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Can MC be "grokked" into a typical fantasy setting?

Started by DaveyJJ, April 16, 2009, 08:53:04 AM

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DaveyJJ

I've only been able to preview the intro MC PDF but it seems to this very old gamer* that the mechanics etc of MC could be easily grokked to use in a typical fantasy RPG setting, no? My oldest son is getting into RPGs and I want to come along on that trip (but not get in his way) and he's started looking into D&D but wow, has it changed since the day. It takes forever to run through simple combats and the numbers/charts/tables involved, wow. I can't really keep up. So I'm looking to more innovative systems to get him going on. MC seems perhaps right, but I don't like the standard theme. Hence, my question about simply using the basics as an underpinning to a traditional fantasy RPG.

Thoughts? Thanks!

*"Very old gamer" means that my first "D&D" set was the original one published in 74 (?) ... the little books in the white box. And I was old even then :)

DaveyJJ

I didn't see an "Edit" post button so I'm doing a bit of my own follow-up here ...

I see by various APs that yes, MC can be used in pretty much any setting. And one of Brennan's posts made the note about low prep time clear which is a BIG seller for me ... as a father, husband, full-time designer, iPhone/iPod touch game developer, creative-type, etc I have little time for complex games these days. Role-playing yes, complex, no. I think that's why the massiveness of the current edition of D&D is so overwhelming for me. Those days are long gone by.

But I'd be delighted of I could get a sense of MC from players anyways, thanks.

Brennan Taylor

Davey,

I have played MC in a standard fantasy world. The magic level "dial" in the game will determine whether your world is high fantasy, with magic flying around all over the place, or lower fantasy with less interaction with magic. It works great for regular fantasy. There is a lot of player input into how magic works, but that's how MC does its thing.

DaveyJJ

Excellent, thank you. I'm a low-middle type magic campaign guy. Nothing too extreme but very rich magic mythology etc. I will look through the PDF again and post further questions as needed.

DaveyJJ

Brennan, one of the things that the sample PDF doesn't address is character creation ... is it possible to post (or point me to) a brief overview of the process? Bullet points and basics are fine. Thanks.

DaveyJJ

Ugh, I hate not having a "edit" post button. My old eyes are deceiving me, or there ain't one. Anyway. I did find the character sheet at http://www.galileogames.com/mortal-coil/ and will review to try to figure out the char gen as much as possible myself.

Brennan Taylor

Davey,

Characters have Faculties, which are basic stats that indicate innate ability. They also have Aptitudes, which are a free-form sort of skill set. These are broader than the typical skill, such as "warrior" which would allow the character to do things a warrior could reasonably be expected to do (fight, dress wounds in the field, march long distances, etc.). They also have a set of Passions which are character motivations with a mechanical benefit in conflicts. Characters generally take about 10 to 20 minutes to make up, faster if you've done it a few times.

DaveyJJ

Thanks Brennen,

Force, Grace, Will and Wits (that encompass the traditional STR/INT/WIS/CON/DEX/CHA sort of stats) makes sense. I also like the broad notion of Aptitudes as well ... instead of listing a myriad of related skills, being broader. I mean, in your typical pseudo-late medieval world, what "adventurer" for example wouldn't know his "classes" necessary range of basic skills. I like the idea of passions that affect conflicts as well. You've probably made another sale after I get home this evening.

Judd

Using it for a typical fantasy setting would entirely work but I'd think that sitting down together and coming up with a theme document together is still a key part of Mortal Coil's process of play.

DaveyJJ

Quote from: Paka on April 17, 2009, 04:26:58 PM
Using it for a typical fantasy setting would entirely work but I'd think that sitting down together and coming up with a theme document together is still a key part of Mortal Coil's process of play.

I agree wholeheartedly. My initial question was more concerned with whether or not MC rules were suitable for a fantasy RPG, rather than that specifically. I love the idea of "GM" and players collaboratively developing the game world and general setting/rules for it.

DaveyJJ

Last question, Brennan. Is there a new version coming? Is it out? And where can I buy the PDF version, thanks!

DaveyJJ

Found the pre-order page for the revised version for the book version, as well as the hardcover on IPR. Thanks. I'm grabbing the PDF as IPR's shipping rates to Canada are terrible. For others ... PDF here ... http://www.indiepressrevolution.com/xcart/product.php?productid=16841

DaveyJJ

OK, I am really dispising the lack of an "Edit" button on the posts. On e last question ... what was revised in the "Revised" version, Brennan?

Brennan Taylor

I streamlined some of the conflict rules and everything was revised for clarity. All of the really confusing stuff has been better explained. There are also two new chapters of play tips for players and for GMs, and I included extended conflict examples at the end of the book.

DaveyJJ