physically can't print screens any wider than the current one, adding class info for the Advanced Fantasy classes would mean removing half of the core rules and tables from the screen, which isn't a worthwhile trade-off.
I'm in EurB, so $30 + $16 for the two books, and shipping might increase if I add the GM screen.Definitely depends where you're at.
View attachment 21142
Love to see thisHmmm, it's about a 9 page conversion document at the moment. Mostly I just altered character creation to account for the new cultures/species. I give my own take on a Magic World Grimalkin, divide Highwolders and Brackenwolders into their own distinct ethnic groups with slightly different cultural skills. Sort of codified the various magic traditions: Witchcraft=BRP Witchcraft, Drune=Modified Deep Magic (and they are almost exclusively an NPC faction), Dwarves are Runecasters, fairies use Fey Magic from Advanced Sorcery, "Elves" as PCs are more like the Halflings from Jack Vance's Lyonesse novels; essentially indistinguishable from normal humans, but with some fey blood and some latent magical powers (Elves as Gavin Norman lays them out are far more fey and I borrowed heavily from the Sidhe in Val-du-Loup). The Church of the One True God is a faux-christian, "Thirty Years War" religion that is staunchly anti-magical/anti-heretical, a little corrupt, and borrows heavy inspiration from movies like The Witchfinder General. Toss in some Cakebread & Walton Renaissance firearm rules and season to taste.
I didn't imagine it being of interest to anybody else but myself, but when I'm done ironing out the kinks I'd be happy to share it with you or anybody else (I've also been working on a version of my form-fillable character sheet tailored for the aforementioned species/cultures, that will automatically fill in the notes section with the appropriate skill adjustments, special abilities, and rules alterations to hopefully cut down on having to flip through a rules document during play, but it's not quite done yet.)
I'll PM you the DropBox linkLove to see this
Hmmm, it's about a 9 page conversion document at the moment. Mostly I just altered character creation to account for the new cultures/species. I give my own take on a Magic World Grimalkin, divide Highwolders and Brackenwolders into their own distinct ethnic groups with slightly different cultural skills. Sort of codified the various magic traditions: Witchcraft=BRP Witchcraft, Drune=Modified Deep Magic (and they are almost exclusively an NPC faction), Dwarves are Runecasters, fairies use Fey Magic from Advanced Sorcery, "Elves" as PCs are more like the Halflings from Jack Vance's Lyonesse novels; essentially indistinguishable from normal humans, but with some fey blood and some latent magical powers (Elves as Gavin Norman lays them out are far more fey and I borrowed heavily from the Sidhe in Val-du-Loup). The Church of the One True God is a faux-christian, "Thirty Years War" religion that is staunchly anti-magical/anti-heretical, a little corrupt, and borrows heavy inspiration from movies like The Witchfinder General. Toss in some Cakebread & Walton Renaissance firearm rules and season to taste.
I didn't imagine it being of interest to anybody else but myself, but when I'm done ironing out the kinks I'd be happy to share it with you or anybody else (I've also been working on a version of my form-fillable character sheet tailored for the aforementioned species/cultures, that will automatically fill in the notes section with the appropriate skill adjustments, special abilities, and rules alterations to hopefully cut down on having to flip through a rules document during play, but it's not quite done yet.)
Alright. I guess I'll post links here when I get home in a couple of hours or so.That sounds right up my alley! (I really should loom into Magic World and Advanced Sorcery some day.)
For anyone curious, this is just some adaptation notes and house rules that I made to tailor Magic World for Dolmenwood. There's references to other BRP monographs and supplements (Val-du-loup, Witchcraft, and Renaissance by Cakebread & Walton). Hopefully somebody can make use of it.
Magic World/Dolmenwood Gazetteer https://www.dropbox.com/s/1f37z3poj6qkmgd/House Rules & Gazetteer(v5).pdf?dl=0
Custom Magic World Character Sheet (lots of Javascript functions, etc.) https://www.dropbox.com/s/t9bp29y411wh011/Dolmenwood CS (form-fillable).pdf?dl=0
Fungi & Herbs compatible with BRP/Magic World https://www.dropbox.com/s/wgj9v5dngq02q92/Fungi & Herbs of Dolmenwood.pdf?dl=0
I am playing in Nick’s Dolmenwood game now and it is fantastic. He has breathed life into the setting and tweaked available rules and setting components to make Dolmenwood really feel like a fairyland. Highly recommended!For anyone curious, this is just some adaptation notes and house rules that I made to tailor Magic World for Dolmenwood. There's references to other BRP monographs and supplements (Val-du-loup, Witchcraft, and Renaissance by Cakebread & Walton). Hopefully somebody can make use of it.
Magic World/Dolmenwood Gazetteer https://www.dropbox.com/s/1f37z3poj6qkmgd/House Rules & Gazetteer(v5).pdf?dl=0
Custom Magic World Character Sheet (lots of Javascript functions, etc.) https://www.dropbox.com/s/t9bp29y411wh011/Dolmenwood CS (form-fillable).pdf?dl=0
Fungi & Herbs compatible with BRP/Magic World https://www.dropbox.com/s/wgj9v5dngq02q92/Fungi & Herbs of Dolmenwood.pdf?dl=0
Yeah, plus the spells, especially the ones that came out of the Greyhawk campaign.Best thing about AD&D was the monsters and the magic items.