Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
May 25, 2013, 05:43:31 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Community
| |-+  License to Improvise
| | |-+  Birthright Conversion for Fantasy Craft
« previous next »
Pages: [1] 2 Go Down Print
Author Topic: Birthright Conversion for Fantasy Craft  (Read 1251 times)
Bill Whitmore
Mastermind
Control
*****
Posts: 2163


Woot, I got a new hat! :P


View Profile
« on: July 15, 2010, 11:23:53 PM »

I have been working on a Birthright campaign that I will be running in the near future using Fantasy Craft.  I have done quite a bit of work on conversion, though it is by no means complete.  I have decided to post what I have done so far for others to use and peruse.  As I make updates, I will keep a revision history here, in the first post.  I am also going to reserve the next 4 posts to be used for this project.

July 15th:  First posting.



Things that need to be done:
Gods:  I need skills for all of them.  Also, my goal is to have 5 paths for Greater gods, 4 paths for Intermediate Gods, 3 paths for Lesser Gods and 2 paths for Demigods.

Races: Mainly design work on the Halfling.  I need some touch-up work on the Halfling build and I want to put together a couple of heritage feats that extend the Shadow abilities of the Halflings.

Scions:  I still need to convert over the Blood Abilities available to Scions.  I am thinking of using a point system where Minor powers cost 1, Major powers cost 2 and Greater powers cost 3.  Then there will be a Heritage feats which gives them 3 points they may spend on Blood Abilities, up to some maximum based on Bloodline Strength.

Limited Magic: This is pretty straightforward and should work as-is.  There may be some tweaking required to reflect the unrestricted access to Illusion and Divination magic that mages in Cerilia usually enjoy while tightening up on the lack of magic from other schools.

Source Magic: Access to Source holdings making magic either easier or harder to use is always something I wanted to include and Fantasy Craft made it so easy to incorporate.

War of Nations:  This is where most of the work is required, yet.  This is at once extremely difficult and surprisingly easy.  The realm control system used in Birthright is largely independent of the core RPG system and so it ports over largely unchecked.  However, it is also the biggest part of the system and there are a few surprises mixed in which requires me to basically go over the system with a fine-toothed comb to find cracks that may make the whole thing explode.
« Last Edit: July 30, 2010, 05:57:28 PM by Bill Whitmore » Logged

Don't follow your passion.  Take it with you.

ALL HAIL THE FLYING SPAGHETTI MONSTER!   Ramen.
Bill Whitmore
Mastermind
Control
*****
Posts: 2163


Woot, I got a new hat! :P


View Profile
« Reply #1 on: July 15, 2010, 11:24:05 PM »

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)
« Last Edit: July 15, 2010, 11:45:26 PM by Bill Whitmore » Logged

Don't follow your passion.  Take it with you.

ALL HAIL THE FLYING SPAGHETTI MONSTER!   Ramen.
Bill Whitmore
Mastermind
Control
*****
Posts: 2163


Woot, I got a new hat! :P


View Profile
« Reply #2 on: July 15, 2010, 11:24:11 PM »

<Reserved>
Logged

Don't follow your passion.  Take it with you.

ALL HAIL THE FLYING SPAGHETTI MONSTER!   Ramen.
Bill Whitmore
Mastermind
Control
*****
Posts: 2163


Woot, I got a new hat! :P


View Profile
« Reply #3 on: July 15, 2010, 11:24:31 PM »

<Reserved>
Logged

Don't follow your passion.  Take it with you.

ALL HAIL THE FLYING SPAGHETTI MONSTER!   Ramen.
Bill Whitmore
Mastermind
Control
*****
Posts: 2163


Woot, I got a new hat! :P


View Profile
« Reply #4 on: July 15, 2010, 11:24:43 PM »

<Reserved>
Logged

Don't follow your passion.  Take it with you.

ALL HAIL THE FLYING SPAGHETTI MONSTER!   Ramen.
Bill Whitmore
Mastermind
Control
*****
Posts: 2163


Woot, I got a new hat! :P


View Profile
« Reply #5 on: July 15, 2010, 11:46:59 PM »

Ok, I am done setting this up for the moment.  If anyone has any comments, complaints, suggestions or ideas, I would love to hear them.

I'll update these posts as I fill in the details.
Logged

Don't follow your passion.  Take it with you.

ALL HAIL THE FLYING SPAGHETTI MONSTER!   Ramen.
TheAuldGrump
Control
******
Posts: 3180


Because The Cat Told Me To...


View Profile
« Reply #6 on: July 16, 2010, 01:59:14 AM »

A quick question - will you be incorporating gunpowder weapons? While not in the core setting material there was a Dragon article that proposed making cannon, etc.. an integral part of the setting, which fit, given the rest of the setting material.

I will admit that the realm management portion of the game was my favorite.... Smiley

The Auld Grump, somehow one of the most hated NPCs always ended up being integral to the various schemes going on. Including a scene where every single PC (and a few NPCs) bribed him to do what he was planning to do anyway! (Gods, I loved that scene.. it was like Christmas!)
Logged

I don't know how the story ends...
But I do know what happens next.
Bill Whitmore
Mastermind
Control
*****
Posts: 2163


Woot, I got a new hat! :P


View Profile
« Reply #7 on: July 16, 2010, 02:16:23 AM »

I hadn't seen the Dragon article about that.  I wonder if I can find it anywhere.

Anyways, as of right now, I don't have any plans to incorporate cannons into the game for a couple reasons.  First, it isn't part of the core setting that I am using as the basis for my conversion.  And second, I don't have any rules for using cannons in the system and there is enough work in doing the straight conversion at the moment to keep me busy for a while.

That said, part of the reason I am doing this is that I am interested in making the the kingdom management portion of the rules generic enough to be able to use with a different setting at a later date.  Being able to add cannons to that would be all kinds of awesome sauce.

I already have ideas for other types of holdings; spy networks, educational, entertainment, etc.  Imagine being able to say that you now control 80% of the Schools and Universities of your rival nation, that you have a network of spies spread across the land, or that the band of troubadours traipsing across the land generally report what they see back to you and seem to disparage the current lord with song, dance and plays.

See, there I go again.

I figured I should use what I have to get a core system up and running first. Tongue
Logged

Don't follow your passion.  Take it with you.

ALL HAIL THE FLYING SPAGHETTI MONSTER!   Ramen.
TheAuldGrump
Control
******
Posts: 3180


Because The Cat Told Me To...


View Profile
« Reply #8 on: July 16, 2010, 10:27:42 AM »

I hadn't seen the Dragon article about that.  I wonder if I can find it anywhere.

Anyways, as of right now, I don't have any plans to incorporate cannons into the game for a couple reasons.  First, it isn't part of the core setting that I am using as the basis for my conversion.  And second, I don't have any rules for using cannons in the system and there is enough work in doing the straight conversion at the moment to keep me busy for a while.

That said, part of the reason I am doing this is that I am interested in making the the kingdom management portion of the rules generic enough to be able to use with a different setting at a later date.  Being able to add cannons to that would be all kinds of awesome sauce.

I already have ideas for other types of holdings; spy networks, educational, entertainment, etc.  Imagine being able to say that you now control 80% of the Schools and Universities of your rival nation, that you have a network of spies spread across the land, or that the band of troubadours traipsing across the land generally report what they see back to you and seem to disparage the current lord with song, dance and plays.

See, there I go again.

I figured I should use what I have to get a core system up and running first. Tongue
I believe that the rules, and the cards, were both in that Dragon Article. I am going to have to check a box that is currently in storage - all my Birthright stuff is in it, including the Dragon articles.

The Auld Grump
Logged

I don't know how the story ends...
But I do know what happens next.
Bill Whitmore
Mastermind
Control
*****
Posts: 2163


Woot, I got a new hat! :P


View Profile
« Reply #9 on: July 19, 2010, 05:26:27 PM »

I believe that the rules, and the cards, were both in that Dragon Article. I am going to have to check a box that is currently in storage - all my Birthright stuff is in it, including the Dragon articles.

The Auld Grump

Thanks for pointing me to that article, Grump.

Now I am quite inclined to include cannons in my Birthright game.  With the information from the Dragon article and the fact that the core Feudal era rules in FC includes some rudimentary black powder weapons, I have everything I need to add it in with minimal work.
Logged

Don't follow your passion.  Take it with you.

ALL HAIL THE FLYING SPAGHETTI MONSTER!   Ramen.
Catodon
Control
******
Posts: 1906



View Profile WWW
« Reply #10 on: July 20, 2010, 06:38:16 AM »

Have you played a few sessions yet?
How does the non-scaling NPC's play out any kinks?
Logged

"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Bill Whitmore
Mastermind
Control
*****
Posts: 2163


Woot, I got a new hat! :P


View Profile
« Reply #11 on: July 20, 2010, 02:20:28 PM »

We haven't actually started yet.  We are still making characters and it will be a couple weeks before we begin.

The primary reason I am using Non-scaling NPCs is to simulate the array of low, mid, high and vast power of the opposing regents.  If you are not familiar with Birthright, there are several ancient, evil and incredibly powerful beings that rule some of the realms.  My players are the kinds of people who would march into their realm with an army and challenge them on Day 1 since Fantasy Craft normally scales all encounters.  I just wanted to make clear up front that this would be a Bad Idea (tm).
Logged

Don't follow your passion.  Take it with you.

ALL HAIL THE FLYING SPAGHETTI MONSTER!   Ramen.
Catodon
Control
******
Posts: 1906



View Profile WWW
« Reply #12 on: July 20, 2010, 03:56:35 PM »

The scaleing of encounters seems wierd to me. As the PCs grow the rest of the world gets more potent. I don't think even fictional sources work like that. Seems weird. Then again an rpg is not life and not a film or novel so will develop its own features. THoughts?
How about using non-scaling for armies? Hordes of goblins and the like.
Anyway, let me know how it plays.
Logged

"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Krensky
Control
******
Posts: 6431


WWTWD?


View Profile
« Reply #13 on: July 20, 2010, 04:23:00 PM »

When you're using scaling NPCs and challenges, it changes the context of leveling up
in the game.

With non-scaling NPCs and challenges, when the PCs level up the become quantitatively stronger.

With scaling, when they level up they become slightly more powerful, because PC numbers go up faster then NPC numbers or the challenge DCs, but it should be seen more as the PCs becoming more capable then more powerful. Their effective numbers don't rise as fast, but they do become more capable, with more ways of using those numbers.
Logged

We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von Braun
Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
TheAuldGrump
Control
******
Posts: 3180


Because The Cat Told Me To...


View Profile
« Reply #14 on: July 26, 2010, 09:16:50 PM »

The scaleing of encounters seems wierd to me. As the PCs grow the rest of the world gets more potent. I don't think even fictional sources work like that. Seems weird. Then again an rpg is not life and not a film or novel so will develop its own features. THoughts?
How about using non-scaling for armies? Hordes of goblins and the like.
Anyway, let me know how it plays.
I might use a hybrid - major characters are at a fixed level, or have several points of the Veteran quality. Minor characters are done as normal. Taking on the Gorgon should always be a bad idea. (Though the PCs in my 2e game did manage to really mess up the Spider.)

War I would be inclined to treat as a Dramatic Conflict or a complex series of tasks.

The Auld Grump
Logged

I don't know how the story ends...
But I do know what happens next.
Pages: [1] 2 Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!