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Dragonlords of Melnibone, How would you do it rignt?

Gomez

First Post
After reading the Failed Promises thread in the General Roleplay forum, I got to thinking. How would to put together a good d20 treatment of Elric of Melnibone. Any suggestions?
 

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Wow, that's a toughie. I really wanted to like Dragonlords..but ugh did they ever muck it up. I would totally change how they handled the summoning/binding system that's for certain. I did like the Allegiance bits though.
 

I would use True20. Skills are simpler, combats are faster, and one good hit (followed by a failed Toughness save) can wreck almost any warrior.
 


Based on what I saw in the Black Company Campaign book, and what I've heard about Thieves World, Green Ronin could do a spectacular version of Melnibone using elements of d20 Modern blended into a core of d20 Fantasy.

d20 Modern has some summoning rules that could be retasked to fit the Elric mythos.
 


Gomez said:
Green Ronin + Elric = Instant Classic!
I wonder if Chaosium still has the rights to do Melnibone stuff?

Chaosium has the rights for quite some time IIRC. They still are publishing stuff for Stormbringer.
 

I think it would take some work but using/ convert to Grim Tales would be a good fit. It would make summoning & binding a bit more dangerous. I think it also fits the mood of the books better. Just my two coppers. Maester Luwin
 

I also think that d20 Modern / Grim Tales is the way to go. Also, there needs to be a very specific system of magic, not D&D spells.

Anyway, for as much as Dragonlords of Melnibone treatment of Elric to d20 sucks, it's still playable. Just add a bunch of houserules and be a great DM, and it will become great. I fortunately found such a DM willing to play it. He has got all the Chaosium stuff (regarding Stormbringer) plus a good deal of D&D 3.5. Then, some pleasant houserules. The first session was short but promising!
 

I would define character classes based on the books, not RPGs (neither Stormbringer or D&D - in fact that would be a general design concept to come back to Moorcock's fiction instead of trying to stick to a role-playing style). This would include capacities with player choices and versatility a la MCAU/E.

I would redesign the magic system to evoke the books (and use probably Call of Cthulhu d20 as a base concept for a d20 DLoM magic system).

I would break down the feats and implement regional feat selections and feats depending on your ascendance (Melnibonean, Pan Tangian etc) and allegiance (Law, Chaos, Undecided, Grey lords for a supplement).

I would make it a playable role playing game on its own but still compatible with D&D (for instance, one would be able to take rules of allegiances, boons and curses and summoning rules to use them in D&D instead of the summoning spells in PHB).

I have more ideas about the subject, but I won't bore you with the specifics.
 

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