Malazan Empire: Begin to look at books in game terms - Malazan Empire

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Begin to look at books in game terms

#1 User is offline   atmosby 

  • Recruit
  • Group: Malaz Regular
  • Posts: 5
  • Joined: 14-December 05

Posted 12 January 2006 - 08:56 PM

Hello,

I've started putting together notes for running a Malazan themed role playing game. I've been tinking of using a BESM variant for it.

I'll be happy to exchange notes, and discuss game ideas with anyone who is interested.

From my working document:

Magic:

  • Internal Magic: 3 points per level. Gives 5 points per level to build effects.
  • Broken Warrens: 4 points per level. Gives 8 points per level to build effects.
  • Young Warrens: 5 points per level. Gives 10 points per level to build effects, effects must be based upon the Warren type.
  • Elder Warrens: 6 points per level. Gives 10 points per level to build effects. Effects must be based upon the Warren type.
  • Dragon Deck Sensitive: 4 points per level. Divination type magic.
  • Elemental Magic: 4 points per level. Need to re-read 2nd book to fill in more details. Also some details in 4th book.


That's not the complete notes, just a few to help start discussion.
0

#2 User is offline   Karsa Orlong 

  • Lieutenant
  • Group: Malaz Regular
  • Posts: 149
  • Joined: 09-January 03

Posted 12 January 2006 - 10:26 PM

BESM...that is Tri-Stat, right?! I never got around to read the Tri-Stat dX book from cover to cover but what i have seen in a quick scan also let me think that it could be suited for a Malazan RPG.
I would like to see more of your notes. And I guess i have to take a closer look at Tri-Stat dX...

My first idea was to use the dark ages rules from White Wolf.
We did some talking about a p&p rpg some time ago but i guess all those posts got lost in the last forum-transfer...which is too bad because we had some cool ideas imho.

Just in case you didn't know: SE is in negotiation for an official p&p rpg for malazan. As it seems it will be an OGL Product.
0

#3 User is offline   Valgard 

  • Bored Microbiologist (not a good combination)
  • Group: Malaz Regular
  • Posts: 386
  • Joined: 14-May 03
  • Location:Uk

Posted 13 January 2006 - 12:58 PM

Must admit have never played tri stat have heard good things about it though, but I don't think that WOD system can transfer to easily as the magic system needs to be much more fexible (although i suppose mage could work but not to keen on the system either). Not a fan of open gaming license either, but I have tried to convert it with the Tribe 8 system, very free magic system but combat gets to bogged down.
Have now looked at a varient of fireborn that I am plaing at the moment but am trying to balnce the powers but it is quite hard to do so as the warrens are not so well explained it si hard to see what they do also have to balance with non mage characters to keep power levels equal.
0

#4 User is offline   atmosby 

  • Recruit
  • Group: Malaz Regular
  • Posts: 5
  • Joined: 14-December 05

Posted 13 January 2006 - 03:07 PM

Feeling a bit wishy - washy today. The True-20/Blue Rose system by GR could also be adapted fairly well. Some of the ability to customize stuff might be lost though.

To take a step back, I'd like to talk about what we're trying to duplicate.

First off, your magic ability is governed by what sources of Magic you can tap.

In BESM, that could be done with special abilities, much like the magic or psionics system does things. See a couple of the specialized rule books, "Tenchi RPG" or "El-Hazard RPG".

In True-20/BR, the magical warrens would each be feats. Then you'd have to buy magical skills to manipulate the magic.

Of course since there's an authorized book in the works, I'm tempted to just wait.

Must dash to a meeting.

AT
0

#5 User is offline   Karsa Orlong 

  • Lieutenant
  • Group: Malaz Regular
  • Posts: 149
  • Joined: 09-January 03

Posted 14 January 2006 - 06:06 PM

@ Valgard - I just like the game-mechanic of WW. I know that the magic system would need a lot of work.
Can you go into a little detail how Tribe 8 and Fireborn work? Just so we have a picture of it...would be great.
BTW the Tri-Stat dX rules are downloadable for free. Go to http://www.guardians.../games/tristat/ . There is a link to the download on the right side, right under the tri-stat dX signet...

@ atmosby - Hmm not sure True 20 is enough complex for my tastes. I think SE's world is very complex and some of it will have to be reflected in the rules...i don't think you could do the warrens justice just with feats. And it would take a hell of a lot of feats to make an advanced magician.

I really hope that this rpg is going to happen. I'm not sure I will like the OGL rules but just all the info will be interesting (and yes, i know there will also be an encyclopedia of the malazan world, but still). And i can always convert it to another system. But let's see, maybe they will do a good job... i mean OGL is at least a version where they can change things...they don't have to take all the D20 modifications.
0

#6 User is offline   atmosby 

  • Recruit
  • Group: Malaz Regular
  • Posts: 5
  • Joined: 14-December 05

Posted 16 January 2006 - 04:12 AM

My thought on feats in True-20 for warrens are as follows:

The feat gives you the ability to access the warren, with perhaps some basic magic sensitivity thrown in. Then you'd have to gather skills that utalize the warren.

To steal an example from the Blue Rose game I'm currently playing in:

My character Ari has Feats to allow access to shaping arcana and psychic archana. I have psychic skills in fire shaping, air shaping, plant shaping, psychic touch and a number of others. There are some of the psychic skills that are powered either by having shaping arcana or psychic archana, mostly in game terms it isn't terribly important how they are powered (Blue Rose is less 'crunchy' than many games)

The True-20/Blue Rose game systems would be good for less crunchy games where there is more role playing intended. (at least IMO!)

As for BESM, I still that system would work well for a slightly more crunchy game, as mages would be able to more hightly customize their magical effects.

Regardless of what system is actually used, it would be really helpful to put together a list of all of the magical effects shown through all of the books, along with any noted limitations. Once we have that big list, then we could start looking at how to fit the magical ability into any skill.

And in the end, the system is less important that the feel.

AT
0

#7 Guest_Devyn_*

  • Group: Unregistered / Not Logged In

Posted 27 January 2006 - 01:05 PM

I agree with atmosby, that the system is less important than the feel, which would be key to using Malazan as an RPG setting. I did some work on creating Rolemaster Spell Lists specific for each Warren and was overall very happy with the results. But without a doubt, the toughest part was getting the right flavor to the magic.

Does anyone know who SE is working with regarding a possible RPG? After seeing the outstanding job that GoO did with the The Game of Thrones I would be quite excited if they were involved.
0

#8 User is offline   atmosby 

  • Recruit
  • Group: Malaz Regular
  • Posts: 5
  • Joined: 14-December 05

Posted 27 January 2006 - 02:37 PM

Devyn, would you be willing to share your Spell lists for each Warren?

Thanks!

AT
0

#9 User is offline   Fiddler 

  • Fiddler
  • Group: Malaz Regular
  • Posts: 255
  • Joined: 25-January 06

Posted 27 January 2006 - 06:33 PM

Hmm, looking at the books in purely game terms brings to mind the specialist mage of D&D, just with an added flavor of 'if someone's using your opposite school, your head hurts' . To look at the books in game terms means you would pretty much have to take them as page filler or role playing aids and not as mechanical supplements. Devyn's use of spell lists for each warren is brilliant, after that it's all characterization of the game mechanics imho.
for example 'you unveil your warren and blam/splish/splash/kapow/shimmer happens now you/I roll a dmg/save' game system to game system that's pretty much how magic/gunfire/technology/swordfighting works. It more depends on the DM's use of characterization for the world and magic scheme than any new game system so, why reinvent the wheel?
0

#10 Guest_Devyn_*

  • Group: Unregistered / Not Logged In

Posted 28 January 2006 - 11:52 AM

atmosby said:

Devyn, would you be willing to share your Spell lists for each Warren?

AT


I don't have all the Warrens done, just the ones we used in the game we played. But I'll pull them together as they are currently a collection of photocopies, hand written pages and GM notes, and post them here in a couple of days. The Warrens that we used were Thyr, Rashan, D'riss and Meanas.

For those of you who are unfamiliar with Rolemaster, the core magic system is broken into 3 realms of magic known as Mentalism (personal magic -psionics) Channeling (powered by the divine) and Essence (powered by the inherint magic in the world). Each of these "realms" has individual "lists" of spells that share a common theme. Each individual list will contain anywhere from 20 - 30 spells of slowly increasing power. Advancement in a List is based on the amount of DP (Development Points) that a player decides to spend in study of that particular List. Developments Points are awarded to a player as he advances from one Character Class level to the next.

The "Open" Spell Lists are the easiest to learn and the most common of that realm. The "Closed" Lists start to delve into the real power of each realm, and finally the "Base" Lists grant the signature magic ability that each character class is known for.

When I made my attempt to re-create the Warrens using RM, I threw out RM's idea of "Realms" of magic, but I did keep the concept of spell lists, and of the gradually increasing power of magic knowledge exemplified in Open, Closed and Base Spell Lists.

So as an example, Thyr has 4 Open Lists, 3 Closed Lists and 2 Base Lists. The Open Lists are the easiest to learn with a DP cost of 2, while the Base Lists require 6 DP's to advance.

The actual magic system is a little more involved than I've shown above, but that should give you a good idea of the basic concepts.

I'll start pulling those notes together and post it as soon as I can.
0

#11 User is offline   Fiddler 

  • Fiddler
  • Group: Malaz Regular
  • Posts: 255
  • Joined: 25-January 06

Posted 31 January 2006 - 05:29 AM

I'll tell you one DM nightmare that I've recently had concerning the Deck of Dragons, ever try to prophesy where your games going to be at the end of the session? Almost made me call Dionne Warwick and her psychic friends in as backup on that one. Especially since the player in question wasn't quite grokking the whole concept of 'figurative prophesy by use of symbols'
so, fifteen minutes and a cup of coffee later, he grasped on to the coattails of the person who actually did the deck reading and pressed his 'I believe' button.
just thought i'd share that potential pitfall with you.
0

#12 User is offline   Valgard 

  • Bored Microbiologist (not a good combination)
  • Group: Malaz Regular
  • Posts: 386
  • Joined: 14-May 03
  • Location:Uk

Posted 16 February 2006 - 10:20 AM

Just to let people know that at rpg.net someone is trying to develop a malazan roleplaying game (the original person played with erikson and esselmont) so any suggestions from here might be welcolmed over there. the link is http://forum.rpg.net...ad.php?t=246169 sounds like there is some interest over there as well so hopefully should eb good.
0

#13 Guest_bluesman_*

  • Group: Unregistered / Not Logged In

Posted 16 February 2006 - 12:54 PM

Personally I would prefer if they came HERE. This is Malazan HQ after all ;).

bm
0

#14 User is offline   Tsundoku 

  • A what?
  • Group: Malaz Regular
  • Posts: 4,983
  • Joined: 06-January 03
  • Location:Maison de merde

Posted 17 February 2006 - 06:07 AM

Thanks Valgard, I'm just getting my regular GM into SE at the moment, so I'll put him onto that.

One by one, our influence grows! ;)

Cheers,

La Sombra, player-for-hire (cheap rates for mates!)
"Fortune favors the bold, though statistics favor the cautious." - Indomitable Courteous (Icy) Fist, The Palace Job - Patrick Weekes

"Well well well ... if it ain't The Invisible C**t." - Billy Butcher, The Boys

"I have strong views about not tempting providence and, as a wise man once said, the difference between luck and a wheelbarrow is, luck doesn’t work if you push it." - Colonel Orhan, Sixteen Ways to Defend a Walled City - KJ Parker
0

#15 User is offline   Valgard 

  • Bored Microbiologist (not a good combination)
  • Group: Malaz Regular
  • Posts: 386
  • Joined: 14-May 03
  • Location:Uk

Posted 18 February 2006 - 07:54 PM

Same here lending him Deadhouse gates tomorrow soon we will conquer the world or at any rate get to play in malazan finally. Woot!!!!!!!!!!
0

#16 User is offline   Silander 

  • Sergeant
  • Group: Malaz Regular
  • Posts: 93
  • Joined: 01-May 07
  • Location:Galway

Posted 16 May 2007 - 02:42 AM

Ok I've read thru a few threads and that link to discussion of possible official games. One fella has gamed with SE and they used GURPS. The different schools work well as warrens, being sort of themed and all but perhaps with out all the pre-requisites from other colleges. magery (per warren) should cost a chunk of points, say 35 (as per hellboy, no levels just a flat cost).
Kurald Emurlahn for example seems to let practioners heal (unless I'm mistaken, it lets the women do so anyways).
So 35 points to wield it.
A serious of themed skill points to purchase spells and advantages to buy themed rituals.
It seems most magics allow the user to detect magic and push their senses so perhaps all 'colleges' would have these spells in them. Of courseI don't see any reason for the player and Gm not to agree on new spells between them, GUrps provides a host of spells and rituals etc in Magic, grimoire and Spirits amongst others.
It only falls down on area spells. Malazan style sorcery can be devastating over large areas (which in GURPS will drain your pathetic mana pool quicker than you can spell 'redhen'). Perhaps a new mechanic is needed like a mana pool? Say the extra fatigue, (warrenX only) at a point per point on top of the fatigue provided by the HT stat (or ST which ever you use).
To navigate a warren the mage might have to buy, survival thyr or area knowledge thyr (to use and example).
Each warren has limitations, perhaps that could make them cheaper to buy?
Thyr doesn't work over bodies of water.
Well just a few ideas.
0

#17 User is offline   atmosby 

  • Recruit
  • Group: Malaz Regular
  • Posts: 5
  • Joined: 14-December 05

Posted 18 February 2009 - 07:45 PM

Long time since I looked at this thread.

Thought I'd follow up with a few observations from my current game.

Very free form, players are fairly powerful, at least in terms of 'human' society.

A couple of the players are essentially playing mages with one or two types of power to draw on.

Players are very much in the dark with the mechanics of the system, but then we pretty much roll d20s for everything, after they describe the effect. So far the players have been having fun with it, and greaty enjoy that everyone's magic feels or smells different, and acts different, and different magics don't get along at all.

Not set in the Mazalan Empire, but many 'guest stars' from there have shown up. I loved the look of terror on one of the player's faces when they met a woman named Apsalar.

Shape shifters galore! Well at least one of the players and several of the major NPCs.

Oh yeah, and this is a mostly high tech space game.

It all seems to work together really well, and the players keep showing up every two weeks. I have trouble getting everyone to leave at the end of the session.
0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users