14th Century campaign

Hi
I am about to start running this campaign again in a few weeks as soon as we have finished Traveler.
Before I ran it using KC&R my version of WR&M [Warrior, Rogue & Mage]

I have uploaded some files on my website here

http://chrisbrann.wordpress.com/europe-14th-century-rpg-campaign/legend-14th-century-campaign/
These show the background and the changes I am making to make the rules work better for this time period.
Any feed back welcome.
 
Captain Brann said:
Hi
I am about to start running this campaign again in a few weeks as soon as we have finished Traveler.
Before I ran it using KC&R my version of WR&M [Warrior, Rogue & Mage]

I have uploaded some files on my website here

http://chrisbrann.wordpress.com/europe-14th-century-rpg-campaign/legend-14th-century-campaign/
These show the background and the changes I am making to make the rules work better for this time period.
Any feed back welcome.

Looks good so far. Although it's for an earlier period, you might want to take a look at the Deus Vult product line - it may have some ideas that are relevant to you. Also, I'd recommend the Merrie England and Val de Loup sourcebooks for BRP. (There was an earlier edition of the Merrie England book for MRQI, but it's long out of print).
 
Prime_Evil said:
Looks good so far. Although it's for an earlier period, you might want to take a look at the Deus Vult product line - it may have some ideas that are relevant to you. Also, I'd recommend the Merrie England and Val de Loup sourcebooks for BRP. (There was an earlier edition of the Merrie England book for MRQI, but it's long out of print).

It does look good. The background document is very good, very detailed and with a medieval flavour.

Period-wise, Val-de-Loupe would be a bit closer to your setting, then Stupor Mundi, then Merrie England. As Mr Evil says, there was an MRQ2ish version of Merrie England, but that is out of print and is all contained in the latest BRP version, which is pretty compatible.

Deus Vult is also a bit early, about the same period as Merrie England and without a lot of background, but a well written up Christian Order.

But, if your idea of the medieval world is about the same as mine - that basically not a great deal changed for a couple of hundred years, except some weapons, some heresies and some kingdoms, then all those books would be useful to you.
 
Yup. As Simon said, it is a good adaptation. You have also shown a damn good example of how fighting styles should be designed. I think your campaign will be a success.
 
Hi

I have been working on how to but Charms and Amulets into the game. Both were a mayor part of medieval folk lore.
Ideas below

Talisman's - Charms and Amulets
You need the right skill and can create the effects below or any new ones that fit. They can only be used once and have a limited life time duration you can use extra MP to improve this duration. You can also learn Detect Magic and cast it. The MP cost for this helps represent the effort required in making these items.

Charm’s - a person with a knowledge of old natural magic, using Skill Craft Charms, can make Charms from plants, herbs, minerals and animal parts mixed with prayers or other invocations; they are used to inflect or curse, or remove effects on a person, place or animal, like an illness or falling in love. The person, place must be specified when made and only effects that person as long as they are within a few feet of it.

You can use Fate [blessing/curse], Befuddle [curse], Counter magic charms [protect], Demoralise [curse], Disruption [curse] duration is in weeks. The magnitude and therefore MP cost is limited to 1/10 of your skill, it takes an hour per MP to make.

Charms used to remove an effect must be of the same level as the one to be cancelled, once placed in the effected area it neutralises the evil charm for as long as it lasts.

Love charms would be Fate giving a minus to persistence; Illness could be Disruption giving a random illness i.e. a leg infection or a chesty cough etc or Befuddlement. Use your imagination

Amulet’s; allows a person to use natural and holy items to create a form of protection for others to use, using the skill Craft Amulets. Amulets are for protection against one narrowly defined thing or effect. They are made from various things including the host [communion bread].
You can only have one effective amulet at a time but can carry more than one, they only work once [for a limited time] and you have to invoke the effect [remind the GM you have it], within its life time months, which is a free action.

You create an item giving it Damage, Poison, Disease or Injury resistance, effect, specifying a narrow cause and effect, this effect stays in place for months or until used. Each magnitude gives a 1 point protection or a +10% bonus to a roll to resist said effect.
For example a Amulet V's slashing damage would be Damage resistance cutting. A Amulet V's a cold would be Disease resistance colds.

What do you think?
 
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