Suggestions for Mongoose to Publish next in Lone Wolf RPG

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Nerethel said:
Love the herbal ideas! I think they'd be seperate from the monsters book, as there is a great variety of fauna on Magnamund!

What I'd like to see is a pronounciation guide for the various monsters and herbs and places named throughout the books. Many are fairly self-explanitory, but some I just don't have a clue how to pronounce without feeling silly (Oede herb, anyone?).
Nerethel

Oh-ED-ee. Say it fast enough and it soulds like its the only way to pronouce it :)
But I agree, there are a few nigh-inpronoucable things within Magnamund. Maybe it would be best handled as an article in S&P?
 
Me too, I thank Paido for that link! :lol:

I will definitely use these pronunciations as they're too darn funny. Anyway, I've always liked LW because of the lighter tone compared to other fantasy, IMHO. Of course, this perception must come from the nature of the original adventure books. YMMV as usual...
 
@ Adgramaine and Redlaco: Was a pleasure! :D


Just wanted to add a few (more) thoughts about a Magic of Magnamund Companion:

  • - There should definitely be a complete description of the Vakeros and of the Shadakine Wytches as player characters! :D Not Wytches as in "Mother Magri" and her six sisters, of course, but at least one of them did have an apprentice - Tanith! Maybe I just don't remember enough, but she didn't seem to be as special a case as Grey Star was, so there should be room for a few player character Wytches ... *poke!*

    - Of course, at least basic details about the Cener druids, the Herbalish, and the Herbwardens of Bautar (should they be spellcasters) would have their place in this book. (Maybe additional material could go into that aforementioned Bestiary and Herbarium of Magnamund?)

    - Maybe I'm on the wrong track here, but should good ol' Cyrilus, the old magician from The Kingdoms of Terror, have dabbled in more than just unmagical sleight-of-hand tricks, his "modest talents" could have their place here as well ... :wink:

    - They were probably not really capable of magic (though Gwynian seemed to be), but how about astrologers (X) like those from Varetta's Brass Street? The science/art of astrology (X) would be of interest for more standard mages as well, so it probably should be included here!

    - As posted before, alchemy could neatly be integrated into a book about herbs and plants, but maybe one could include basic details about it here and later add expanded rules and background in the other book?

    - Probably not necessary to mention it, but this book would be the place for in-depth information about Brotherhood mages and Nadziranim, of course. Especially background material would be appreciated, but more spells probably won't hurt ... much ... :twisted:
As it seems somewhat difficult to decide where certain character classes should be placed (e.g. Vakeros - here or in a Dessi sourcebook?), one could include the basics necessary for play here and expand them (especially background-wise) in the respective other book ...

Just two more Nobles of mine!


Paido


edit: (X) marks the spot where astronomers tried to usurp Brass Street; their attempt was foiled two posts farther down, though ... They probably should have read their horoscopes more carefully. :wink:
 
One of the good things about Magic source book is that it could provide a good geograhic mix of classes. The shadakine wytch would be a really nice addition to the southern continent. I think that there probably would be only one class of shadakine wytch. Wytches such as Mother Magri are probaly just the most powerful members off that class who were granted a Kazim stone by Shazarak.

I got the impression from things such as he description of Calecena in one of the books
Calacena: a mushroom whose spores induce visions much prized by magicians and illusionists.
that the skills commanded by the Dessi magicians as art could be found individually among other utilised by incantation. Maybe this is what Cyrilus practised.
So you could have one horse illusionists, elementalists, prophets etc.
 
Paido said:
- They were probably not really capable of magic (though Gwynian seemed to be), but how about astronomers like those from Varetta's Brass Street? The science/art of astronomy would be of interest for more standard mages as well, so it probably should be included here!

Frankly, I thought Gwynian's abilities were more akin to astrology than astronomy. Still, more information of Varetta's sages would be an excellent idea.

Unless, the colors stick, that is. :wink:
 
Reginald de Curry said:
Frankly, I thought Gwynian's abilities were more akin to astrology than astronomy.

*Eep!* You're right, of course ... Now that's a tad embarrassing.

*grumbles* So much fuss about two little letters ... :wink:


Paido, who ponders a trade with Lone Wolf: Power Word for Camouflage ... :D


edit: You know what? I'll go and correct that in my earlier post - with an editor's note, of course. Can't stand that reproachful look it's been giving me ever since ... :wink:
 
I agree with Paido on his suggestions for the Magic tome. Acually, i think all the herbal stuff should be included with the magic tome. Much of the herbal stuff has to do with magic, and brewing potions. So it would make sense to include it in a tome that talks about all the different kinds of magic of magnamund. That would be a great place to talk about the herbalish and the cener druids.

Also, I think it would be a good idea to talk about how to create magical items, potions, and scrolls (do they exist?) in magnamund. And a magic supliment would be the best place for this.

In summary heres the best I think the book should be structured:

1. Intro-History of Magic on Magnamund, including the Elder Magi, Shianti, the Nadzarim, Brotherhood of Crystal Star, and others, (Kundi, Shadaki Wytches, Telchos warriors..etc.)

2. Deeper explanation of how magic works in all its major incarnations in magnamund.

3. New Feats, Prestige classes (i.e. all the ones that we've mentioned that aren't included in the core book)

4. New spells

5. Herbs and plants

6. Rules on creating potions, scrolls, magical items. And a section on unique artifacts of magnamund!!

7. Magical monsters of magnamund- some more unique baddies to pit players against. maybe some Nadzarazim sorcerers that are pre-made at various levels to pit them against.

sunwolf
 
I wonder how popular the LW RPG is going to be. I hope that it's very popular after all somewhere in excess of eight million copies of the game books sold! But if it's not too popular and there aren't going to be supplements released for every single aspect of Magnamund, what things would people like to see most.

Regional Source Books.

Classes.

Magic and Mechanics.

Adventures.

For myself I would rather see more classes mapped out and magic and other mechanics. These I think will be the key to the RPG and they are not easily available through the game books. To a great extent the game books act as regional source books with great maps and regional info. They also act as a great inspiration for chronicles.

Don't get me wrong I would love to see regional source books but given the choice one or the other I would go classes and mechanics.

What do you guys think. :?
 
Your right,

If Lone Wolf flops, (which i sincerly hope not! Look at me? its 5AM here and i'm talking about lone wolf..arg..i'm obsessed.) I would def. like to see more mechanics because i can make up source material. But mechanics are hard to do.

Personally I'd like things to come out in the following order:

1. Monster Manual, (gotta have something for them to fight!)

2. Magic/Herb Sourcebook

3. Psychic Handbook, dealing with all things Mental....

4. Regional Sourcebooks: Lencia and the Crusade Lands, Plague Land of Ruel and surrounding Region, Dessi and Vassagonia, Wildlands

5. A hardbound book full o' stuff on Southern Magnamund.

6. Maps and Misc. book

7. Book on Tech in the world of Lone Wolf! The Bizarre mix of tech and magic was one of the coolest and unique things about lone wolf!

sunwolf
 
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