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Malazan.

Posted by Mustard Tiger
Mustard Tiger
member, 750 posts
Fri 27 Feb 2015
at 19:42
  • msg #1

Malazan

Looking for a game, using any system really, set in the world of Malazan Book of the Fallen. I would even be willing to help a prospective GM with converting any systems.

GURPS might work best, since I believe that was the system originally used by the authors when they gamed bits of the series, but I have limited experience. 'Generic' systems like Savage Worlds or Fate could also work. Maybe even DnD or Pathfinder, with lots of reflavoring and reskinning and maybe a few adjustments to the spell lists.
Mustard Tiger
member, 763 posts
Wed 11 Mar 2015
at 01:11
  • msg #2

Re: Malazan

Bump.
chrisormie
member, 191 posts
Give me a heroic death
over any cowardly success
Wed 11 Mar 2015
at 11:13
  • msg #3

Re: Malazan

I love this setting but don't know it anywhere near enough to GM a game here. Would be interested in playing in it though if it were more freeform than system based.
BFink
member, 15 posts
Wed 11 Mar 2015
at 13:21
  • msg #4

Re: Malazan

I can think of many ways of using Savage Worlds to run story based on the Malazan. I like the idea, though I'm not sure if I have enough time to build it up from a scratch.
Bane Root
member, 198 posts
Fri 13 Mar 2015
at 19:43
  • msg #5

Re: Malazan

I ran an ill-fated Malazan game here on RPOL, which, like many games died of player attrition. I used GURPS as a system, without using the GURPS magic system as I didn't feel that it had the right "feel" of magic in the Malazan world. Instead I used a more complicated, yet flexible approach using the Modular Ability Advantage. It's a little complicated so bear with me.

MAGIC/Modular Ability
- limited to aspect Warren (-15%)
- Costs Fatigue 1 (-5%)
- Magic based (-10%)
- Limited use/duration 1/1second (-30%)
- Activation roll (-20%)

So for a Warren capable of 20 points of Magic/Modular Ability it would cost 40 points.

Here is where it gets complicated.
Rather then have set "spells", the mage can create effects based on his/her aspected Warren, and MODIFIED by the various modifiers listed in the GURPS-Characters book.

For example:
a Mage with a 20 point D'riss Warren (path of Earth) wants to create a Stone skin spell.

He takes the basic advantage Damage Resistance with a cost of 5 per 1 point of DR for 6 DR and a cost of 30 points. This is 50% more then his 20 point Warren, so he has to modify the cost.

Additionally, since the basic rules of magic are that there is a Limited use/duration of 1/1second he must also modify it for EXTENDED DURATION. If he wants his Stone Skin spell to last for 100 seconds (extended duration x100) it will modify his spell by +80%.

Therefore, with his 20 point Warren, he has 50% (from the 10 points above his Warrens capability) plus an additional +80% from the extended duration, for a total of +130% that he has to "buy down" using limiting modifiers.


There are a number of ways of "buying down" the costs of spells.

-For every Fatigue Point spent above the required 1, a -10% is applied to the cost of the spell. For our Mage of D'riss to cast his Stone Skin spell using only Fatigue points, it would cost him 13 FP. A huge expenditure for a 100 second spell.
-For each minus one to your Activation roll (straight IQ plus Magery) apply a -5% to the spell cost (keep in mind that if you fail your activation roll the fatigue cost is doubled and that a critical failure results in double the fatigue cost in HP damage)
-Additional modifiers can be found in the Basic Set- Characters book pg# 110-116
For example, if our Mage of D'riss spent an hour perparing the spell, a -50% could be applied to the spell cost, or if the spell made the Mage's skin thick and rock like so that he couldn't wear armour, the Can't Wear Armour modifier could be applied for -40%.

So if our Mage spent 8 FP (-80%) and spent an hour preparing the spell (-50%) he could create a Stone Skin spell that provided 6DR for 100 seconds.

It's a little complicated, but works really well in play.
Mustard Tiger
member, 778 posts
Sun 22 Mar 2015
at 02:33
  • msg #6

Re: Malazan

Thanks for the tips, Bane Root.

Any willing GMs?
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