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 Post subject: Chronica Feudalis RPG
PostPosted: Fri Nov 13, 2009 3:47 am 
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Woodward
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Greetings all! For those of you who would like a very rules-lite medieval themed RPG without magic, you should take a look at the newly released Chronica Feudalis. I also just caught wind that the author is developing additional rule for manor management and generational play. CF and HW could work together nicely with a little tweaking.

Cheers,

Mark


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PostPosted: Fri Nov 13, 2009 7:11 am 
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Grand Master Silly Bugger
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Thanks for the link Tyndale...

And I thought Chronica Feudalis was the name of the disease that most about these parts seem to suffer :D

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PostPosted: Sat Dec 05, 2009 5:40 am 
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Has anyone around here actually played this game? Care to share with us how it went?

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PostPosted: Sun Dec 13, 2009 3:52 am 
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I haven't, but I don't think the different dice system if of my taste.

But I should get an eye on it.

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PostPosted: Sun Dec 20, 2009 4:40 am 
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Pity it has no magic system, otherwise this would be my rule system of choice for Harn


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PostPosted: Thu Jan 14, 2010 5:34 am 
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Someone did post a houseruled magic system online...I might be able to dig up the link at rpg.net. The creator gave it an OK, though I don't think he's going to release a "fantasy" supplement.

EDIT: 'tis just a bit down this page http://platonicsolid.blogspot.com/searc ... 20Feudalis


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PostPosted: Thu Jan 14, 2010 8:16 am 
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I hadn't known anything about the game system, but that magic-hack has me very intrigued. The game seems to be the bastard child of Savage Worlds and Heroquest. Neat. If I hadn't decided that SW was my default system of choice, I'd give this a go.

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PostPosted: Fri Jan 15, 2010 6:37 pm 
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I bought this a week or 2 ago, online pdf, very cheap. Tyndale/Mark, you should ask for a commission for bringing it to my attention.

It looks like a pretty interesting concept and pretty easy to play. It requires a lot from its players and GMs in terms of defining you character traits and personality because the definitions are one of the main mechanisms in the game for modifying dice pools. My one criticism, and note that I haven't played, is it seems to try too hard to have a unified system for everything and some things seems somewhat contrived.

I'm happy I grabbed it because it provides some interesting ideas that I want to work into harnmaster or any game for that matter - have a look at some of the unofficial stuff on the official website, the character generation ideas in particular.

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PostPosted: Sun Jan 17, 2010 3:48 am 
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Mark,
Thanks for introducing me to CH. I love the game, and I would definitely want to play in a Harn game using these rules.

Leonpoi, I had a similar reaction to you in that it struck me how it tries to do a lot with a little. Kind of a stone soup; the game is only as good as you make it by putting in your own ingredients and spices, in the form of aspects. I'm not sure this is a bad thing though. I elaborate a bit on this in my blog.

http://rpgmusings.wordpress.com/2010/01 ... -feudalis/


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PostPosted: Sun Jan 17, 2010 11:44 am 
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OK, this definitely looks interesting to check out. I'll have to see if I can find some folks to try this at the next GoPlay event.

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PostPosted: Tue Jan 19, 2010 6:39 am 
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I picked up the game, and am very intrigued. I definitely plan to run a one-off. I especially like the character generation method (always a top selling point for me). Having not owned HM1, it reminds me of the pre-game that man of the old guard speak of. I also like that NPCs can be Simple, Agents, or full blown characters. Another huge plus, is that vigor represents the ability to act within a scene, whether it is social or combat.

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PostPosted: Thu Jan 21, 2010 9:29 am 
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Knight
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Warden wrote:
Pity it has no magic system, otherwise this would be my rule system of choice for Harn


I think the magic-hack link is pretty good.

Harn mages could have the Aspect: Satia Mavari d8, with access to 3 convocations + Neutral at d6. Using the Convocation table in Shek-Pvar2 (specifically Essence) gives you clear indications of what kinds of magic you can do.

The Magic Aspect could be trained, with further requirements determined by the GM (roleplaying, raising other skills as prerequisites, etc). After Satia Mavari, the aspect could be replaced with Viran d10 (which grants access to the other 3 convocations, and neutral at d8), then Shenava d12 (Neutral at d10)

It would be in keeping with setting to let magicians spend either Ardor or Vigor to perform magic.

Tools for magic could be dirived from HM:Magic
-- None
d4 Cant & Gesture
d6 A dedicated tool of some type, specific to the convocation in question (see Jorum below)
d8 - d20: magic items.

Jorum could be treated as both a tool and as ammunition.

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PostPosted: Sat Jan 23, 2010 9:39 am 
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Woodward
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elenius wrote:
Mark,
Thanks for introducing me to CH. I love the game, and I would definitely want to play in a Harn game using these rules.

Leonpoi, I had a similar reaction to you in that it struck me how it tries to do a lot with a little. Kind of a stone soup; the game is only as good as you make it by putting in your own ingredients and spices, in the form of aspects. I'm not sure this is a bad thing though. I elaborate a bit on this in my blog.

http://rpgmusings.wordpress.com/2010/01 ... -feudalis/


Nice blog, can't believe I've only just stumbled across it. I notice that you talk about TBW too. I got that a while back too, I'm interested to see if your comments are the same as mine.

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PostPosted: Tue Jan 26, 2010 10:41 am 
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For those interested, the Chronica Feudalis PDF is included in the $20 mega-bundle from DriveThruRPG for Haitian relief. The bundle itself has close to $1500 worth of PDFs in it, most of which I won't ever use, but there are a few gems in there that definitely make it worth the price. Plus all the proceeds go towards a worthy cause.

http://rpg.drivethrustuff.com/

Cheers,
Brian

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PostPosted: Tue Jan 26, 2010 10:58 am 
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Knight
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Brénan-al-Saél wrote:
For those interested, the Chronica Feudalis PDF is included in the $20 mega-bundle from DriveThruRPG for Haitian relief. The bundle itself has close to $1500 worth of PDFs in it, most of which I won't ever use, but there are a few gems in there that definitely make it worth the price. Plus all the proceeds go towards a worthy cause.


Thanks for the tip, Brian. My wife and I had already made a donation through Medecins Sans Frontiers, but you know- you just convinced me to do the megabundle too.

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"Argent, chief embattled tenne. A coney of the field and crossed carrots proper"


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PostPosted: Sat Jan 30, 2010 12:42 am 
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Knight
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The author has just recently released an update to the game. Apparently, the passive defense rolls bothered him too. He has removed them, and trimmed the skill list by 1 from each category. For fun, I came up with a mentor list for various priests of Harn. The short skill list makes creating unique skills for each deity, especially the martial ones, difficult. I found however, that Halea's moral ambiguity is portrayed well, and makes for a satisfying skill selection. Comments?

Code:
Agrik        Command, Strike, Will
Halea        Deceive, Entice, Perform
Ilvir        Hunt, Perform, Will
Larani       Command, Strike, Will
Morgath      Deceive, Sense, Will
Naveh        Deceive, Sneak, Will
Peoni        Entice, Heal, Will
Sarajin      Command, Strike, Will
Save K'nor   Heal, Sense, Will
Siem         Perform, Sense, Will

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