Malazan Empire: Malazan Empire Role-playing-game? - Malazan Empire

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Malazan Empire Role-playing-game?

#21 Guest_Razgon_*

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Posted 28 July 2004 - 09:45 PM

quote:
Originally posted by Talamandas:
I wrote about some stuff in the last try at a thread like this that I saw... I would definitely like to help out if possible, but I only know DnD 3.0 with some bits of 3.5 and D20 Modern....
*shrugs*

Also... please explain GURPS... I know what a LARP is... but can't remember anything about GURPS....


GURPS is just another RPG system, meaning something along the lines of "Generic Universel Role-Playing System", meaning it's a standard set of rules able to be used in any kind of setting. Steve Jacksson made these...hmm, no, not that Steve Jacksson, another Steve Jacksson ;-D
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#22 Guest_Razgon_*

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Posted 26 July 2004 - 07:41 AM

Great stuff Altahn, look forward to seeing it :-)
This could actually be quite fun to do... although I've never played Vampire, I'm sure its easy enough to understand the idea behind it.
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#23 User is offline   caladanbrood 

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Posted 26 July 2004 - 04:03 AM

dros knows everythingPosted Image

he occasionally pops in to answer the Q&A, though he hasn't done so for quite a while now...
O xein', angellein Lakedaimoniois hoti têde; keimetha tois keinon rhémasi peithomenoi.
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#24 Guest_Razgon_*

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Posted 31 July 2004 - 07:47 AM

Great suggestions everyone.
But, once again, let me point out, that one single thread like this will become too massive for use in making the system.
Is anyone involved right now, a moderator, and can grant us a space here for the effort?
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#25 User is offline   Karsa Orlong 

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Posted 31 July 2004 - 12:19 PM

Ok, I wanted to adress the point of balanced characters. I don't like the idea. That's also one of the main issues I have with D20.
Maybe you don't agree but I think to play in the Malazan world you would have to have very mature roleplayers anyway. So I don't think we need to balance the races. Let's face it, Tiste are just more powerful then men (in an overall view...there are some very potent humans, to be sure). I think as a DM you have to count on your players to make the right decision for the right reasons. I don't like the idea of Tiste raising slower in level or such things. That just doesn't reflect the malazan world.

That said I also think all races should be open for play. I would restrict the players with telling them that they would need a VERY good story to convince me to let them play a sole T'lan Imass but if a player comes up with a truely convincing and awesome story I don't see why he couldn't play one.

As for rule-systems: I think we have some experts on Shadowrun and some for White Wolf. I like both systems much and I think if we can distill all the best out of those two we are a good step nearer to a suitable malazan-rpg.

And I have to say that I would like some thoughts on ascendancy and also on Soletaken/D'ivers (as there seem to be ways to actively achieve such a thing, therefore I think we have to emulate them in an rpg)

Just my 2 cents

P.S.: And i have to agree with Razgon that we need some different Threads and it would be good to make them "sticky".
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#26 Guest_Razgon_*

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Posted 29 July 2004 - 01:52 PM

quote:
Originally posted by Karsa Orlong:
Some random thoughts:

What i think will be a big issue for a Malazan-rpg is to match the powerlevels. I think combat should be fast and gritty, in other words: deadly. On the other hand you'll have those characters who are almost impossible to kill (for example Anomander Rake). So how will we model that?

Then there is magic. Another very difficult topic. I think it should not be possible for a normal character to wield more than one Warren. And how will power-increase work. I am not particularly fond of levels (like in D&D) i think it should be a more flowing increase (for example: points to distribute like in WW-games or in the 7th Sea game from Alderac)


Well, I agree - Combat and magic is the flesh and bones of almost any RPG, the rest is just that...roleplaying.
Combat should be fast and gritty yes, and extremely deadly - if you are familiar with the Shadowrun system for damage, I would seriously opt for something like that. Wounds range on a scale from 1-10, beginning with a light wound, giving you a -1 on all rolls, medium would gives you a -2, serious a -3 and deadly, well, means just that. With a D6 system, that is serious business, as -1 is a BIG minus - you get wounded, you better be very, very good, or a very, very fast runner.

Hard to kill characters should probably be very hard to wound...having high resistance values to all kinds of damage. Shadowrun plays with open-ended dice rolls, making it possible, but still unlikely, to wound characters with high resistances. This could be offset by special abilities for ascendants..skills, perks, whatever you wish to call them.

Magic and warrens - well, again, the shadowrun system does the channeling magic bit brilliantly, making it dangerous to mess with stuff to high level for you, but still possible. Pump to much energy into a spell, you might just be fried chicken yourself afterwards.
and yes, points work pretty well in this regard.

Normally in Shadowun, you have two different wound charts, a physical, and a stun damage chart, where normal spells can do stun damage (still giving the -1 and so forth if hurt) and overpowered spells, go directly into the physical hurt chart.

Just an idea, but hey, we work with what we know the best, right? :-)
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#27 Guest_Altahn_*

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Posted 26 July 2004 - 07:37 AM

My brother did a skeleton system based on Vampire and ADD, I AM trying to get his notes, except he lives on another continent and has no email! I will get there though, I think with someones efforts to start on, it will be much easier to work out, as then its a matter of tweaking to adjust rather than conceptualising. Give me time.
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#28 User is offline   Karsa Orlong 

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Posted 29 July 2004 - 11:13 AM

Some random thoughts:

What i think will be a big issue for a Malazan-rpg is to match the powerlevels. I think combat should be fast and gritty, in other words: deadly. On the other hand you'll have those characters who are almost impossible to kill (for example Anomander Rake). So how will we model that?

Then there is magic. Another very difficult topic. I think it should not be possible for a normal character to wield more than one Warren. And how will power-increase work. I am not particularly fond of levels (like in D&D) i think it should be a more flowing increase (for example: points to distribute like in WW-games or in the 7th Sea game from Alderac)
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#29 Guest_Altahn_*

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Posted 26 July 2004 - 12:43 AM

There have been previous threads dedicated to this, if you look back and find them they cover the ideas in quite a lot of detail. Which reminds me, I was meant to get hold of and post the Malazan roleplaying system from my brother... (he came up with a system)
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#30 User is offline   Satan 

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Posted 01 August 2004 - 05:08 AM

****possible Midnight Tides spoiler****



@fort nox: you don't. unless maybe you do something like rake and drink some dragon blood. or like what happened to that slave that was attacked by that dragonlike creature. the possibilities are endless if you only roleplay a little bit.
Legalise drugs! And murder!
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#31 Guest_talamandas_*

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Posted 11 August 2004 - 05:24 PM

I haven't been to the malazan forums in a few days, and never really thought I had the time or energy for entering the knoll barrow for rpging, since I'm busy enough between other things I do online... but I'll come back in here soon mehopes... parhaps I'll try to help, but as I stated earlier: I am only familiar with DnD 3.0 and D20 modern...

Posted Image
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#32 Guest_Razgon_*

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Posted 26 July 2004 - 10:35 AM

quote:
Originally posted by Brynjar:
the last lad who did this put down a considerable amount of work into this. track him or his work down, and you'll be mostly set.


Do you have any idea who it was? I mean, I can't find anything via the search funtion, other than a 4 pages thread about the possibility of making an rpg.

thanks.
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#33 User is offline   drosdelnoch 

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Posted 30 July 2004 - 09:29 AM

Ahh Shadowrun, the hours of fun I had Roleplaying the Troll, yep pretty crap all round but absorb damage so none inflicted yes.

Sort of a Karsa Orlong type character I think, Shadowrun I dont think was too popular outside the UK but as a system its one of the best in my opinnion. Shouldnt be that hard to modify for the malazan world.
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#34 Guest_Altahn_*

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Posted 31 July 2004 - 12:27 AM

Part of MOI inspired me on this one...

When the Hound Garath is wounded and poisoned, the Third spoke about the power of its spirit healing wounds. I like this. Based on experience (see HOC) ascendancy can happen. The REALLY powerful characters have mostly lived for 000's of years, or are from Elder races, which could compensate.

So as experience gathers, you get "spirit" points, which nullify some of the effect of wounds, which would make ancient characters far more powerful. At a certain level of sirit points, you start to walk the road of ascendancy.

At higher levels, warriors can allocate some of these points towards skill in Arms (the First, Karsa, etc...)

Mages can use them towards mana, but this runs the risk of burning yourself out, being consumed by your warren, depending on how much you draw.
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#35 User is offline   Karsa Orlong 

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Posted 30 July 2004 - 03:06 PM

You do know, drosdelnoch, that you now volunteered to help us in our journey to produce a playable Malazan-rpg?! Posted Image Posted Image

Jokes aside, it would be cool to have another SR-specialist on board!
My expertise is more in the field of D&D (and i think D&D is quite useless for producing a playable Malazan rpg) and White Wolf and maybe some MERS and Alderac Entertainment ( = 7th Sea).
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#36 Guest_Altahn_*

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Posted 31 July 2004 - 07:27 AM

Cant start as Imass, after 300 000 years they are maxed on XP, but also they all have the power of Tellann, which can be magic deadening, immune to a lot of hits (arrows wouldn't work on them without warrens), they can fall to dust, communicate telepathically, have blindsight (see in infra-red)and they all (except Bonecasters) come with magic flint weapons. I really think they are unplayable. Also, their only real character motivation is killing Jaghut, they have no use for money, so no new equipment, and they would never (or almost never) level up! Imean, in ADD EVERY SINGLE T'lan Imass would be epic!
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#37 User is offline   Karsa Orlong 

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Posted 29 July 2004 - 02:04 PM

Sounds very promising. I played SR only once or twice and forgot almost all about it. But it sounds very good. Which edition do you like best?
What about power-increase in SR? Are there levels? Or is it more like White Wolf's system (Experience points which you can use to power up abilities and/or attributes)?

Warrens/Magic: I'd say you can rise up in level in your own warren...the higher the spell you want to cast the more difficult and dangerous for you. Another thought: I think you even might try to use another warren but that would be 'punished' with even more mali and such so that the risk to fry yourself would be high even with low power spells (in other words a high level spell in an other warren then yours is almost certain death for the caster).

Thoughts, comments?
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#38 Guest_Altahn_*

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Posted 01 August 2004 - 02:20 PM

Final 2 cents here then: it does say in the book that shapeshifters can choose a form, taking more powerful ones as they advance, with divers also having access to more shapes. I posted my thoughts in the previous thread, lets correlate. Ok I am off to post a vote, ok now bye bye then.
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#39 Guest_Altahn_*

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Posted 31 July 2004 - 05:52 AM

Get her drunk and put it in her...

Sorry. Thought I'd cover for Rodeo. Run basic stats and skills like in vampire, so that you really can choose every aspect of your character, rather than a narrowed down class system. In the Malazan world, multiclasses can be very powerful in each class, we need this type of system to reflect that. This means you choose between combat abilities, negotiation skills, tracking, etc... A bit like merging skills and feats on ADD, and opening the class skills. Gives more scope, and allows you to create a character like Lorn, essentially a fighter, no spells, but a great sensitivity to magic (high spellcraft skill, for example)
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#40 Guest_Razgon_*

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Posted 01 August 2004 - 02:24 AM

Oh - just remembered something - anyone remember those wonderfull desciptions in the books, about Oponns influence?

quote:
a half-dozen heartbeats, within which Oponn's coin spun...
A single, lazy turn...
From Lady to Lord


In the game, should be places, events, where Oponns coin should be spun. Not sure yet how to do it - perhaps a real coin, spinning, changing everything?
Ideas, comments, anyone?
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