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@stroVal's page
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What the title says.
I d like to try some of the 4e lore (it came out during the period I graduated away from d20 systems) and would be interested in adventures more tied to the Points of Light/ Nerath World.
Also any suggestions for duet (one GM one player) and urban options would be appreciated :)
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Has anyone found a way to do hit locations in this version?
Reason being I ve been away for a while and somebody might run 3.5 for us again but I d like to have at least one thing that reminds me of Mythras Classic Fantasy.
Maybe keep the ac to hit and then split the hit points in locations instead of a lump total, and have penalties connected to each location when they are hit (roll a d20 to determine which area was hit)
just a quick idea but I d like to know if someones tried a more fleshed up subsystem
Java Man wrote: I'm in the early stages of setting up a table top Elder Scrolls campaign. Setting and plot are non-issues, but I'm a little stuck on a system to use. Considering 3rd ed Gurps, but it's a bit dry. Also looked at Runequest (again probably 3rd ed), but would need to mangle the magic system quite a bit, particularly enchanting and alchemy.
Any thoughts or other suggestions for a system? I specifically do not want a level based, d20 style, system. Something classless and skill based ideally.
I always felt any of the d100 family games (Basic Roleplaying, Mythras, any earlier edition of Runequest etc) would make for an excellent base for an Elder Scrolls pnp.
Out of curiosity; have you ever seen an attempt at a map for the areas covering the lands between Nera up to the western coast and where it merges with the Elsir Vale?
Basically the parts outside of the main continents map they made.
Or the third continent for that matter...
keftiu wrote: This setting is variably called either Points of Light or the Nentir Vale, and it has a small but very passionate fanbase on The Piazza; Zeromaru, a user there (and a friend of mine!) maintains a massive collection of all the scattered canon lore from across 4e, and has a lot of wisdom about how best to use it.
I really like a lot of the lore; Arkhosia and Bael Turath are awesome fallen empires, the planar worldbuilding is the best D&D's ever had, and the Underdark book is one of my favorite supplements ever.
Hello! Just from looking at it I agree with you.I especially liked the Cosmology.
Did you take part in any long term campaigns originating in that setting?
I have come across some of Zeromarus posts, during my research, and saved the links for future use! I am myself in the process of getting all the lore in one pdf (as a gazetteer of sorts..off course system agnostic at first and then I will adapt it to Mythras)
Is he also on the forums here?

Hello!
Posted this in the other rpgs section as well as in 3.x but it might have more luck here (admittedly it belongs in all three):
So I ve recently set up a mod in Tabletop Simulator to run a campaign with some of my oldest gamer friends I havent seen in years.(the system I ll be using is Mythras Classic Fantasy)
I decided to make it a sort of Dungeons and Dragons nostalgia trip (some of us started with AD&D and played together as kids others entered the scene with us around 3.5 but we all have fond memories with some if not all the lore of D&D)
In order to have a metaphysical explanation as to why iconic locations from all of the Editions are on the same setting, I decided to adapt Points of Light from 4E.
I have customized some of the Cosmological: for instance its more of a well or funnel(instead of the centre of the Multiverse) so events or ideas or locations are attracted and echoes of original versions appear on this planet sporadically and due to certain reasons I might explain in another post.
The history of the World is rewritten and memories of races are reshaped accordingly each time this happens.. only a few people have the capacity to remember the original timeline of events.
And off course its an excellent starting point for trying another system with it and actually having a shared narrative (players will be creating locations and histories as well as Guilds and characters alongside the work I ve already done myself)
The big Campaign I plan to run first is Red Hand of Doom btw
Anyone using this setting at the moment?

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Ouachitonian wrote: Hey folks, my RL group is about to start up a new campaign. We've jumped around a bit, 3.5, Mutants & Masterminds, GURPS, etc, but this is going to be a 3.5 campaign in a homebrew world. 3 players, I'm wanting to play a Duskblade. Never played one before, but I like gishes and it seems like one of the better ways to play one in an edition that doesn't have the Magus or Warpriest. The other two are a monk (again, player figured he'd try a class he'd never played) and...something else. Probably with some healing, he's mentioned Bard and Druid as possibilities. Just us 3. I floated the idea of a DMPC to open up some options, but the others wan to hoard all the gold and XP. We're dragons, I guess. lol Anyway, having never played one, and played more PF1 than 3.5, I figured I'd ask for some advice. I'm not necessarily going for the most mechanically powerful options, but I also don't want to get too silly. Our GM likes to push us pretty hard. GM gave us the option of 4d6 drop the lowest or, after we rolled, 18, 16, 14, 12, 10, 8. We all took the set array, I think. I did. I'm thinking elf, which I know isn't necessarily the most optimized to the class, but I like elves, and Duskblade fairly screams Elf! to me, in part because they invented it in the fluff, in part because it just seems like something that fits a race know for their wizards that are also all proficient with rapiers and longswords. So the big question, strength or dex based? I know that it's harder to be dex-based in 3.5 than pathfinder, but I'm leaning that way because elf. Once I grit through the first couple of levels, being able to channel spell damage ought to add plenty of damage potential, I don't *need* strength. But then again, strength-based is a simpler build that doesn't require weapon finesse. I'm definitely planning to pick up Knowledge Devotion at 3rd. Haven't planned too far beyond that. Here's the stat arrays I'm considering (and first feat):
Dex-based: 12, 16+2, 14-2, 18, 10, 8, Weapon Finesse
Str-based:...
I personally loved the Duscblade in my 3.5 days! (Elf with a nerfed unicorn mount ;) )
I think both paths can work if you cant decide build both of them and run a couple of simulation scenarios in order to decide. One other option is finding the original Class kit from AD&D called Spellsword and adapting that to 3.5 if you re not 100% on how the Duscblade does things :)

Hello!
Posted this in the other rpgs section but it might have more luck here:
So I ve recently set up a mod in Tabletop Simulator to run a campaign with some of my oldest gamer friends I havent seen in years.
I decided to make it a sort of Dungeons and Dragons nostalgia trip (some of us started with AD&D and played together as kids others entered the scene with us around 3.5 but we all have fond memories with some if not all the lore of D&D)
In order to have a metaphysical explanation as to why iconic locations from all of the Editions are on the same setting, I decided to adapt Points of Light from 4E.
I have customized some of the Cosmological: for instance its more of a well or funnel(instead of the centre of the Multiverse) so events or ideas or locations are attracted and echoes of original versions appear on this planet sporadically and due to certain reasons I might explain in another post.
The history of the World is rewritten and memories of races are reshaped accordingly each time this happens.. only a few people have the capacity to remember the original timeline of events.
And off course its an excellent starting point for trying another system with it and actually having a shared narrative (players will be creating locations and histories as well as Guilds and characters alongside the work I ve already done myself)
The big Campaign I plan to run first is Red Hand of Doom btw
Anyone using this setting at the moment?
PS: We will be using the Mythras Classic Fantasy system as a Ruleset and not d20
I would be interested in digital versions of these item card products for use with VTT...

Hello!
So I ve recently set up a mod in Tabletop Simulator to run a campaign with some of my oldest gamer friends I havent seen in years.
I decided to make it a sort of Dungeons and Dragons nostalgia trip (some of us started with AD&D and played together as kids others entered the scene with us around 3.5 but we all have fond memories with some if not all the lore of D&D)
In order to have a metaphysical explanation as to why iconic locations from all of the Editions are on the same setting, I decided to adapt Points of Light from 4E.
I have customized some of the Cosmological: for instance its more of a well or funnel(instead of the centre of the Multiverse) so events or ideas or locations are attracted and echoes of original versions appear on this planet sporadically and due to certain reasons I might explain in another post.
The history of the World is rewritten and memories of races are reshaped accordingly each time this happens.. only a few people have the capacity to remember the original timeline of events.
And off course its an excellent starting point for trying another system with it and actually having a shared narrative (players will be creating locations and histories as well as Guilds and characters alongside the work I ve already done myself)
Anyone using this setting at the moment?
PS: We will be using the Mythras Classic Fantasy system as a Ruleset
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Very interesting post. I have thought of it in the past especially as I have moved away from such systems in recent years.
One system that would suit the 3.5-ness of Pathfinder (at least early pathfinder) whilst actually evolving beyond imo, a great example of what d20 could have been, is FantasyCraft. I would personally try to convert adventure paths using that system if I had the time...
Another one I would like to try D&D/d20 modules with, is Mythras or at least Mythras Classic Fantasy.
1 person marked this as a favorite.
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1 person marked this as a favorite.
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We are setting up a space to discuss various rule-sets and arrange play, links about interests,reviews, shameless artwork self promotion etc etc
We are small but hopefully will grow into a larger community
Feel free to check in and join us:
https://discord.com/invite/cru6TUVYmq
Happy Gaming!
We are setting up a space to discuss various rule-sets and arrange online play, links about interests,reviews, shameless artwork self promotion etc etc
We are small but hopefully will grow into a larger community
Feel free to check in and join us:
https://discord.com/invite/cru6TUVYmq
Happy Gaming!
We are setting up a space to discuss various rule-sets and arrange online play, links about interests,reviews, shameless artwork self promotion etc etc
We are small but hopefully will grow into a larger community
Feel free to check in and join us:
https://discord.com/invite/cru6TUVYmq
Happy Gaming!
I recently came upon a review of the revised Stars Without Numbers and was actually impressed with some of the things I saw (art among them) which is unexpected as I tend to move further away from d20 systems more and more through time.
I was wondering , how does it compare to Alternity (the new system -old too if thats what your experience is with)?
Anyone familiar with both care to tune in?
Anyone running a game of FL and in need of players?
Anyone running Mythras Classic Fantasy?
Would be interested in trying it out with a knowledgeable GM;
Or even Runequest or BRP.
whats your opinion after the play-test Endzeitgeist?
Anyone running a Runequest (Adventures in Glorantha Edition) campaign online?
And would you have space for another player?
Bluenose wrote: I haven't played with Classic Fantasy enough to say. We only played one session to try the rules out. It's not that we wouldn't play again, but we play a lot of different games and this hasn't come up again. I think it would convert more easily, but I've no experience with how it handles high-powered characters. It does work well for dungeon-crawling and if that's a big part of Odyysey of the Dragonlords then that would be the one to go with. Reading Classic fantasy reviews it seems more "high fantasy" than core Mythras, and my impression was similar. I haven't finished the campaign as a player (nor read the GM sections yet) but it seems like a sandbox that does have its share of dungeon-crawling as well.
So; some kind of fusion adaptation of vanilla Mythras and Classic Fantasy could work. Does seem like a bit of a labour especially if you want to translate the unique classes from OotD...
Bluenose wrote: I haven't played with Classic Fantasy enough to say. We only played one session to try the rules out. It's not that we wouldn't play again, but we play a lot of different games and this hasn't come up again. I think it would convert more easily, but I've no experience with how it handles high-powered characters. It does work well for dungeon-crawling and if that's a big part of Odyysey of the Dragonlords then that would be the one to go with. Reading Classic fantasy reviews it seems more "high fantasy" than core Mythras, and my impression was similar. I haven't finished the campaign as a player (nor read the GM sections yet) but it seems like a sandbox that does have its share of dungeon-crawling as well.
So; some kind of fusion adaptation of vanilla Mythras and Classic Fantasy could work. Does seem like a bit of a labour especially if you want to translate the unique classes from OotD...

Bluenose wrote: Not that specifically (for one thing it seems very like the Thennla setting for Mythras) but I've done some other D&D material for various D100 games. In my experience, modules written for the level range 3-10 work best, and settings which have a lot of characters above that range are not easy to convert. While starting Runequest characters are generally more capable than 1st level characters, they don't advance as fast or reach such high power levels (unless you go into heroquesting, when the bets are off). Supposedly TDM have someone working on a Mythic Greece book for their Mythic Earth series, which sounds like it would be an even better fit.
As a caveat, if the players are used to and like the power and versatility of D&D-style magic then they'll probably be disappointed about the way it works in a D100 system. No priesthood has the breadth of a Cleric, and sorcery doesn't have the breadth of arcane magic, and the fact that casting is a skill rather than automatic has also disappointed people I've introduced who had a background in 5e.
Have you tried Mythras Classic Fantasy? It apparently brings that dnd flavor with spells, leveling and classes(but keeps some distinct rune-quest elements that I personally think make combat better)
A marriage of the two in my mind sounds like the better system but it might need more work in adapting Odyssey in it.
Seeing as to how Meeros or Thennla are more vanilla Mythras, which means grittier mythological bronze or classical age Greece; whereas the implied setting for Classic Fantasy ,Greymoore, is more dungeon crawling typical pseudo-England.
I had a few sessions of the Odyssey of the Dragonlords campaign setting for 5th (its essentially Assassins Creed Odyssey meets D&D. Fantasy Ancient Greece) I liked what I saw but kept thinking how Mythras would have been a better fit for it mechanically.
I mean the base setting in the core book is Greek-esque and you can use Classic Fantasy for some of the more D&D-ish elements.
Have any people here experimented with that or something similar? Translating DnD 5th into it d100?
Lets discuss this game shall we?
Any fans?
:)

Haladir wrote: SotS is a skill-based system, so there aren't character classes. You pick your skills to define the character you want to play. There aren't ability scores, either: Just your relative compenency in various skill. You get to define the hows and whys of your competence in any way you want.
There's always the tension of going deep or going broad. You can spend a few points in each of a small number of skills, giving you high levels of competency in your areas of expertise but not much outside of them. Or you could go broad by taking a rank or two of a larger number of skills, giving you flexibility at the expense of depth.
It's a great system: I'd recommend that you contact Pelgraine Press to request the playtest package!
I'm planning to run a demo at PaizoCon in May.
I suspected from your previous posts and especially given how you described damage within the combat system.
Most rpgs nowadays don't have classes but some kind of skill based system (at the very best they have professions or backgrounds which just give a bunch of skill proficiencies) . I prefer that. But I needed a comparison in order to explain what I was going on about/ what that kind of thing reminded me of.
Yes, its the kind of 'jack of all trades; master of none' dilemma of choice. Again very fitting given the setting...

Haladir wrote: If you are a sorcerer who also uses a blade, then yes, you could combine swordplay with sorcery. For example, if you have one rank of Corruption, that grants you one sphere of sorcery... let's say you choose the Fire sphere.
In combat, you could choose to use Sorcery to fight your opponents: You describe the effect you're going for: You say that you want your sword to burn with eerie purple flames and that your spell will affect your opponent's Health. You would then resolve the combat normally, using your Sorcery skill instead of Warfare.
Next round, you press the attack, but this time you decide to try to break your opponents' will to fight. You say, "Yes! Keep fighting me! The Spirits of Fire will incinerate your souls!!!" You make the flames on your blade burn higher and more intense. This time, you're attacking your opponent's Morale, using your Sway skill.
The rules are light and narrative-focused. There is a little bit more "crunch" to the rules than in, say an Apocalypse Engine game such as Dungeon World, but the rules are much lighter than D&D 5e (and far lighter than Pathfinder!)
Well what you describe is in effect a Spellsword (or a Duskblade from 3.5 .. kinda)
so yeah I am sold baby (was already though haha)

Haladir wrote: @stroVal wrote: Great explanation and that sounds amazing!
And how does combat evoke the sort of sword-mastery seen in those stories?
Maneuvers? A dueling sub-system?
I'm not at liberty to get too detailed about the game mechanics, but I will say that they have done a FANTASTIC job of tweaking the GUMSHOE investigative skils mechanic for fantasy combat.
When you fight, you can choose to attack you're opponent's Health or Morale. Attacking Health means that you are trying to physically beat the fight out of them. Attacking Morale means that you're trying to break their spirit and/or will to fight. You really can have a battle of wits in this game, with opponents trying for a psychological victory. This simulates the kind of fighting that includes deception, insults, and revealing ugly truths that you see in the genre fiction that inspired the game.
In general, you use your Warfare skill to attack an opponent's Health, and your Sway skill to attack an opponent's Morale. There is a third combat stat called Sorcery that represents your skill at magic: This attacks either Morale or Health, depending on your magical Sphere and the effect you're trying to do.
When your Health or Morale drops to 0, you must make appropriate checks to stay in the fight. If you take additional damage, the negative score is a penalty on your checks. It becomes mechanically impossible to pass such checks at -12. If you fail the check, you are out of the fight: The opponent chooses specifically what happens (knocked out, captured, curled in a ball weeping, killed, conscious and bleeding out, surrendered, switching sides, running away, etc.) The only constraint is what makes sense in the narrative.
It's also possible to perform Maneuvers in combat. These are other things you can try to do to constrain your opponent's options in combat, such as throwing dust into their eyes to temporarily blind them, trying to trip them, or throwing them out a window.
A very interesting mechanic in all GUMSHOE games is... Amazing! As someone who has played Rogues and Duelists for a big part of my roleplaying years I am so excited by all this.
Hmm what you mentioned about adapting and using different skills etc does make me wonder if you can combine weaponskill with magic. Kind of like a Spellsword.
Nothing rule breaking or major but I always loved the flair of that

Haladir wrote: In Swords of the Serpentine, magic is a dangerous and foul force that is both extremely powerful and hard to control. Practioners of magic have destroyed themselves and everything they'd loved with magic gone wrong.
True magic is called Sorcery, and it is both powerful and corrupting. There are two sources of sorcery: Spirits or the Serpentine of old. If your source is a Spirit, your power comes from a supernatural entity: a lesser god, an ambitious elemental spirit, am unknowlable Entity from Beyond, or (most commonly) a demon. You let the spirit take control of your mind and body when you cast a spell. If your source is the Serpentine (i.e. the ancient Snake-Men from times forgotten), then foul arcane writing slithered off an ancient tablet and into your brain, bringing on a terrible understanding of how the world really works, and how to manipulate it.
Using Sorcery beyond very minor magical effects has a Corruption cost; the bigger the effect, the greater the Corruption. In addition to the desired magical effect, the sorcerer must choose to internalize or externalize the Corruption effect. If internalized, the sorcerer's body/mind/soul becomes...different. If externalized, the place where the spell was cast and/or the subject of the spell becomes fouled in some obvious supernatural way: Plants blacken and die; animals mutate; structures weaken and/or become infused with evil forces; minds become open to foul whispers from beyond; etc.
Regardless of source, magic is free-form. Sorcerers pick from magical spheres of expertise (e.g. "Illusion" or "Time" or "Transmogrification"). The more powerful the sorcerer, the more spheres they can control. There are no listed spells in the game: The player decides the effect they are going for, and how powerful that effect will be. Anything but the most minor of effects will require burining at least 1 point of Corruption.
The whole game system, its magic included, strongly evokes 1960s-70s sword-and-sorcery fiction: Fritz...
Great explanation and that sounds amazing!
And how does combat evoke the sort of sword-mastery seen in those stories?
Maneuvers? A dueling sub-system?
How would you describe the feel of magic and the setting?
I have a player who doesn't like High Fantasy and D&D and hopes its not like that and more sword and sandals kinda
But I personally hope its not too Conan-esque either with the low magic etc. Modiphius already brilliantly covered that, with their Conan Rpg. No need for more
I would prefer if it was its own thing.
(as I mentioned I want to do Fantasy Mystery and something similar to Thief the videogame; how would you call that? Medium Fantasy?)
Haladir wrote: My group has been playtesting a new GUMSHOE-based sword-and-sorcery RPG from Pelgrane Press:
Swords of the Serpentine
Because the game is still in playtest, I can't really disclose too many details... but this game is AMAZING!
I never thought that GUMSHOE would lend itself for robust combat mechanics, but this totally works. And the flavor and mechanics really support a classic sword-and-sorcery vibe: We feel like we're playing a story that would fit perfectly inside a Fafhrd & Grey Mouser or Thieves' World anthology!
I strongly recommend checking it out and getting a copy of the playtest rules for yourself!
That seems great. And the cover art just won me over.
I ve longed for Thief-esque urban fantasy adventures, for a while now, and I believe this might do the trick!
Can't wait for release :)
This would go down nicely with Alternity and most space opera rpgs
Kickstarter Link.
if only I could find the same for futuristic submarines to use with Polaris
Giorgo wrote: @stroVal,
The Alternity RPG core rules is available as a physical book (I recently got my copy) and the PDFs are currently on sale. All discussions are basicaly on hold until the Protostar Campaign and Starship books are released next year. Until then, there is not much to say.
Alternity Core Rulebook
Thunder Run Adventure
Cheers; although I knew about it being out.
While I understand the supplements are important (I mean I expect them and need them as what I want to recreate with this edition is the old Star*Drive campaign setting)
I do find it a bit weird that there is silence even after the corebook came out. Even with generic systems people have at least ONE thing to say (be it negative or positive)
I presume KS scheduling and complications have made this fly under the radar?
In any case I hope and wish for the best as this game is dear to my heart.
I tried it for the first time recently
(the iteration for Interface Zero specifically)
Like it so far.
I will come back and let you know of my finalized opinion when I finish the mini campaign :)
Nim Folkor wrote: For anyone that is interested, the Savage Worlds Adventure Edition kickstarter started today and is already over 500% funded.
Go to the Kickstarter here.
I always wanted to get into Shaintar..will they be releasing a new version book for that setting? Or just rely on the conversion?
So anyone whos tried the finalized new version of this great rpg?
The KS was big and everything about it was out there in pnp news, but it seems to have fizzled out for some reason...
DerNils wrote: With the freedom that FATE offers, is there really any conversion needed? I would say very easy - the hardest part my be to combine the different abilities SW characters have into Stunts and Aspects, but as SW uses very evocative titles already, I feel that should be easy.
What always drove me away from FATE is that I feel their conflicts rely too much on people coming up with interesting descriptions for different conflicts and not just oneshotting everything by combining the same abilities/aspects. But that's just my taste/group.
Thanks for your reply.
Btw: why not invest into SW too though?
(aside from financial reasons)
Btw I really liked Interface Zero 2.0 for fate.
But seeing as to how an Android Universe setting will be out soon for the Genesys rpg by FFG, lets renew this CP conversation!
Have people here tried the system? Would it work for Cyberpunk?
I get so many mixed opinions about Genesys
Btw(this is directed at fate players that might eventually see this thread):
How easy would you say it would be to convert adventures from SW to FATE?
Or is it just easier to buy SW too? :P
ZenFox42 wrote: Sorry, I didn't see this thread until you mentioned Savage Worlds in your second post.
hey no worries! ^_^ and thanks for replying.
ZenFox42 wrote: Sorry, I didn't see this thread until you mentioned Savage Worlds in your second post.
I've played in the SW version of IZ2.0, and I loved it! But I'm a big SW fan (don't play anything else), so I might be a bit biased. ;)
Hope FATE works well for you.
I get the sense I ll like both!
Given SWs similarities to most d20 systems (not saying that its not unique or better etc just that there is a more similar structure of simulation rather than narration)
it might be easier to find people for it and possibly its better suited overall for a long campaign arc?
I get the sense that FATE is proper for shorter duration campaigns?
I cant decide, because I see the merits of both approaches really. But depending on the week I might crave for the crunchiness of micromanaging weapons and upgrades etc or for the intellectual relief of just not bothering with all that and focusing on the story and character...
Never mind I bought the FATE Iteration, but if anyone who has played the savage world one is willing to share more info I would like to know ^_^
One setting, two iterations (I am aware of more but I don't want d20 right now) in truth they both bring something different to the table
but if I could only invest in one, which would you propose?
I will be trying FATEs version of Interface Zero this weekend btw
only the crossing paths section of the char gen is left to do now...
Electric Wizard wrote: I play Shadowrun 5e and highly recommend learning it. (Also, "Bright" on Netflix is one of the best translations of the game's rules to the screen -- and the only one.)
Oh, check this out --> >Edit File<
.
imho Bright worked better than Shadowrun itself in the fusion of genres department.
Maybe -for me- urban mixes better with Magic than Cyber does.
Anyway back to you guys :)
Lets keep the CP talks going!

Werthead wrote: @stroVal wrote: It wont take it up to '77?
They ll release another source-book for that? (not that I mind..just curious) I think Pondsmith was working on Red when he was recruited to help CDPR (he's been fairly hands-on as a producer on the game, flying back and forth from the US to Poland and back again), so work on the game slowed to a crawl and only recently got to a publishable state. It also sounds like they may be wary of spoilers for 77 in the RPG, so the RPG will only go up to 2060. They can then indeed release a new edition or sourcebook to take things up to 2077. Interesting. I knew most of that, apart from the product approach (publishing '60 with the rules first, then just the metaplot for '77) so I thought CP Red was because of CDP Red, which seemed, a bad choice, to me as a name.
I guess it makes sense.
Though, on the other hand, even if they released a version with '77 at the same time as the game; I doubt it would have the impact they fear.
we are talking about different demographics (even if they overlap sometimes).
Also they could have just published it a few months after the video game.
In any case I can't wait to see what they do with the material (both mediums)
:]
PS: my smiley is a happy, full conversion, cyborg
Werthead wrote: @stroVal wrote: So anyone excited by the Cyberpunk 2077 news? Indeed. E3 was basically:
1) Cyberpunk 2077 is coming out.
2) Here are some other games that may briefly entertain you between now and Cyberpunk 2077 coming out.
We should also have Cyberpunk Red (which takes the pen-and-paper storyline up to 2060) coming out around the same time as the video game as well. It wont take it up to '77?
They ll release another source-book for that? (not that I mind..just curious)
Full Name |
Michael Strauch |
Race |
Half Elf |
Classes/Levels |
Rogue 6/Fighter 6 |
Gender |
male |
Size |
Medium |
Age |
35 |
Special Abilities |
jack of all trades, master of none |
Alignment |
chaotic-good |
Deity |
undecided |
Location |
Stuttgart, Germany |
Languages |
German, English, French |
Occupation |
Adventurer |
Strength |
16 |
Dexterity |
20 |
Constitution |
13 |
Intelligence |
13 |
Wisdom |
14 |
Charisma |
14 |
|