[Grim Tales] Combining Mythic Earth EoM with GT...

Flynn

First Post
Good Morning, All,

I recently acquired Mythic Earth from EN Publishing's Elements of Magic series, and I am greatly impressed with its flexibility and design. I think it has a lot of potential for a Grim Tales campaign, and am currently considering what I can do to bring it into GT without hurting GT's approach to low magic, high adventure. Magic can only be learned by taking ranks in spellcasting skills, which can only be accessed by someone who takes a magical tradition feat. Spells above your normal capacity to cast (i.e. requires more ranks than you have) cause spell burn (1d4 per 2 ranks, applied first to Str and then to Con.)

The author recognizes Grim Tales as a source of inspiration, and so the flavor seems pretty solid. There's even a boxed text for Grim Magic, which perhaps was inspired by GT and added for possible GT conversions. Using many of those suggestions seems to be a great place to start. Assuming a spellcasting base DC of 12+spell level, I'd add in the No Spontaneous Magic, Draining Magic and Magical Places options found in the Grim Magic boxed text.

Many of the more cinematic or "high magic" abilities require Craft Points, which are gained from expending action points (one action point equals ten times your current level in craft points). However, if you are playing in a GT game with one skull ratings, action points are renewed each session, so I'd daresay that I'd want to fall back on the notes in the D20 Fantasy section on replacing CPs with XP costs of the same value.

I haven't absorbed the Mythic Earth material in its entirety as yet, but I really like what I've read of it so far. Has any other GT fan read the material? And if so, what do you think about running a GT campaign using that system?

With Regards,
Flynn
 

log in or register to remove this ad


Turanil said:
It looks interesting. I would probably buy this PDF if my credit card wasn't blocked when trying to order online... :(

It's blocked from the new ENWorld Gamestore as well?
 

Henry said:
It's blocked from the new ENWorld Gamestore as well?
Everything online that's based in the US. Nobody is able to tell me why, the bank doesn't care / is incompetent (I won't change of bank just because of that however). So I can't buy anymore from RPGnow or Amazon.com. :(
 

Turanil said:
Everything online that's based in the US. Nobody is able to tell me why, the bank doesn't care / is incompetent (I won't change of bank just because of that however). So I can't buy anymore from RPGnow or Amazon.com. :(
Can you get a PayPal account? I know it sounds like a hassle but really it's not.
 

Turanil said:
It looks interesting. I would probably buy this PDF if my credit card wasn't blocked when trying to order online... :(

That's all you have to say. Just send me an email, I'll send you a copy, and if we ever meet at GenCon buy me a soda or something. Sound good?

I certainly wanted to try to make Mythic Earth fit with Grim Tales, because in general I think GT does a better job handling the sort of modern games I'd like to run than d20 Modern does. The problem was, I hit a period of financial trouble and had to sell my copy, so most of my efforts to get the systems to work together were from memory or from people discussing the rules on these boards.

Depending on how 'Grim' you want your game to be, you might only allow the alternative methods of creating items -- HP, skill point, and ability score sacrifice; monetary offering; and soul sacrifice -- but you mentioned one skull, so you're probably going for a more heroic game. In that sort of game, I'd recommend making magic item creation heroic too. Have the group go try to get the necessary components to make the items (works like a monetary offering, but with more flavor, and possibly a somewhat less steep cost). It wouldn't work for minor items -- the cost/benefit thing wouldn't be worth it -- but if you're playing a Grim Tales game, you'd probably only want to have a very small number of items. Questing so that you can make them (or to find a book that provides the occult lore to make them, etc.) should be a perfect fit.
 

EditorBFG said:
Can you get a PayPal account? I know it sounds like a hassle but really it's not.
I (and others I know) have found that it's more of a hassle if you don't live in the U.S. :(
This whole internet e-commerce thing doesn't work nearly as well for the rest of us.
 

I'm going to be starting a campaign soon that's a crazy mishmash of Treasure Planet, Warhammer 40K, Warhammer Fantasy, Dragonstar, Dune, Iron Kingdoms, Louis L'amour, and a bunch of other stuff. I'm using Grim Tales with Mythic Earth magic and Perpetrated Press's Arsenal and Factory. I'm using a modded PotSM for ship-to-ship combat.

Only vaguely topical, but hey, I'm excited :)
 

Hi, RangerWickett!

RangerWickett said:
I certainly wanted to try to make Mythic Earth fit with Grim Tales, because in general I think GT does a better job handling the sort of modern games I'd like to run than d20 Modern does. The problem was, I hit a period of financial trouble and had to sell my copy, so most of my efforts to get the systems to work together were from memory or from people discussing the rules on these boards.

It is very cool to hear from the actual author of this fine PDF product. Thank you for your reply to my post. :)

As an FYI, Bad Axe Games is working on a Grim Tales SRD that is currently planned to be posted to the Internet by the end of 2005. While it will focus primarily on character creation, I think, it may help you in future endeavors until you are able to reacquire a copy of the GT rules again.

RangerWickett said:
Depending on how 'Grim' you want your game to be, you might only allow the alternative methods of creating items -- HP, skill point, and ability score sacrifice; monetary offering; and soul sacrifice -- but you mentioned one skull, so you're probably going for a more heroic game. In that sort of game, I'd recommend making magic item creation heroic too. Have the group go try to get the necessary components to make the items (works like a monetary offering, but with more flavor, and possibly a somewhat less steep cost). It wouldn't work for minor items -- the cost/benefit thing wouldn't be worth it -- but if you're playing a Grim Tales game, you'd probably only want to have a very small number of items. Questing so that you can make them (or to find a book that provides the occult lore to make them, etc.) should be a perfect fit.

I am going to run a one skull game for the heroic combat aspects. It fits the planetary romance/sword and planet genre better than a grim and gritty application of GT. I still want magic to be rare and difficult. I think I will use your advice on the magic item creation, allowing only the alternative methods of creating items, particularly those that lend themselves to cool adventuring potential. I really enjoyed the Items of Merit and Magical Places suggestions. Very nice, very nice indeed. It will allow some great flavor for the upcoming campaign.

With Thanks For All Your Hard Work,
Flynn
 

John Q. Mayhem said:
I'm going to be starting a campaign soon that's a crazy mishmash of Treasure Planet, Warhammer 40K, Warhammer Fantasy, Dragonstar, Dune, Iron Kingdoms, Louis L'amour, and a bunch of other stuff. I'm using Grim Tales with Mythic Earth magic and Perpetrated Press's Arsenal and Factory. I'm using a modded PotSM for ship-to-ship combat.

Only vaguely topical, but hey, I'm excited :)

Mr. Mayhem,

Please feel free to share your thoughts on how you are going to integrate GT with ME magic. I'd love to hear what your thoughts are on the subject.

With Thanks,
Flynn
 

Remove ads

Top