John Rohan
Mongoose
OK, I'm a little late to this party, but better late than never.
I'm a long time Stormbringer fan (since 1st ed) who owns every Chaosium supplement and just purchased the Elric RPG by Mongoose. It's a great game, but I have some criticisms and concerns. I have a love/hate relationship with it right now.
Since the game is a part of the Runequest system, I'm not sure if I should post this in the Runequest or Other RPG forums, but I'll start here. Some of my concerns apply to Runequest as well.
First the good:
1. Character creation is better balanced now (previously, every non-sorcerer was a worthless character).
2. The basic skill/advanced skill system is an improvement, and it works well (although I don't understand how "seduction" is an advanced skill - anyone can attempt it, after all).
3. I'm grateful for the AP/HP system for weapons - now characters actually have a reason to parry things with a shield, as opposed to just using their weapon all the time.
4. "Hero points" are a great idea, and I love how you can also cash them in for special abilities. That was a brilliant concept. This has a lot of potential in the game that I think has hardly been tapped yet.
5. The background, nation descriptions, creatures and characters have all been very well fleshed out and beautifully described. I can tell Lawrence Whitaker really knows the source material and is a huge Moorcock fan.
6. The magic system is very well done, and reflects the books very well. But it's also rather overwhelming at the start.
Then the bad:
1. The armour/skill penalties are excessive, if I'm reading this right. -42% to your weapons skills for wearing a suit of plate mail??????? (so if your skill is already less than 42% then forget it!) I can understand such a high penalty to activities like swimming, but do you really thing it makes it that much more difficult to swing a sword or fire a bow? If it was so difficult to fight in such armour, I don't think anyone would even bother with them. As someone who has worn modern body armour while in the US Army in Iraq, I'll tell you that it certainly slows a person down and makes you much more hot and tired. But it scarcely affects your ability to handle a weapon - armour is designed to use in combat, after all.
2. Every page has almost 2 inches of stylized border around it. It's pretty, but it's also excessive, and unnecessarily increases the page count. I'm sure it also adds to the cost of the books. It certainly added to my cost - I purchased the PDFs online but took it to a local copy store to print it out. I'm sure the page count could have been cut down by almost a third without this page border.
3. No rules for binding demons into weapons. OK, I'll admit, this got out of hand in earlier versions of the game. But there should be a balanced way to incorporate this in the game now.
4. No list of example NPCs were included, which would have been very useful. (although the magic book has a section on "the host" which partially filled this void).
Then the ugly:
1. What adventure is a beginner supposed to play? NO starting scenario in the core book. NONE. There is one in the companion book, and kind of/sort of one in the magic supplement, but neither of these are very useful for a novice GM. They both largely take place in the "dreamlands", which are new to this line. The one in the companion book also involves high-scale battles and the fate of a kingdom. All we needed was a simple tomb crawl for an example of how to play this thing. The previous versions all had these in the core books. Maybe I could forgive this if there was a scenario book available, but no such luck either. There aren't even any Elric RPG scenarios in the Signs & Portents magazine. I have searched everywhere for adventures with no luck. I can convert older Elric!, Stormbringer, and Runequest adventures for this game, but since the magic system is so different, I really feel I would need a better feel for it in action before I could convert something.
I really hope the next edition takes these factors into account. I love this game and want it to reach it's potential.
I'm a long time Stormbringer fan (since 1st ed) who owns every Chaosium supplement and just purchased the Elric RPG by Mongoose. It's a great game, but I have some criticisms and concerns. I have a love/hate relationship with it right now.
Since the game is a part of the Runequest system, I'm not sure if I should post this in the Runequest or Other RPG forums, but I'll start here. Some of my concerns apply to Runequest as well.
First the good:
1. Character creation is better balanced now (previously, every non-sorcerer was a worthless character).
2. The basic skill/advanced skill system is an improvement, and it works well (although I don't understand how "seduction" is an advanced skill - anyone can attempt it, after all).
3. I'm grateful for the AP/HP system for weapons - now characters actually have a reason to parry things with a shield, as opposed to just using their weapon all the time.
4. "Hero points" are a great idea, and I love how you can also cash them in for special abilities. That was a brilliant concept. This has a lot of potential in the game that I think has hardly been tapped yet.
5. The background, nation descriptions, creatures and characters have all been very well fleshed out and beautifully described. I can tell Lawrence Whitaker really knows the source material and is a huge Moorcock fan.
6. The magic system is very well done, and reflects the books very well. But it's also rather overwhelming at the start.
Then the bad:
1. The armour/skill penalties are excessive, if I'm reading this right. -42% to your weapons skills for wearing a suit of plate mail??????? (so if your skill is already less than 42% then forget it!) I can understand such a high penalty to activities like swimming, but do you really thing it makes it that much more difficult to swing a sword or fire a bow? If it was so difficult to fight in such armour, I don't think anyone would even bother with them. As someone who has worn modern body armour while in the US Army in Iraq, I'll tell you that it certainly slows a person down and makes you much more hot and tired. But it scarcely affects your ability to handle a weapon - armour is designed to use in combat, after all.
2. Every page has almost 2 inches of stylized border around it. It's pretty, but it's also excessive, and unnecessarily increases the page count. I'm sure it also adds to the cost of the books. It certainly added to my cost - I purchased the PDFs online but took it to a local copy store to print it out. I'm sure the page count could have been cut down by almost a third without this page border.
3. No rules for binding demons into weapons. OK, I'll admit, this got out of hand in earlier versions of the game. But there should be a balanced way to incorporate this in the game now.
4. No list of example NPCs were included, which would have been very useful. (although the magic book has a section on "the host" which partially filled this void).
Then the ugly:
1. What adventure is a beginner supposed to play? NO starting scenario in the core book. NONE. There is one in the companion book, and kind of/sort of one in the magic supplement, but neither of these are very useful for a novice GM. They both largely take place in the "dreamlands", which are new to this line. The one in the companion book also involves high-scale battles and the fate of a kingdom. All we needed was a simple tomb crawl for an example of how to play this thing. The previous versions all had these in the core books. Maybe I could forgive this if there was a scenario book available, but no such luck either. There aren't even any Elric RPG scenarios in the Signs & Portents magazine. I have searched everywhere for adventures with no luck. I can convert older Elric!, Stormbringer, and Runequest adventures for this game, but since the magic system is so different, I really feel I would need a better feel for it in action before I could convert something.
I really hope the next edition takes these factors into account. I love this game and want it to reach it's potential.