First gaming session with Elric/MRQ2.

danskmacabre

Mongoose
So I've been running Elric/MRQ2 at home for my son for some time now, just to get used to the system.

I invited a bunch of old friends from Wales (where I used to live some years ago) who I used to run the 1st ed Stormbringer for.
I also invited some players from my local gaming group who I run Pathfinder for.

I ran the campaign from the "Cities of the South" book from Friday night to Sunday Morning. So a VERY long gaming session (obviously with sleeping somewhere in between a couple of times).

The sessions were absolutely brutal, I think most people lost 2 characters each over the weekend! After saying that there were a lot of combats and what with little healing (and no magic healing) and no resurrection, it made for deadly gaming sessions.
The campaign itself, whilst there were small possibilities to resolve stuff without combats, for the most part, it assumed some of of confrontations were very likely.

The players from Wales had a great time and said yeah it was deadly (but less deadly than Stormbringer 1st ed) but loved the combat system and some said they didn't mind it was deadly anyway, as long as if was fun.
The view was that they loved it.

The local players felt the combat system was really good and realistic, but very deadly. I'm not sure they would want to play in an Elric campaign as RAW.
So for the local players, I'm going to inject some of the core MRQ2 Divine magic and Sorcery as options. I don't think I'll put in Common magic though.
I thinkas primarily DnD / PF players, if there's going to be any chance of them playing in a campaign for Elric, I'll need to do this.

I personally love the system as it is, but it's not for everyone so if I want to run it, I will have to compromise.
 
Well just wanted to report my experiences with the game and the reactions the various players from different backgrounds had.

Interesting that DnD players would want a modified system if they were to play Elric.
If I had run a pure MRQ2 game, I think the DnD players would have been all for it.
 
danskmacabre said:
Well just wanted to report my experiences with the game and the reactions the various players from different backgrounds had.

Interesting that DnD players would want a modified system if they were to play Elric.
If I had run a pure MRQ2 game, I think the DnD players would have been all for it.

Ah, okay. That's cool, experiences are always good to share.

- Dan
 
I would say tho that the DnD players really liked the system.
Specifically loved the combat manoeuvres and hit locations.
With the core magic back in and the ELric world modded a bit to make it more generic fantasy friendly (*shock horror* I know but it's modify the Elric setting or not run it for my current players) it could be a big hit.

I think the MRQ2 rules could be VERY popular if it has a generic fantasy setting.
 
If you want to reduce lethality, I think that being liberal with hero points would suffice.

MRQII Divine magic would be jarring in Elric, IMO.

In any case, good luck in keeping your MRQII campaign going! :)
 
You sacrilegious, bloody heathen! How dare you not play Elric as written! The gall! :lol:

Seriously, though, I'm glad you and your mates had fun with Elric, it's my favourite setting and fast becoming my favourite rules to boot.

Just a thought regarding your comments about healing and so forth. Instead of introducing the core magic systems, which IMO would detract from the settings flavour, have you considered mucking about with Runes to achieve what you're after? This would, I think, be less intrusive.

For example, you could have the heroes(?) while researching this or that, come across references to runes of Vitality and Resurrection (or something similar). Which would provide an admirable hook for a side adventure or three.

The Vitality rune might restore HP to all locations on a *edit* 1MP to 1HP ratio *edit*. With the correct herbs, undoubtedly difficult and dangerous to obtain, say from the Forest of Troos or the Marshes of the Mist, it could be inscribed into a potion or tablet. *edit* You could also rule that it costs the recipient 1MP per HP gained as well. As the sorcerer uses the bodies innate power to heal itself. *edit*

The Resurrection rune might cost 1/3 of the targets POW (rounded up) in MP to cast and require an opposed roll of targets Persistence v. casters Rune Casting. Success indicates the souls willingness to return albeit reduced by the experience, the recipient losing 1 POW permanently. Failure, well, let's just say the soul has moved on and the PC is irrevocably dead. *edit* Each point of POW lost in this manner adds a cumulative -10% penalty to future Persistence tests for Resurrection. *edit*

What do you think?

As always your Elric may vary...

Actually, I may introduce this to my own game. One of the PC's is a Mhrryn healer...

I made an edit to the MP/HP gains as I thought it was a little unbalanced seeing as how it would apply to all locations. I also added the bit about it costing the recipient MP as well, which I think would fit better.
 
Hmm, not a bad suggestion.
I'll have a think about that. It'd certainly be easier than shoehorning the MRQ2 magic into it. Thanks for the suggestion :)
 
danskmacabre said:
Hmm, not a bad suggestion.
I'll have a think about that. It'd certainly be easier than shoehorning the MRQ2 magic into it. Thanks for the suggestion :)
You're more than welcome. I made some edits as well.
 
Just another thought re the Resurrection thing. If the sorcerer rolls a crit on his Rune Casting then the resurrection is successful with no opposed roll required. The target still loses 1POW though.
 
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