Rank: Advanced Member Groups: Member
Joined: 8/14/2009 Posts: 33 Points: 99 Location: Norway
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What other setting do you think the rules of spellbound kingdoms would do well?
Me first: Star Wars.
I've got no head for mechanics, but someone with the inclination could whip up a a whole bunch of cool lightsaber fencing styles. In addition the benefits that Inspirations give would really make playing jedis a meaningful choice: You'll have to manage without love, hate and fear. People will try to awaken your passions and the sith will use them for all it is worth. As a jedi you have to seek peace and keep your emotions in check.
Other settings?
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Rank: Advanced Member Groups: Member
Joined: 5/8/2009 Posts: 128 Points: 287 Location: Michigan
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I can't really think of a fantasy/science fantasy setting that Spellbound Kingdoms wouldn't do well... As long as you are willing to twist either SK's or the setting's magic around a bit.
I'd like to write up a mini-source book for a Phantasy Star-like setting myself. I'll wait until the revised pdf comes out before doing that though.
/*~Matthew Miller~*\
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Rank: Advanced Member Groups: Member
Joined: 8/14/2009 Posts: 33 Points: 99 Location: Norway
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That is true. Some more than others though. It was just the focus on fencing styles and the importance of passions that screamed jedi to me.
But this fits other games too. Another setting that would run extremely well with the spellbound kingdoms engine is Fading Suns.
Again a focus on fencing/martial arts styles. Strong passions is very important. The organization rules and mass combat would fit the setting very well. And there are a lot of perilous occult powers.
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Rank: Administration Groups: Administration
Joined: 3/12/2008 Posts: 132 Points: 263
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Couldn't resist adding a note in here. We have played some Traveller using the SK rules this winter, and it was a lot of fun. I mentioned this over in the other forum, but in case you didn't see, our main changes were:
1. Change the various ships, legions, and mass combat units to spaceships, boarding party units, and starship trooper-type marines. The cordsmen in particular were excellent drop-troops.
2. Change the fighting style names and... that was about it. We scrapped a lot of the styles and added maybe one or two ranged styles (for FGMPs, etc.).
3. Scrap most magic but keep Hearts and Language of Stars for psionics.
4. Inspirations, reputations, histories/skills (with name changes), all work as is. Although we've simplified how the skills work (which will be reflected in the updated version).
5. We kept most classes and left it up to the player to define what that classes role is, what alchemical items became in the Traveller universe, and so on. Same thing with races.
It works well overall, I think, but it positively rocked for space battles. Of course, that's me, and I like my battles to be quick, easy to manage, but still with strategy and roleplay. If you're looking for a game where it's strategy uber alles, and a turn takes an hour, and you have to consider how to resupply your smallest units with food and fuel, then it's not going to rock. But if you're here, you already knew that... so... yeah, if you get a chance, try some space battles. Good stuff. Oh yeah - areas work on the z-axis quite easily.
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