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Ravenloft Coming Back To WotC.

Started by Knightcrawler, March 08, 2006, 03:52:35 PM

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Sojourner Judas

Quote from: DackeI'm not an expert on the subject, but wouldn't you want at least GURPS Magic as well. As I recall, the spells in the core books don't go that far. I think GURPS Fantasy is more of a Fantasy campaign construction kit though, so you could probably do without that.
It's helpful, but not required. GURPS is very good at never requiring anything but the core. Even gamelines like GURPS WWII are no exception, as the individual supplements are still fine without the setting corebook. Very self-contained stuff.
 

joewolz

Quote from: DackeI'm not an expert on the subject, but wouldn't you want at least GURPS Magic as well. As I recall, the spells in the core books don't go that far. I think GURPS Fantasy is more of a Fantasy campaign construction kit though, so you could probably do without that.

GURPS Magic would be damn near necessary if you choose to use GURPS' magic system.  If you're using a different type of magic system (one you cooked up yourself for example) then no, you wouldn't need it at all.  Same goes for if you're using a system different from GURPS...There's very little GURPS stuff in Banestorm, not even 15 pages if you condensed the templates, racial templates, and the six spells in the book.  

However, as someone who IS running it in GURPS, yeah, Magic is pretty indispensible, but I'm running an all Mage game.  If you were playing in some of the low-magic countries, or not running many PC mages (or experienced PC mages) it is definitely not necessary.  It's certainly NOT needed to understand the world.
-JFC Wolz
Co-host of 2 Gms, 1 Mic

shooting_dice

I didn't like the way the WW/Arthaus books were organized, so maybe I'll give this a go. Ravenloft is one of the settings folks like around here. The only problem was that the spell alteration stuff was so cumbersome. Better to have rules fo classes of spells instead of individual references.
 

joewolz

Quote from: shooting_diceI didn't like the way the WW/Arthaus books were organized, so maybe I'll give this a go. Ravenloft is one of the settings folks like around here. The only problem was that the spell alteration stuff was so cumbersome. Better to have rules fo classes of spells instead of individual references.

I don't think this product will go that far.  I agree with the Phantom that it will be linked to Heroes of Horror, and I'm 90% certain it's pretty much going to be a supermodule.
-JFC Wolz
Co-host of 2 Gms, 1 Mic

Settembrini

QuoteThey specifically said there are no planes to bring those back.

Especially since Benedict dispelled Limbo!
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

Bullitt

Quote from: KnightcrawlerPlease explain then.

WotC just declassified some information about Mysteries of the Moonsea:

QuoteI don't have a lot of information about this thing yet. I know it's a 160-page hardcover campaign arc (of adventures) for 1st- through 18th-level characters set in one of the more nefarious regions of the Forgotten Realms. (Home to Zhentil Keep, the merchant city of Melvaunt, and Ironfang Keep).

Being a big-ol' adventure pretty much means I won't have much more to pass along in the next month or two, just to keep things behind the DM screen, but I can pass along the back cover text I dug up.

QuoteThe Moonsea -- a perilous frontier ruled by tyrants and threatened by monsters. Here cities consumed by decadence and war rise and fall like the sun, and conspiracies abound. Great adventure awaits those who oppose evil, for the Moonsea is rife with it.

The Mysteries of the Moonsea accessory contains 37 loosely connected adventures that can be run individually or linked to form the basis of an entire Forgotten Realms campaign. In addition to the adventures, this book presents maps and descriptions of the major Moonsea cities of Melvaunt, Hillsfar, Mulmaster, and Zhentil Keep, as well as statistics and descriptions for 15 important campaign villains.