Thief, the Dark Project, the RPG?

By the way, and this is somewhat offtopic, those people who wanted to like Thief3 but just couldn't really, should check out the recently released Minimalist Project modification. It returns many of the features that were present in the old games but were removed - and makes the playing experience much more challenging. I just installed it today and I am starting to really love it.
 

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GlassJaw said:
Do you have a copy of that version? I would much like to take a look. As far as hp's go...eh. Even though you have a life meter in Thief, the whole point is to not get into melee combat. I think a non-hp system would reward and emulate that style of play.
I sure do. If y'gimme an email addy, and can accept files, I'd be glad to route it on over to you.



Alignment?!?! Bah, I say, BAH!

I definitely wouldn't use alignment in a campaign like this. The great thing about it is that even though there are distinctive factions, you never know where anyone's true allegiance lies. The Builders seem like a very lawful group but there are certainly members that have their own motivations. Some are good, some are certainly evil and probably not even lawful. It's obviouls that the Builders are a lawful organization and the Pagans are chaotic. But their "alignment" is only defined by the organization. Moral ambiguity is one of the attractions to the Thief world IMO.

Even Garrick himself is better without trying to figure out his alignment. He's just....Garrick. 'Nuff said.
I don't view alignment the same way as most, I suppose. To me, alignment is not how you act, but more the like the aliegence system in d20 Modern. If you're strongly Lawfully Aligned, you take on the Lawful subtype, and can be effected by Law/Chaos spells. The Order of the Hammer, for instance, would have enough members with the Lawful alignment that investing in a spell/item that dealt damage to all non-lawful critters in an area would be worthwhile. I don't view Alignment as something you can detect with low level magic, but somethign that modifies what magics you use and what magics effect you. I suppose I shouldcome up with a different name for it... I'm all about moral ambiguity, and I firmly believe that using traditional Dnd alignments in a thief game would simply render most people evil, and not be terribly useful after that. So, I'm throwing out the DnD magic system and the DnD alignment systems entirely, and building up from scratch.



Another reason why I like Grim Tales. For this style of game, I don't want "tons" of classes - I want options. I like you lose some of the mystique of the setting as soon as everyone within it is defined by a class and set of abilities. Grim Tales gives you an infinite number of combinations and you are only limited by your concept. I also don't want the feel of the game to get bogged down with mechanics.
I'm not very familiar with Grim tales, so I can't say one way or the other, here. you make a good point, and I agree thatthe DnD core classes are too restrictive for a thief game. I mentioned the Ultimate classes (I'll link to them eventually, I promise) because they have many different paths you can go with to get your class abilities. It's very useful to promote diversity even with a greatly reduced number of classes to choose from.



Again, I probably wouldn't. The organization a character or NPC belongs to should be the sole descriptor of someone's abilities. The members of the various organizations vary greatly within each. Why should each Builder have the same prestige class? Again, as soon as each Builder or Pagan gets reduced to a prestige class, some of the shadows get lifted off the setting.
A note on Prestige Classes.. I really do look at them more like Advanced classes from d20 Modern. 95% of the classes I make are 5 level classes, so you can easily finish 3 of them throuought your pre-epic career. I also don't think that PrC's should be tied to a group or faction either. I prever very generic PrC's that are based upon specialization of a task rather than a class that a group sponsors (with the exception of the Keepers, whom I'm still making a few PrC's for) . I don't want each group to be defined by it's PrC's, I want each group to have members of many different PrC's, because each group is made up of specialists in certain fields. Hell, I'll bet even the Hammers have Rogue-like characters to carry out the Builder's will in places where a common brother could not go... Hammer Assassin.. Now there's a wickedly evil idea..

I agree though that the magic system will have to be handled with care. I don't spell burn is necessarily a requirement but has to be extremely rare, limited, and difficult to learn. Most magic is certainly tied to items though. It's very rare that someone uses magic unaided.

I'd almost go so far as to eliminate actual spells completely. When magic is used in Thief, it has a much more "earthy" quality to it. They are more like magical "effects" rather than actual spells (although you could certainly translate existing spells to accomplish this).
In the Magic department, again, I'm going with EoM. It's very Element-based, which is a recurring theme in the Thief series. It can cover all the different types of Magic with it's rules (Divine magic from the Builder or Trickster, Arcane magic from the Elements fro the Hand Brotherhood, Necromancy from the Eye and Undead, Glyph magic from the Keepers, and anything else I can think of that I'd want to add). It uses spell lists instead of specific spells, so you can build a new spell based upon it's game rules effect, adding in whatever fluff you'd like. Very versatile, and if I keep it behind the scenes, the Players will never know what's going on.

I think that the feel of the game needs to be expressed through the characters more than the players. I'm playing with people who can seperate "You take 3d6 points of Law damage," and "as the Hammerite priest clutches his hammer rosary and calls upon the Builder to smite the heretic, sending a ghostly hammer flying through the air to strike your shoulder as you dive for cover." However, if you think you know another way to do it, please share.

- Kemrain the [Evil]
 

Melan said:
By the way, and this is somewhat offtopic, those people who wanted to like Thief3 but just couldn't really, should check out the recently released Minimalist Project modification. It returns many of the features that were present in the old games but were removed - and makes the playing experience much more challenging. I just installed it today and I am starting to really love it.
I was appreciative of the TTLG modding community who helped me custom configure my TDS game to the way I wanted it. I might take a look at this one, given that I'm gonna have to start playing the Thief games a lot more, forresearch and such.

Thanks.

- Kemrain the Amature Modder.
 

If y'gimme an email addy, and can accept files, I'd be glad to route it on over to you.

chris7476 at yahoo dot com

To me, alignment is not how you act, but more the like the aliegence system in d20 Modern. If you're strongly Lawfully Aligned, you take on the Lawful subtype, and can be effected by Law/Chaos spells.

Ok, the allegiance system I can buy. That's quite different from alignment. I'm not sure I would add a subtype though. That seems a little much. I wouldn't use any alignment-based magic at all. Again, I'm a firm believer that any kind of finite moral description is not what the setting is about. Even those with strong allegiances can have extremely different motivations, goals, beliefs, etc.

I'm not very familiar with Grim tales

Well what are you waiting for?! Seriously, it's a great book and even if you never use it, it will certainly change your perspective when trying to adapt a low-magic setting to d20.

I really do look at them more like Advanced classes from d20 Modern

For the record, Wulf is extremely opposed to the concept of advanced classes, and I tend to agree. As long as their enough talent options for the base classes, they aren't needed (the GT core classes go to 20).

In the Magic department, again, I'm going with EoM. It's very Element-based, which is a recurring theme in the Thief series. It can cover all the different types of Magic with it's rules

This sounds like it would work well. *adds to list* :)
 

Melan said:
By the way, and this is somewhat offtopic, those people who wanted to like Thief3 but just couldn't really, should check out the recently released Minimalist Project modification. It returns many of the features that were present in the old games but were removed - and makes the playing experience much more challenging. I just installed it today and I am starting to really love it.

Thanks for the pointer Melan :D
 

I'll send the GnG 3.3 rules out when I get home from work and have access to the pdf.
GlassJaw said:
Ok, the allegiance system I can buy. That's quite different from alignment. I'm not sure I would add a subtype though. That seems a little much. I wouldn't use any alignment-based magic at all. Again, I'm a firm believer that any kind of finite moral description is not what the setting is about. Even those with strong allegiances can have extremely different motivations, goals, beliefs, etc.
I agree with you that a finite moral description is a bad idea. I must not be explaining myself terribly well. Type and Subtype have nothing at all to do with your morality, merely the type of spells that will effect you. I assume that everyone has the Balance subtype until shown otherwise bytheir alliegences and actions. To get the Lawful subtype from the Builder, you need to show your devotion, and all it will get you is healed by Heal Law and not harmed by Evoke Law. Type, in this instance, is merely a reference for spells, and has nothing to do with morality.

Actually, it has more to do with Ethics than Morality, as Thief is a Law vs. Chaos setting more than it's ever been a Good vs. Evil setting. I suspect that this is just a taste issue, so I won't get myself in a bind over it.
You said:
Well what are you waiting for?! Seriously, it's a great book and even if you never use it, it will certainly change your perspective when trying to adapt a low-magic setting to d20.
Well, my paycheck, for one.. I'm poor, and I don't feel comfortable buying a book I haven't looked at extensively. You're excited about it, but nearly everything I've heard about it turns me off. Grim Tales sounds a lot like d20 Modern done in fantasy, and that's not a plus for me. I don't like the d20 Modern implimentation of Action Points (getting them once per level makes my skin crawl) and I don't really like the talent trees of the base classes. I don't think the book would be right for me, even if it did have a lot of good info, because the system isn't up my dark alley and I just don't have the funds to buy books I wouldn't utelize heavily.

- Kemrain the At Work.
 

darkelfo said:
That could work, but it need not be so limited.

Actually, I would prefer a limited focus game. It would make it easier for both the DM and player: "In this game you're a thief attempting to accumulate gold and information (to sell for more gold)." I've got enough "wide open" games -- I'd like one that has a clear goal. Maybe a campaign designed for 6 to 10 parts rather than a mini-game.
 

I'll send the GnG 3.3 rules out when I get home from work and have access to the pdf.

Cool. I thought you forgot about this thread!

Type and Subtype have nothing at all to do with your morality, merely the type of
spells that will effect you.

I understand that but I guess I might not be very clear myself either. The magic in Thief overall is VERY limited. IMO, there isn't any alignment-based magic at all and I don't think it really fits. By adding a subtype, regardless of what it actually means is categorizing the various organizations. I just don't want to do that. Law and Chaos are extremely important topics in the game but that's where they should end. I don't want them spilling over into actual mechanics. When that happens, I think part of allure of the setting is lost.

Actually, it has more to do with Ethics than Morality, as Thief is a Law vs. Chaos setting more than it's ever been a Good vs. Evil setting.

I completely agree. I just question whether they need to factor into the magic itself. It's more of a belief system for each faction than anything else.

Most of the "magic" is in the devices and machines. Very few of the Hammerites/Builders cast spells - same goes for the pagans. If anything, it's just some simple energy ray/magic missile-type effects.

I don't like the d20 Modern implimentation of Action Points

The AP system in GT is significantly different than d20 Modern. The GT AP system is worth the price of admission alone.

I don't really like the talent trees of the base classes

Well I suppose that is a personal preference but it's the first book I turn to when I start putting together a low-magic campaign. Again, I don't think having specific core classes for a Thief setting is the best option. The Builders for example aren't really clerics and they aren't really paladins. Some are probably just plain fighters. Having a generic class/talent system would work really well.
 


Falkus said:
Not quite true. Viktoria comes to mind.
Yeah. She's a good example of a caster. Very rare, and obscenely powerful, but with specific limitations and a defined power source.

Don't forget the Hand Brotherhood in Thief Gold.. They were all Wizards of some sort or another.

- Kemrian the Magical.
 

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