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Tell me your experiences with Elric!/Stormbringer...
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<blockquote data-quote="Neowolf" data-source="post: 511890" data-attributes="member: 673"><p>I haven't looked at any of the various Elric RPGs myself, but I can tell you quite a bit about the novels. I've read all of them except for 2 (Revenge of the Rose and another where Elric somehow ends up fighting in WWII (???)).</p><p></p><p>The character Elric is an anemic sorcerer/swordsman/noble from Melnibone (pronounced Mel-NI-bone-ay, there's an accent mark I couldn't type over the second E). Melniboneans are cruel, beautiful pseudohumans with powerful ties to the multiverse's magical forces. They serve the powers of Chaos (more or less the evil gods), and at the time of the Elric novels are in a sharp decline as their power in the world wanes in the face of the upstart Young Kingdoms (inhabited by humans).</p><p></p><p>The setting is truly awe-inspiring, and I'm very tempted to run a D20 homebrew game there myself. The biggest roadblock to doing that, however, is that you'd have to almost totally scrap D&D's magic system and rebuild it from the ground up in order to have it fit the setting. From what I remember of the books, Moorcock's magic didn't often immediately and painlessly produce impressive results. Elric might be able to summon a wind elemental to push the sails of a ship along, but it usually took him several minutes of pleading with it in the elemental's own language (which to the untrained observer would probably sound like an ear-splitting wail). Magic also almost always left the caster drained and exhausted afterwards, I doubt even a very high level mage would be able to perform more than one or <em>maybe</em> two summonings per day.</p><p></p><p>Once again, I can't comment on how the existing RPGs handle this, but it seems like it would be pretty difficult to quantify.</p></blockquote><p></p>
[QUOTE="Neowolf, post: 511890, member: 673"] I haven't looked at any of the various Elric RPGs myself, but I can tell you quite a bit about the novels. I've read all of them except for 2 (Revenge of the Rose and another where Elric somehow ends up fighting in WWII (???)). The character Elric is an anemic sorcerer/swordsman/noble from Melnibone (pronounced Mel-NI-bone-ay, there's an accent mark I couldn't type over the second E). Melniboneans are cruel, beautiful pseudohumans with powerful ties to the multiverse's magical forces. They serve the powers of Chaos (more or less the evil gods), and at the time of the Elric novels are in a sharp decline as their power in the world wanes in the face of the upstart Young Kingdoms (inhabited by humans). The setting is truly awe-inspiring, and I'm very tempted to run a D20 homebrew game there myself. The biggest roadblock to doing that, however, is that you'd have to almost totally scrap D&D's magic system and rebuild it from the ground up in order to have it fit the setting. From what I remember of the books, Moorcock's magic didn't often immediately and painlessly produce impressive results. Elric might be able to summon a wind elemental to push the sails of a ship along, but it usually took him several minutes of pleading with it in the elemental's own language (which to the untrained observer would probably sound like an ear-splitting wail). Magic also almost always left the caster drained and exhausted afterwards, I doubt even a very high level mage would be able to perform more than one or [I]maybe[/I] two summonings per day. Once again, I can't comment on how the existing RPGs handle this, but it seems like it would be pretty difficult to quantify. [/QUOTE]
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