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Messages - Rasyr

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1
Anwyn, The Sundered Isle / Re: Anwyn Questions
« on: April 25, 2024, 10:18:57 AM »
Thanks for the pointer!

And speaking of Cyradon, I guess there are some conceptual parallels ... Anwyn is a little more "anything goes", right? The core story of Cyradon is pretty nailed down (you arrive and have to carve out a place for yourself), while in Anwyn, that part has already happened, and I guess now you're looking around to see what else is there to find.

In Cyradon, I wanted it to be a stand-alone small continent, but I was kinda over ruled on that. It was supposed to be they had arrived and set up, in the city where they arrived, and then started moving outward, but things kep being added to it

What I like best about Anwyn is that I got to do it all myself.

I started with the premise of "What if a mystic isle that disappeared and re-appeared every so often was actually there? and also, "What if the myths we knew were true, but mangled stories that changed over time?"

Hy Brasil a celtic island is thusly transformed into a city called Hyb Rasil  And the Tuatha De Danaan are actually the D'Anui from Tir Tuath......

And the Celtic otherlands thus become regions on Anwyn (which basically is the Celtic Otherlands).....

And since it was floating through the dimensions, it touched (and was colonized many times) many worlds and many peoples....

Then this group of gods found it, and said, "Hey! Let's fix it in one place (this likely took them a few centuries or milennia to do) and this process fixed the portals/Gates to the Esker Highlands. and on the opposite side of the spectrum, Ilthach has connections to the lower planes, while the Faeirie Mountains has connections to some of the upper planes, where the Fay come from....

Their final act was to gather these peoples and bring them together Most settled in Tir Tuath, the Odavi kept themselves separate, and they started building (or rebuilding cities that they had already found built but abandoned......  They set out to explore,  first sending their ships to get a feel for the size of their land (they soon found trying to simply sail away returned them back),

so they got the outer outline and once they have stabilized their own cultures, started exploring (a task for the young and foolish..... hence we do not have any 300 year old adventurers...


2
Anwyn, The Sundered Isle / Re: Anwyn Questions
« on: April 25, 2024, 07:17:34 AM »
Reading FX, I have a few questions about Anwyn:

Anwyn is still a work in progress, BUT, you can ready what I have so far here ---> https://anwyn.firehawkgames.biz/index.html (there is a link to in the Novus Second Edition section on the left -- I should make that its own section... and thinking about it, likely will once I am done answering your questions....

this has not only everything I have written for it so far, but there are also maps of Anwyn and of the major cities....

The gods brought the 9 playable Kin to Anwyn - but what about the peoples from the bestiary like giants, goblins, redcaps, ogres and similar intelligent creatures? Have they been brought along? Or are they native to Anwyn (or have been brought there previously)?

Part of the history of the setting is that in certain sections, especially the Esker Highlands, there are hundreds, if not thousands or portals that open randomly, allowing creatures, peoples and things to come through. The 9 races are not even the first to settle Anwyn  There have been other settlements in the past, so there are plenty of ruins, but no telling who they were or where they come from.

It's the year 130 CE - does that mean that all the playable kin have been brought to Anwyn only 130 years ago? Or is the calendar based on some other event? 130 years seems really short, there shout be a lot of the long-living kins who lived the greater part of their lifes on the old world. Maybe something like 300 years would be better, also to have more "past" for the playable kin to explore? (I know that there's the past of other kin, but the characters are pretty much by definition disconnected from it.)

Yes, they were delivered to  Anwyn 130 years ago. Yes, elders from the more long lived races do remember their homelands (it was trying to get back to them  that caused some of the elves to try a ritual which failed and ended up creating the Grey Elves.

Part of the idea of the setting is that all of the races are disconnected from their pasts. There were others on Anwyn in the pasts before the deities (which are found starting on page 182 of Fantasy Express).

Part of the reason for it only being 130 years is that it allows for them to establish themselves, but still early enough that they have not fully explored their new world.

How Kitchen Sink is the cosmology? The gods aren't named, and there's talk of demons and devils (who seem to be separate categories of demons) - is it "all in", or is there a bigger picture about what, e.g., demons and devils actually are and how they relate (or not) to the gods?

They are named on page 182 of Fantasy Express. As for how Demons and Devils relate to deities, start looking on page 185, with the section on planar cosmology. I even have a nifty picture that I made...

By the way, the cosmology of the drifting continent that is linked to other worlds through portals that actually stabilize its protection bubble is kind of cool - it's very easy to picture and yet something I haven't seen done before quite like this.

I wanted something that was self contained (did not want to make a FULL world -- we did that when creating the Cyradon setting for HARP way back in the day, and I did not like the results - we ended up with too much backstory),


3
Fantasy Express / Re: Quickstart now available -- more coming....
« on: April 24, 2024, 02:42:05 PM »
Technically, I don't have any gender in mind when creating them. (the exception being the two PreGens I created for the Character Generation Example).

I make the character then when filling in the details, I just add Male at that point (and when writing their background use  language sa if I were making the character for myself).

You are correct that I should have some female versions....


Ohhhh.. or what if I left gender out completely? Rework the descriptions to be neutral (i.e. not he and not she), then the player of just a Pregen fills in the gender themselves?

Like so...

00Argorn.jpg
* 00Argorn.jpg
(Filesize: 158.74 KB)
(Dimensions: 1076x475, Views: 20)

4
Fantasy Express / Re: Quickstart now available -- more coming....
« on: April 24, 2024, 02:15:39 PM »
Okay, I'll be "that guy" and ask a quick question about the quickstart: I've only given it a cursory read as of now, but I took a closer look at the pregens, and ... why are all of them male? I mean, it's probably clear to that you can always change a character's sex, anyway, but why do the descriptions explicitly state the character being male in every single case?

Cause I made them and just do not feel comfortable makeing female customers. Basically just habit and my personal preference in generating characters....

I guess I could change a couple of them to females. I am about to rework them anyways for a number of changes made for the next rounds of manuscript changes (changes to where language ranks come from and how many characters get.

Don't forget, you can request to join the Beta Playtest group using the link to the left, up in the Fantasy Express section of the sidebar
<---------------------------------------------------------------<<<<<<<<<

5
Fantasy Express / Re: Initial Impressions
« on: April 22, 2024, 01:16:11 PM »
I'll chime in with my initial impressions as well (better than to start a new thread, I think).
I'm coming from MERP here (with MERP leading me to HARP and VdD, which are both games that I enjoyed reading, but never actually played). I tend to prefer rules-lite games these days (at the moment I'm writing scenarios for Troika! and Cloud Empress, which are pretty much at the opposite end of the scale from the Rolemaster family); but I also like games where details like armor, weapon effects and how and where you are wounded actually matter, I just don't get around to playing them anymore. So take whatever I have to say with a grain of salt, because all of this is from theory, not from practice with the rules of FE.

Jutst a quick note, the abbreviation I use for Fantasy Express is FX (it is even in the book... heheh) it is also why the X in the title is larger than the rest of the word express. :)

First of all, as others have stated, I really like the combination of RM's exploding dice and critical success levels with a 2-dice-bell-curve. Swingyness is nice, but FE feels like it gives the system a more solid foundation when it comes to what can be expected of a roll.

I have always liked bell curves (or a bell pyramid in this case hehehe), and I like open-ended rolls, so I paired them together (my other games do this in a different way, but I like this method better, I think).

I like that there are individual spells (like in HARP), not spell lists, though I still have to dive into the magic system.

They are not quite the same as found in HARP, but I think that they are better overall, and sorry, but I do not have a spell creation system that I used other than this feels right). The spells themselves were inspired by the spells from the 30th Anniversary Edition of Arcanum (among other places).

I love that the heroic path from VdD is in, it is a really great implementation of "fate points" mechanics!

I thought so as well!! I am so glad that Max and the others at Open Ended Games came up with it.

I skimmed the combat chapter, and the most obvious change is the lack of hit/crit tables. The latter being replaced by a "build your own crit with success levels" system makes a lot of sense. I'm not quite sure if it's a simplification, though; the upside of MERP/VsD is that you just roll your dice and then can look up what happened; the downside is the lack of control (and wherever systems from the RM family try to work around that by providing rules for called shots, disarming opponents or stuff like that, it always feels like, well, a workaround, and not really organic to the system). I know the "count your success levels and go shopping for special effects" from two other RPGs, the BRP-based Mythras and Green Ronin's FantasyAge. Both are systems I like, but I must confess that I don't run them any more, in part because of the analysis paralysis inherent in the "shopping" part - and there's a lot to shop for ... sure, players who don't care can always just choose the special damage from the table on the top, but the problem is that some players WILL (over-)analyze their options.

The simplicity/complexity of my take on this versus how Against the Darkmaster handles it depends on your point of view.

For many folks, the multiple attack tables and critical tables found in RM and even in Against the Darkmaster could be considered complex (I have certainly seen much dislike for the page flipping over the years....)

Looked at from the other direction, roll on table one, roll on table two is simple, and the build your critical  is more complex.

Personally, I liked the idea of trying to build my own critical. And the way it is set up, some of the possible effects sort of, but not exactly mirror those found in the specific Martial Moves (i.e. you can attempt the Martial Move: Disarm which is resolved one way (Conflicting Actions), or decide AFTER your attack roll to use some of your Success Levels to disarm your foe, which is resolved in a different way (a Saving Roll).

This allows flexibility in approach without adding too much complication -- I like simple but flexible, so that was my general viewpoint in writing this.



Still, I must say that it looks like the overall effects of the criticals have been abstracted quite well form traditional crit tables to create a more abstract and flexible system; that alone is a really great achievement. I'm not sure that I'll play it, but on paper, I like it.

One of the main thing about critical tables is their flavor text. It was always intended that a GM alter the flavor text to fit the situation, but too many did not do that or refused to do that.

By abstracting this down, and allowing the GM to supply the flavor text (I think I showcase this in the Combat Example), I am trying to keep that simple results, but flexibilty for the GM to describe it how he likes.

From what I've read by now, FE could certainly rival Mythras as a crunchy, grounded fantasy system, and if I ever get the opportunity to run it, I'll certainly give it a try.

Thank you.

Also, welcome to the forums!!

6
Fantasy Express / Re: Typos, Errors, Stuff for v0.27
« on: April 21, 2024, 05:01:14 PM »
I have a thread specifically for this in the FX Playtesting forum...

But thank you fo posting it.

7
There are no classes (I don't use that term to describe any of the types of Vocational Kits). I do use the word Types, and the four types are simply there for organizational purposes mostly.

Arcanist is the type of Vocational Kit that focuses on magic. The Envoy Vocational Kit is an Arcanist Kit, the Mystic is an Arcanist Kit, etc....

Mage = a character focused on a single School of Magic. This could be an Envoy/Envoy, an Envoy/Champion, a Warlock/Cabalist, a Wizard/Wizard, etc....

Magus = a charact who has access to two Schools of Magic. For example, one of the Pregens is a Magician/Bard (His Schools of Magic are  Magery and Wizardry). Another Example would be a Mystic/Champion (Mysticism and DIvinism). (side note: in a game I used to work on for another company - this type of caster would have been called a Hybrid)

I do see that I can better define Mage in two locations to make the difference easier.

Yes, in some games a Half-Elf would be considered a Hybrid.

You said:

4. Mixed-Focus characters draw from two primary focuses combining them into a unique focus.

That is basically the definition of a Hybrid. Two things mixed to become one.   ;D

Now, in Novus, I used the terms Casters, Fighters, Adepts, and Hybrids..... I could always change Arcanist to Caster





10
Fantasy Express / Re: Weaknesses
« on: April 06, 2024, 06:43:24 PM »
Welcome to the forums! And I am glad you are liking Fantasy Express!!

I like that idea and think it is a very interesting idea.

I will take another look at them and see if I can find a way to implement without a major rewrite.

There is already a limit on the amount of Drawbacks a character can take (3 points worth). That won't be going away, but I do like the idea of giving Drive if a Drawback comes into play in a significant manner  -- the higher the cost of the flaw, the more likely it should be to come into play (i.e. Lycanthropy is a 3 point flaw, while Ego Signature is only a 1 point flaw).

11
Fantasy Express / Re: Love the game but...
« on: April 05, 2024, 12:31:57 PM »
Thank you. I am glod that you like Fantasy Express.

Without going the route of D&D3.x/Pathfinder (of Feats), it is difficult to make arms users more interesting. Not impossible, just more difficult

One way that this is done is through the Special Skills, which can and does include a couple of weapon fighting styles. And I do need to add more arms related items to the list of potential Special Skills. Another is through the use of the Milestones.

Don't forget that as you spend Drive Points, you progress along the "Heroic Path". For every 10 points along the Heroic Path, you gain a Milestones. This can allow you to gain additional Special Skills. I need to add some more Milestones as well, for the more combat-oriented (I have several Martial Arts related ones in there already). These would, however, go in a supplemental product, not in the core rules.

Milestones and additional Special Skills (i.e. built as Combat Styles) will eventually be coming, and work to help expand Arms users as they progress.

12
Announcements / The Tomb of Aosath Bak -- an FX Quickstart Released!
« on: March 24, 2024, 11:13:52 AM »

A few days after arriving in Na-Kutha, having guarded a merchant on his trip here from Na-Kish, you are approached by Gryglyn, a friend of the merchant you worked for. He wished to hire your team in order to find and explore the tomb of a noble woman from the very early days of Anwyn, one of his ancestors. The tomb has been lost since shortly after her death, but he thinks that he has finally found the location.

The Tomb of Aosath Bak is a classic dungeon delve type of adventure! You are off to find the long lost tomb of an ancestor of your employer and retrieve some items for him.

Are you brave enough to delve into the unknown?


The Tomb of Aosath Bak is the second in the Quickstart Adventure series. This means that it comes with everything you need to run the adventure, including pre-generated characters that players may use for the adventure. It also has maps that can be used with various VTTs as well.

The Tomb of Aosath Bak is also a sequel to our first Quickstart Adventure, In Search of Jafry, and the two can be played in succession.

What it contains:
  • 24 page adventure, which includes a 3 page overview of the setting, Anwyn.
  • Includes a new monster, the Vegoid, not found in the core rules!
  • 21 page PDF containing 14 pre-generated characters that can be used to play the adventure.
  • 15 page PDF overview of the Fantasy Express system for players who may not be familir with it.
  • Multiple versions of the maps for the multi-level crypt, suitable for use in Virtual Table Top (VTT) systems.




13
Fantasy Express / Quickstart now available -- more coming....
« on: March 06, 2024, 01:21:39 PM »
uploaded the Quickstart - In Search of Jarfry to DrivethruRPG this morning.

I am starting work on converting  The Tomb of Aosath Bak to get it uploaded.

Then will be starting work on the next module,  "The Wizard's Apprentice" (wizard comes into posession of a cursed book, which possesses hi apprentice - severely injuring the Wizard just after the group arrives in town. They then git hired by the Wizard and an elderly priest to go stop the apprentice (preferably saving him in the process) from summoning an unknown number of demons to Anwyn...


14


Verun, the innkeeper and apothecary. His precocious twelve year old son, Jafry, has gone missing while out searching for herbs.

You and your friends had been traveling, escorting a merchant from one town to another, and stopped for a few days in this quaint village, at the inn owned by his friend Verun.

The day after you arrive, Jafry goes out to collect herbs and never comes home. Your boss, the merchant, offers you a bonus to go find him and bring him home.



Jafry has gone missing and it is up to you to find him and bring him home safely!

This is an adventure for 4-6 starting adventurers to find and rescue the son of a local Inkeeper

This is the perfect product to introduce your players to Fantasy Express. It contains everything you need except pencils and dice!

* 14 page Adventure

* 14 Pregenerated Characters

* 15 page FX Primer, which includes a Player Cheat Sheet containing a reference of all of the rules that the players will need.

* 6 Maps - formatted for use with VTTs!

This adventure can also be used for convention play as well since it can be completed in a single session!


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