johnmarron
Mongoose
I posted this over on RPGNet, but thought I'd try my luck here as well:
I was reading some old threads on Mongoose Runequest II yesterday, and someone mentioned that they wanted to use the game to run a stone age campaign. This got me thinking I'd like to try the same thing.
I'd use our own Mithras' excellent game Totem (available free here) as a starting point (lots of good ideas on what to do in a stone age game).
In terms of rule changes I'd need to make, I'd probably create a slimmed down skill list (although, not that much change is needed), and a new (much) smaller weapon table, with probably new Armor Point/Hit Point values for weapons (I'm thinking the Damage Weapon Combat Maneuver would get more of a workout in this setting). I'd start everyone with a few points of Common Magic, and a + to the Common Magic skill (a la Gloranthan characters) to represent little rituals, charms, etc., and reserve Spirit Magic for actual Shamans. Drop Divine and Sorcery. I could recast silver pieces as "barter points" or something, but probably just handwave gear since I'd urge all characters to take at least some basic crafting skills. I guess everyone would have the Primitive cultural background, although I'd need to look at that to make sure it reflects ice age culture well enough.
Anyone tried this? Any thoughts on other rules tweaks that might be necessary?
John
I was reading some old threads on Mongoose Runequest II yesterday, and someone mentioned that they wanted to use the game to run a stone age campaign. This got me thinking I'd like to try the same thing.
I'd use our own Mithras' excellent game Totem (available free here) as a starting point (lots of good ideas on what to do in a stone age game).
In terms of rule changes I'd need to make, I'd probably create a slimmed down skill list (although, not that much change is needed), and a new (much) smaller weapon table, with probably new Armor Point/Hit Point values for weapons (I'm thinking the Damage Weapon Combat Maneuver would get more of a workout in this setting). I'd start everyone with a few points of Common Magic, and a + to the Common Magic skill (a la Gloranthan characters) to represent little rituals, charms, etc., and reserve Spirit Magic for actual Shamans. Drop Divine and Sorcery. I could recast silver pieces as "barter points" or something, but probably just handwave gear since I'd urge all characters to take at least some basic crafting skills. I guess everyone would have the Primitive cultural background, although I'd need to look at that to make sure it reflects ice age culture well enough.
Anyone tried this? Any thoughts on other rules tweaks that might be necessary?
John