Maelstrom Rome released

Everything to do with the classic RPG and its sequels:
Maelstrom Domesday; Maelstrom Gothic; Maelstrom Rome.

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bottg
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Maelstrom Rome released

Post by bottg » Fri Apr 19, 2019 2:17 pm


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Re: Maelstrom Rome released

Post by Ruffnut » Sun Apr 21, 2019 8:02 pm

Looks epic!!
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

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Re: Maelstrom Rome released

Post by HedgeWizard » Mon Apr 22, 2019 10:04 am

Already got it and enjoying reading, it’s an impressive piece of work from what I can see! Although I prefered is the character artwork in Doomsday.

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Re: Maelstrom Rome released

Post by bottg » Mon Apr 22, 2019 7:44 pm

Thanks! I agree that the Domesday art was superb, but to have paid Chris to have produced every bit of art i needed i think i might have had to remortgage the house...

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Re: Maelstrom Rome released

Post by HedgeWizard » Wed Apr 24, 2019 9:36 am

I can imagine it’s a serious investment. I’ve finished reading it now and really enjoyed it, I’m by no means an expert on Ancient Rome but certainly feels Roman. Looking forward to my first game!

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Re: Maelstrom Rome released

Post by Bifford » Sun Jul 28, 2019 1:47 pm

Has anyone ran/played this version yet? My group were not keen on the magic/probability system for Maelstrom Domesday so we've not yet played this version.

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Re: Maelstrom Rome released

Post by HedgeWizard » Fri Aug 02, 2019 9:30 pm

I’ve had a go with Rome, if they didn’t like the magic system then they might be a stumbling block because this works in a similar way. So either use it for a more historical style game or adapt the magic rules I’d say.

What you can do is change what is possible at each level to make it more of a high magic setting. The system is a narrative one at its heart so gives you great flexibility, they want to be throwing fireballs around then either make it a level 2 possibility or find ways which that would be more likely to happen (e.g. carrying bags of flammable liquid)

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Re: Maelstrom Rome released

Post by Jakob » Sun Feb 09, 2020 10:07 pm

Quick question:
I'm reading Rome and Domesday side to side at the moment - enjoying both very much! -, and I wondered why the initial modification of the Attributes works differently, with Rome only allowing you to choose five attributes that diverge, but no control over which ones will be higher and which ones lower.
Also, the character creation example seems to contradict the rules text - in the example, all ten attributes are rolled for, not just five.
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Re: Maelstrom Rome released

Post by bottg » Fri Feb 14, 2020 5:19 pm

Jakob wrote:
Sun Feb 09, 2020 10:07 pm
Quick question:
I'm reading Rome and Domesday side to side at the moment - enjoying both very much! -, and I wondered why the initial modification of the Attributes works differently, with Rome only allowing you to choose five attributes that diverge, but no control over which ones will be higher and which ones lower.
Also, the character creation example seems to contradict the rules text - in the example, all ten attributes are rolled for, not just five.
Well spotted! That is a typo. The example should be the correct one where all are rolled for, although an individual GM could certainly ask a player to only pick 5.

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Re: Maelstrom Rome released

Post by Jakob » Sun Feb 16, 2020 10:23 am

bottg wrote:
Fri Feb 14, 2020 5:19 pm
Jakob wrote:
Sun Feb 09, 2020 10:07 pm
Quick question:
I'm reading Rome and Domesday side to side at the moment - enjoying both very much! -, and I wondered why the initial modification of the Attributes works differently, with Rome only allowing you to choose five attributes that diverge, but no control over which ones will be higher and which ones lower.
Also, the character creation example seems to contradict the rules text - in the example, all ten attributes are rolled for, not just five.
Well spotted! That is a typo. The example should be the correct one where all are rolled for, although an individual GM could certainly ask a player to only pick 5.

Thanks! Is there a reason for the change from Domesday? (I don't own the original Maelstrom, so I don't know if Rome is maybe more in line with that ...).
http://swanosaurus.blogspot.com/ - A Fierce and Beautfiul Creature

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Re: Maelstrom Rome released

Post by bottg » Sun Feb 16, 2020 11:23 am

There is. In Domesday, everyone has a very similar background, eating the same food etc. Therefore, people are more similar. In Rome, you had wild barbarians, very cultured romans, egyptians etc, but you also had big disparities in wealth, diet and living conditions. I wanted to make the stats just a bit more variable to represent that.

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Re: Maelstrom Rome released

Post by Jakob » Thu Feb 20, 2020 1:06 pm

bottg wrote:
Sun Feb 16, 2020 11:23 am
There is. In Domesday, everyone has a very similar background, eating the same food etc. Therefore, people are more similar. In Rome, you had wild barbarians, very cultured romans, egyptians etc, but you also had big disparities in wealth, diet and living conditions. I wanted to make the stats just a bit more variable to represent that.
Thanks! That's an interesting explanation ...
I hope I'll be able to try out Maelstrom Rome on our next open gaming night in March. Is there any scenario material out there? I thought about adapting something from Cthulhu Invictus.
http://swanosaurus.blogspot.com/ - A Fierce and Beautfiul Creature

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