Elric Games - Desires for the new system

Da Boss

Mongoose
This may be too late and I am sure that Loz and his compatriots will produce an excellent and faithful series on the world of the Young Kingdoms and beyond, but I hoped it might be useful to list peoples desires for the new adaption?

Like to see

Allegiance system - I really liked the system that Elric had of tracking a PCs alliegnce to the major powers of the Multiverse - Law, Order and Balance.

Settings - addiitonal information on other periods of the YK setting - perhaps adjustments for differing levels of Law and Chaos affecting magic and technology as in the Rogue Mistress campaign. Be good info for Realm crossing adventures to.

NPCs - interesting NPCs that are often a plot seed in themselves - I would prefer new characters in keeping with the world rather than the stats for the major characters in the novel (prefer to see in S+P or later book)

Attribute modifiers for nations - I really liked these in previous editions

Summoning Rules

Dislikes

Everyone has Magic - Whilst magic can be percformed by some indviduals - I prefered not everyone having spells as was done in Elric. I guess this may run counter to the RuneQuest ethos though? Some spells should be there, but these are more oddities, or remnants of a older age when Chaos was more powerful - unless you are playing in a different era

pages of generic stats for soldiers etc........
 
What edition do you refer to ?

Stormbringer ou Elric from Chaosium ?

from my point of view, some of the ideas you wrote are coming from each one

and by the way, my wish would be to see the "Atlas of the Young Kingdoms" serie completed ...................................
 
Quick question, Da Boss: have you read the existing edition of Mongoose's 'Elric of Melnibone'? If so, then you already have the template for the direction the new book will take. If not, I'll address some of your wishlist simply to manage general expectations:

Allegiance system - I really liked the system that Elric had of tracking a PCs alliegnce to the major powers of the Multiverse - Law, Order and Balance.

I don't feel one is necessary. RQ Elric uses Pacts extensively to measure and manage allegiance to one force or another - and far more effectively, I think, than the old Allegiance system from Chaosium's Elric!

Settings - addiitonal information on other periods of the YK setting - perhaps adjustments for differing levels of Law and Chaos affecting magic and technology as in the Rogue Mistress campaign. Be good info for Realm crossing adventures to.

This will happen. I intend to provide some alternative Young Kingdoms milieus for adventuring in. I won't reveal details here, but they will diverge from canon and allow for greater adventuring possibilities with very different canonical backdrops.

NPCs - interesting NPCs that are often a plot seed in themselves - I would prefer new characters in keeping with the world rather than the stats for the major characters in the novel (prefer to see in S+P or later book)

Much depends on space. I'd far rather devote space to detailing the world, setting and so forth, than produce pages of NPCs that, whilst useful, are essentially padding. Some form of gazeteer may appear, but I guarantee nothing... However, characters from the saga - there's always an expectation that these will be included and I can get some mileage out of them - especially when coupled with the alternative YK milieus I'be mentioned.

Attribute modifiers for nations - I really liked these in previous editions

No. They lead to a dreadful mini-maxing and create all kinds of balancing issues for the game. Melniboneans and Myrrhn are not human and will have racial modifiers; but humans are humans. There are plenty of opportunities in the game to create a unique character (and I'll be expanding these ways more in the new edition) than simply raising a couple stats and lowering others just because you happen to come from Filkhar or Pan Tang.

Summoning Rules

Already in the game...

Dislikes

Everyone has Magic - Whilst magic can be percformed by some indviduals - I prefered not everyone having spells as was done in Elric. I guess this may run counter to the RuneQuest ethos though? Some spells should be there, but these are more oddities, or remnants of a older age when Chaos was more powerful - unless you are playing in a different era

Magic is highly restricted. There won't be any 'common magic' despite what's presented in RQII.

pages of generic stats for soldiers etc........
See my comments on space!

Ultimately the book will reflect the Elric saga, with all its idiosyncracies and bleakness. But with this new volume I'm going to take the opportunity to explore some possibilities that, in all my years playing Elric games, I've toyed with, mused-over and never had the opportunity to exploit.

I think that you'll like the end result...!
 
thanks for the replies

@Hegan - both / neither :D - to be honest I like elements from each but not all of one. I guess I see ithem as tool boxes (along with BRP)

@Loz - yep have Elric 8)
re Allegience - I have found it a intersting tool which showed the players where they were heading but thats fine I can just add it I guess.

re Settings - sounds excellent - thanks - just what I want :)

re characters - hmm intersting to see how it goes.

Attributes - ah well..........

Magic - great news :) so is the sumoning system going to be similar to that in the MGP version....

looking forward to it :D
 
I reckon the possibilities for alternate, more gameable, versions of the Young Kingdoms has been seriously underused. I also think there should be provision for gaming in other eras too.

Just my penny.
 
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