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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Magic Swords done right  (Read 1504 times)
Hugin
Member

Posts: 20


« Reply #15 on: January 02, 2004, 02:06:30 PM »

Back after reading all the directory stuff (and I'll still have missed a lot of it).

Anyway, great thread people.

Quote from: Jake Norwood
Quote from: tauman
Given the way magic and combat work in TROS, and just because of the type of game it is, I think every magic sword should basically be a legendary artifact. That doesn't necessarily mean that it is some ultra-powerful weapon that makes its wielder invulnerable. Rather, it should be named (even if it is something so mundane and "The Sword of Antarchus"), with a set of deeds, mis-deeds, and legends surrounding it. Should it be known that a character is in possession of one of these, it might almost not be worth the trouble to own it. Iin fact, it might be a burden the character would prefer to live without (hmmm, interesting idea for an adventure).


I agree ab-so-lutely.

Jake


This got me wondering. Would it be possible to do Sorcerer and Swords'   Charnel Gods using TRoS with the Fell Weapons as SA boosted items. I'm not sure how I'd chart the humanity loss that leads to the end of the world but the combination of TRoS combat and the Charnel Gods darkness makes me drool (wipes keyboard). Need to think more on this one.

Dave

Immediate Edit: Brain overload - how to get the player-characters to choose to accept the powers of the Fell Weapons? How to model the Fell Weapons themselves - maybe not bonuses from SAs but full blown Sorcerous proficiencies? Maybe I'm biting off more than I can chew :)
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Lance D. Allen
Member

Posts: 1962


WWW
« Reply #16 on: January 02, 2004, 02:54:44 PM »

Hugin,

Read the recent thread about demonic possession here on these boards, and I'm sure you can find some way to incorporate these two ideas together to do Charnal Gods.

Funny thing, I was thinking along these same lines, despite the fact that I've never even played Sorcerer, or read the Charnal Gods supplement. I do own Sorcerer, and I've heard the basic concepts of Charnal Gods, though.

As for how to get them to accept the weapons.. Easily done, so says I.. Tell the players your idea for the campaign, if they like it, have them make characters with powerful drives and passions that will make it make sense for them to accept the two-edged (pun intended) sword of the Fell Weapons. Great power, and great price.. Would make for an intense campaign, I think.
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~Lance Allen
Wolves Den Publishing
Eternally Incipient Publisher of Mage Blade, ReCoil and Rats in the Walls
Hugin
Member

Posts: 20


« Reply #17 on: January 02, 2004, 06:52:28 PM »

More reading! I'm glad I got here before there were too many pages of previous posts - only 40!  :)

Charnel Gods is a fantastic idea, giving the players great power at the price of a demonic deal and the risk of bringing the world to an end if they overuse it. Talk about power going with responsibility. Also Sorcerer and Sword offers brilliant advice on setting up a fantasy campaign, easily applicable to games other than Sorcerer. A good base for TRoS I reckon.

Anyway, thanks Wolfen.

Dave
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AnyaTheBlue
Member

Posts: 187


« Reply #18 on: January 03, 2004, 10:02:33 PM »

It's funny you guys should think of this.

I'm planning on running a TRoS game, but using some of the Sorcer & Sword ideas, including the collectively developed map and setting, and that sort of thing.

I'll report back on how it goes!
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Dana Johnson
Note that I'm heavily medicated and something of a flake.  Please take anything I say with a grain of salt.
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