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Adapting the Thomas Covenant setting
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<blockquote data-quote="The Shadow" data-source="post: 8923845" data-attributes="member: 16760"><p>Inspired by the <a href="http://What Licensed RPG Do You Wish Existed But Doesn't?" target="_blank">What Licensed RPG Do You Wish Existed But Doesn't?</a> thread. </p><p></p><p>I think this setting has tons of potential, in multiple different eras, but adapting it could be a challenge.</p><p></p><p>One headache is that the actual abilities of Lords, Gravelingases, Hirebrands and so on are kind of murky.</p><p></p><p>To take the Lords as examples, sure, they can produce Lordsfire and erect Forbiddings; they can also protect to some extent from the magics of ur-viles and so on. But the other stuff they do seems really situational and ritualized. (For further fun, what Lords can accomplish depends quite on lot on the era - how many Wards of Kevin's Lore are available. During Kevin's era, or before the Sunbane, there's no telling.)</p><p></p><p>Gravelingases can repair pottery, predict the weather, and in extreme cases control it briefly. Probably they can do other things with stone, but who knows? We know even less about what Hirebrands can do. Then there's the Unfettered, who are just plain all over the place!</p><p></p><p>Finally, outside the Land you've got guys like Kasreyn who seem more like traditional wizards - though again, tending heavily toward rituals and enchanting. </p><p></p><p>What this is saying to me is that a magic system like that from any version of D&D is Right Out. Probably we want something more free-form and themed. But what? Fate could maybe work? Any other ideas?</p></blockquote><p></p>
[QUOTE="The Shadow, post: 8923845, member: 16760"] Inspired by the [url]What Licensed RPG Do You Wish Existed But Doesn't?[/url] thread. I think this setting has tons of potential, in multiple different eras, but adapting it could be a challenge. One headache is that the actual abilities of Lords, Gravelingases, Hirebrands and so on are kind of murky. To take the Lords as examples, sure, they can produce Lordsfire and erect Forbiddings; they can also protect to some extent from the magics of ur-viles and so on. But the other stuff they do seems really situational and ritualized. (For further fun, what Lords can accomplish depends quite on lot on the era - how many Wards of Kevin's Lore are available. During Kevin's era, or before the Sunbane, there's no telling.) Gravelingases can repair pottery, predict the weather, and in extreme cases control it briefly. Probably they can do other things with stone, but who knows? We know even less about what Hirebrands can do. Then there's the Unfettered, who are just plain all over the place! Finally, outside the Land you've got guys like Kasreyn who seem more like traditional wizards - though again, tending heavily toward rituals and enchanting. What this is saying to me is that a magic system like that from any version of D&D is Right Out. Probably we want something more free-form and themed. But what? Fate could maybe work? Any other ideas? [/QUOTE]
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