Thieves World

Magistus

Mongoose
After rereading some of my Thieves World books, I was thinking MRQ would be a good system to run a Thieves World Campaign in. I will be looking through the D20 Thieves world for some ideas.
 
Magistus said:
After rereading some of my Thieves World books, I was thinking MRQ would be a good system to run a Thieves World Campaign in. I will be looking through the D20 Thieves world for some ideas.


Well, the original Thieves World RPG supplement boxed set from the 1980s was put out by the same folks who created RQ. It had states for the characters written up for many of the major game systems that were out at the time. The RQ2 and RQ3 write ups should be adaptable to MRQ.
 
Fasa has also produced a couple of adventures back in the early eighties.
Namely, they were "The Spirit Stones", "Dark Assassin" and "The Stolen Document". There may even be others titles I'm not aware of.
 
I bought the new Thieves World stuff and it is very good. It also has a different emphasis than the old Chaosium stuff and compliments it very well. It does cover ALL the books including the new ones and both time periods, with slightly more emphasis on the newer Irrune Era.

I too bought it with an eye towards converting to RQ but would consider running it as is. :shock: It has been 20 years since I played AD&D (the last version I touched) but the TW stuff is very good and has many rules modifications that make it grittier and deadlier (it even has rules for infections). I'm playing in a PBP Game right now and enjoying it a lot.
 
While looking at two of the TW D20 books, honestly a lot of what's in the books can be used as is with MRQ. With the way TW is written any type of magic is feasible, Though not everyone can cast magic, no worries there. Runes and run magic could be a part of the world, though in the books no such thing was ever mentioned.

Somethings would need to be translated rules wise if they should ever wanted to be played. Such as Enilbar weapons, while very rare they have always played into a few stories. Though you can treat these as greater or exquisite, or better, quality weapons. Possibly with one or more weapon effect.

And then in the newer stories there are Ur-Words, just treat these like a spell, though this would be the magic system that anyone could learn. The rules in the TW books one finding Ur-Words can be used unchanged.

I have quite a few ideas about this. It's been an idea for a few one off games I want to do.
 
Magistus said:
And then in the newer stories there are Ur-Words, just treat these like a spell, though this would be the magic system that anyone could learn. The rules in the TW books one finding Ur-Words can be used unchanged.

The number of Ur-Words a character can know is dependent on his Int/2 rounded down. If the character has something that increases his Int, this can allow the character to learn more Ur-words, if however the item is lost, or the characters Int is lowered knowledge of the Ur-Words is lost, starting with the last one gained, and are only regained through study, once the characters Int is once again increased allowing the character to learn more Ur-Words.
 
I actually like the TW d20 casting rules. Yeah it uses the d20 spell list but the casting mechanics are pretty cool, and seems to fit well with the books (I haven't read any of the new ones yet).

It might be worth trying to fit it to MRQ rather than trying to fit MRQ's magic system to TW. I'd had some thoughts on this before if interested - though I ended up leaning towards RQ3 (specifically because of the Magic system).
 
Rurik said:
I actually like the TW d20 casting rules. Yeah it uses the d20 spell list but the casting mechanics are pretty cool, and seems to fit well with the books (I haven't read any of the new ones yet).

It might be worth trying to fit it to MRQ rather than trying to fit MRQ's magic system to TW. I'd had some thoughts on this before if interested - though I ended up leaning towards RQ3 (specifically because of the Magic system).

Yes please share. I also thought it would be a good idea to start a Thieves World area on the MRQ Wiki in the campaign Settings section as a repository for notes and conversion ideas to run Thieves World using MRQ.

http://mrqwiki.com/wiki/index.php?title=Thieves_World_Quest
 
TW was one of the first shared world storys. So a lot of people wrote storys for them.

Some that I remeber are Robert Aspern. Lynn Abbey David Drake Andrew Offuit. A horde of others that my old brain wont give up right now.
 
And in a divorce settlement Lynn Abbey ended up with the rights to Thieves World, so the newer versions she and other wrote stories for them.

http://www.thievesworld.info/
 
The basic idea was to use RQ3 sorcery, but without MP ( :shock: ), but instead based on 'drawing mana' from the surrounding as in TW.

1) Choose Spell effects as per RQ3 sorcery and get total casting cost and casting chance as normal (based on intensity, duration, etc).

2) Caster can safely draw mana equal to something (either POW or total casting chance/5, hadn't really decided). If draw mana above and beyond that each additional Mana Point costs 1 HP rather than FP (see step 3 below).

3) Roll casting (on casting base SR). If a success one 'MP' worth of mana is drawn for the spell for each full 10 points you roll. On a special it is max for your skill, on a crit double max. Lose 1 Fatigue point for each MP Drawn (but not on specials or crits). If the Mana is drawn above the casters ability, lose 1 HP instead.

Once the total Mana required is drawn the spell goes off on the casters SR (so low powered spells might even go off instantly). If the total is not reached roll again next round (on Dex SR) and continue drawing mana.

You never 'overdraw' mana. If you only need 3 to cast a spell, and roll enough to draw 6, you only draw 3 and lose 3 FP.

On a failure the round is wasted but the casting is not aborted. I had considered something like failing by more than 20 casing the spell to fail.

On a fumble the caster takes damage to Total HP equal to the mana drawn so far, with a roll (probably POWx5) to halve the damage. The spell fails.

I went with RQ3 because it seemed a better fit with the FP and total HP, but something could be worked out for MRQ (increasing fatigue levels and random location damage or something like that). RQ3 is deadlier too, which fits TW pretty well.

Example 1: Bob casts a Damage boosting 5 with duration 2 (total magnitude 7) and has a final casting chance of 45%. On his first round he rolls a 22, so he draws 2 of the required mana and loses 2 FP. Next round he rolls an 88, so no new mana is drawn, but he can continue casting. On the third round he rolls an 07, a special, which means can draws 4 (the most he can draw with a 45%) but loses no FP. He is still one shy, so continues casting. Next round he rolls a 37, which would draw 3. Bob only needs 1, so he casts the spell on his Dex SR and loses 1 FP.

Example 2: Xerxes has a Damage Boosting 92% and Intensity 88% and decides he wants to cast Damage Boosting 7. He rolls an 82 - Nice. The spell goes off instantly on his Dex SR and he loses 7 FP.

This is a bit RQ3 centric for the MRQ Wiki (but may work well with the new BRP). I'll try to convert to to MRQ rules and post it to Mr. Qwiki - but feel free to run with it first if you beat me to it (and real life has been keeping me busy lately).
 
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