johnmarron
Mongoose
Crossposted from RPGNet
I had planned to run some Deus Vult for my group once our latest game ended, but what had been planned as a 3-4 session game stretched out into 12 weeks. My gamer ADD kicked in and I lost some enthusiasm for running DV. I was casting about for another setting to use RQ with. I've been pondering doing an Ice Age game, but some comment on here a couple of days ago made me think of Tribe 8, one of my all time favorite settings.
I've run two long, successful, and fun games in the setting, both using alternate rules (D6 and OTE), so I know it can be done. For the RQ conversion, I came up with backgrounds based on each of the seven tribes to replace the cultural backgrounds in core RQ, and they were quick and easy to whip up using the ideas from a thread on these forums. I'll use the professions as presented in the core book, tweaking a little if necessary, although most look fine.
Next, I considered magic. Tribe 8 has a magic system called synthesis, which is a very freeform, dream based style of magic. The setting also includes lots of spirits. I find that magic is always the biggest stumbling block for me in converting a setting to another rules set, and it proved so here as well. I decided to not try and replicate Synthesis exactly as presented in Tribe 8 (none of my players are familiar with the setting, so won't know the difference). I decided that everyone will start with a Synthesis skill (which will be Common Magic renamed) at base. This will represent little rituals, charms, and Fatimal blessings. Players can add the usual 30 points of free points to this skill if they want, and get 1 Magnitude of Common Magic spells per full 10 of Synthesis skill they end up with, with the spells chosen to reflect the themes of their tribal or Fallen Outlook eminences. Less freeform, but still keeps to the various group themes.
For other magic in the setting, the "priests" of the Fatimas (which a player could play a fallen one of) get Divine Magic. If anyone opts to play an ex-priest, I'll have to work out how getting their spells back works, since they'll have a hard time getting back to a "temple". "Shamans" (which could be any character that deals with the spirit world) gets Spirit Magic. The Z'bri and Keepers will use Sorcery to represent Sundering and Technosmithing respectively.
I realize that the magic will not map one-to-one with T8 magic this way, but its easy and I think will still maintain a lot of the feel.
I knocked up a couple of test characters yesterday. I did an ex-Evan Nanny (sort of a guard/hunter) whose Synthesis allowed him to call animals to him, improve his bow shots, and move easily through tangled terrain. I also did an ex-Magdelite Diplomat/Spy, whose Synthesis helped her determine if someone was lying to her, and boosted her Charisma up to a whopping 20, which made all of her seduction and other charisma-based skills better for 5 minutes.
I'm very psyched about the game, since it combines my new fave rules with one of my favorite settings. I like the grittiness of the RQ rules, and I think the Spirit Magic will help maintain the spiritual feel of the setting.
John
I had planned to run some Deus Vult for my group once our latest game ended, but what had been planned as a 3-4 session game stretched out into 12 weeks. My gamer ADD kicked in and I lost some enthusiasm for running DV. I was casting about for another setting to use RQ with. I've been pondering doing an Ice Age game, but some comment on here a couple of days ago made me think of Tribe 8, one of my all time favorite settings.
I've run two long, successful, and fun games in the setting, both using alternate rules (D6 and OTE), so I know it can be done. For the RQ conversion, I came up with backgrounds based on each of the seven tribes to replace the cultural backgrounds in core RQ, and they were quick and easy to whip up using the ideas from a thread on these forums. I'll use the professions as presented in the core book, tweaking a little if necessary, although most look fine.
Next, I considered magic. Tribe 8 has a magic system called synthesis, which is a very freeform, dream based style of magic. The setting also includes lots of spirits. I find that magic is always the biggest stumbling block for me in converting a setting to another rules set, and it proved so here as well. I decided to not try and replicate Synthesis exactly as presented in Tribe 8 (none of my players are familiar with the setting, so won't know the difference). I decided that everyone will start with a Synthesis skill (which will be Common Magic renamed) at base. This will represent little rituals, charms, and Fatimal blessings. Players can add the usual 30 points of free points to this skill if they want, and get 1 Magnitude of Common Magic spells per full 10 of Synthesis skill they end up with, with the spells chosen to reflect the themes of their tribal or Fallen Outlook eminences. Less freeform, but still keeps to the various group themes.
For other magic in the setting, the "priests" of the Fatimas (which a player could play a fallen one of) get Divine Magic. If anyone opts to play an ex-priest, I'll have to work out how getting their spells back works, since they'll have a hard time getting back to a "temple". "Shamans" (which could be any character that deals with the spirit world) gets Spirit Magic. The Z'bri and Keepers will use Sorcery to represent Sundering and Technosmithing respectively.
I realize that the magic will not map one-to-one with T8 magic this way, but its easy and I think will still maintain a lot of the feel.
I knocked up a couple of test characters yesterday. I did an ex-Evan Nanny (sort of a guard/hunter) whose Synthesis allowed him to call animals to him, improve his bow shots, and move easily through tangled terrain. I also did an ex-Magdelite Diplomat/Spy, whose Synthesis helped her determine if someone was lying to her, and boosted her Charisma up to a whopping 20, which made all of her seduction and other charisma-based skills better for 5 minutes.
I'm very psyched about the game, since it combines my new fave rules with one of my favorite settings. I like the grittiness of the RQ rules, and I think the Spirit Magic will help maintain the spiritual feel of the setting.
John