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matt jackson
A society’s first line of defense is not the law but customs, traditions, and moral values. Gæð a wyrd swa hio scel.
A society’s first line of defense is not the law but customs, traditions, and moral values. Gæð a wyrd swa hio scel.

matt's posts

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Really good stuff here, especially from a Learning to GM point of view. Plus the author is damn funny.

For discussion. Probably more for OSR games because 5e already made MUs more powerful (I'm looking at you combat cantrips.)

This morning I came across as passage on a web page and it got me thinking about magic-users:
Moldvay's magic-users get one spell at 1st level and have to find more in play.

I never really played Moldvay having grown up on Mentzer so I was never exposed to this thought before. Sure, MUs acquired new magic either from finding scrolls and spellbooks, purchasing, or swapping with other MUs they encounter. If that is a mitigating fact in the GMs toolbox to limit new spells, why do we then limit them by the number they can cast a day?

This is probably blasphemous but what about putting the power of limiting the casting ability back on the GM? For example:
An MU can cast any spell he can learn. When he encounters a new spell, say a scroll, he needs to check to see if he is able to understand and learn the spell. If successful, that is added to his 'list'. Get rid of the memorization bullshit. He cast cast any spell in his list any number of times.

Yes, this would of course raise the MU's power but a GM would still be fully in control of that because he awards that treasure to the players. Give them Read Magic, Darkness, Mage Armor, etc spells rather than a bunch of battlefield-leveling spells. I guess from a certain point of view this reduces the wonder of magic by allowing the MU to cast a shitton of spells per day.

Anyway, this is came to mind over coffee this morning. Thoughts?

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Don't watch if you have not seen Rogue One yet (what? really??) but this is pretty interesting. Plus, he actually DID steal the Death Star plans. Hilarious!

I'm sitting here watching​ Rogue One and I'm sad because I know the next Star Wars film I see will have Kylo in it.

I have been thinking about setting and adventures for Maze Rats lately and a good deal of this thought went to how to organize the information in a presentable, and logical, way. I am curious other people's thoughts on how others are approaching this task.

I had a thought to use a format used in the Black hack adventure "The Ruined Tower Of Xenopus" that goes something like this:

F - Cramped Musty Study
Large Southern Door > Unlocked.
Northern Door > Unlocked.
Workbench in southwest corner > 50% chance Wizard will drop his magic scroll (levitation) on here when escaping.
Wizard busy at workbench > (4 HD) Will direct the Charmed Smuggler to attack and attempt to escape via Secret door behind him, using the Lock spell to secure his escape.
Charmed Smuggler> (2 HD Capability 10), +1 Sword, Jeweled belt worth 2d10 coins.
Discoloured bricks behind workbench > Secret door that slides open.

The idea is that every thing in bold is readily visible as you enter the area. Everything after the > is visible once you look a little further, investigate, etc. I really like how it easily presents the information a GM would need in an area in a quick glance.

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The Eviecer Monolith from last night's game. I probably did a poor example of describing it on account of the amount of hard cider I had imbibed.

The last known measurement of the Monolith's length was exactly 81,417 meters long by 18,594 meters tall and 22,295 meters wide. Given that sections regularly fall off or are added to it's bulk, these numbers are widely disputed.

+Alessandro Bertolucci+Tim Shorts​

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Ran a session of Maze Rats last night with +Alessandro Bertolucci​ and +Tim Shorts​ in my nutty The Eviecer Monolith setting. I had a great time, drank a bit too much, now I realize I was a bit too railroady, plus didn't test out the rules to much, but great fun was had so I think it turned out ok.

For full effect though, I think I need random tables for the setting to come alive as I imagine it! The place is odd and unique and the random takes didn't would work very well I think.

What I did get from Maze Rats was what I want from a rule set. Quick and easy to understand character creation and rules that are there when you need them otherwise you can just ignore them. Getting comfortable with the if it makes sense and is reasonable and there is no danger, just let them do it is harder to do than it looks.

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For me this is the 'line in the sand' for determination if a game is old school or not. The thing is, it isn't a certain set of rules, the year the rules were published, or if Gary wrote the game. It represents how I played when I first encountered role-playing games. It is more of a theory of how the game is played. Player skill is much more important than any number and what it represents on the character sheet.

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Spice up your gaming lodge.
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