@stroval said:
I have a few questions for the system gurus here,but seeing as I am a new member here, please bear with me in case I mess it up or ask about something covered in another thread.Btw I am halfway through the book but really excited...
This is a very friendly forum, so nobody will mind if anyone asks questions that have been asked before - we all do it as we can't always find things in the forums.
By the way, and this applies to anybody who reads these forums, never be afraid to ask any questions. The worst you will get is "Don't Know" but you will almost certainly either get a good answer or a good discussion about possible answers. We don't bite!
@stroval said:
Since I want to use Legend with my homebrew world I am wondering:
As a matter of interest, what kind of homebrew are you looking to create?
@stroval said:
1) is there an official alternate magical system in one of the supplements? I am looking for a freeform one.
Blood Magic has an alternate magic system that is based on blood sacrifice. Other than that, Legend has Common Magic, Divine Magic and Sorcery as three different types of magic.
What kinds of things are you thinking of?
@stroval said:
2) Plans for non-human racial packages ? My world is heavy with other races
Other people have mentioned that older MRQ supplements have stats and backgrounds for other races. They would all be useful for a Legend game, even though they were designed for RQ and Glorantha. They could easily be adapted to a homebrew setting.
One thing that has surprised me reading this forum over the years is the number of people who ask how to use non-human races in Legend. That in itself doesn't surprise me, but the fact that it is seen to be difficult, that is what surprises me. Perhaps it's because I have played RQ for an awfully long time and have had several non-human PCs and have gamed alongside many more non-human PCs, it has always seemed very easy to use non-humans in RQ, and by extension Legend. Having said that, maybe it is easy once you have done it a few times and difficult at first.
So, what I would do with non-human races is:
1. Generate characteristics based on similar races - Are they as clever as humans, or cleverer or more stupid, are they bigger/stronger/quicker/more charismatic and so on. Use the characteristic ranges for other non-humans from Monsters of Legend for comparison.
2. Decide what Traits the race has - can they see in the dark, can they walk up walls, are they afraid of spiders? Invent new traits if the ones you want aren't in the books.
3. If you are using point builds for Legend, work out how many points suit that particular race and don't necessarily use the ones for Legend humans.
4. Decide what professions that race would have and use the standard Legend rules for those professions. Build new professions in the same way as the ones in the book. Never be afraid of having new professions - as long as they follow the same kind of rules as the rest, then they should be fine.
5. Decide what kind of magic the new race uses, if it uses magic at all. Do they worship deities, if so what are they? Are they animists who honour the spirits, ancestor-worshippers, sorcerers or just users of little cantrips? Do they have special abilities?
6. For fluff, decide what the race looks like - is it humanoid or does it have special hit locations, what colour is it, does it have genders, if so are they male/female or something else, how do they reproduce, what societies do they have and so on and so forth.
7. Finally, and most importantly, write them up using the OGL, make them OGC and publish them either on a website or through Lulu or through some other means so that we can all share them.
@stroval said:
Not that I am aware of.
For homebrews, I normally do something like this:
1. What kind of genre it is - Fantasy, SciFi, Adventure, Pulp, Pirates, Horror etc
2. Where the setting is
3. What cultures are in the setting?
4. What is important in the setting?
5. What do you want the PCs to do in the setting?
6. Where are things? I.e. a map of some kind.
Once you have those then the rest of the setting tends to fall into place.
Don't forget that you don't need to have a setting mapped out before the game starts. Begin with one place and map things out when the PCs get to other places. Fill things in as you go along. Don't be afraid to improvise or wing it.
Hope this helps.