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Maelstrom Rome released

Posted: Fri Apr 19, 2019 2:17 pm
by bottg

Re: Maelstrom Rome released

Posted: Sun Apr 21, 2019 8:02 pm
by Ruffnut
Looks epic!!

Re: Maelstrom Rome released

Posted: Mon Apr 22, 2019 10:04 am
by HedgeWizard
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.

Re: Maelstrom Rome released

Posted: Mon Apr 22, 2019 7:44 pm
by bottg
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...

Re: Maelstrom Rome released

Posted: Wed Apr 24, 2019 9:36 am
by HedgeWizard
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!

Re: Maelstrom Rome released

Posted: Sun Jul 28, 2019 1:47 pm
by Bifford
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.

Re: Maelstrom Rome released

Posted: Fri Aug 02, 2019 9:30 pm
by HedgeWizard
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)

Re: Maelstrom Rome released

Posted: Sun Feb 09, 2020 10:07 pm
by Jakob
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.

Re: Maelstrom Rome released

Posted: Fri Feb 14, 2020 5:19 pm
by bottg
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.

Re: Maelstrom Rome released

Posted: Sun Feb 16, 2020 10:23 am
by Jakob
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 ...).

Re: Maelstrom Rome released

Posted: Sun Feb 16, 2020 11:23 am
by bottg
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.

Re: Maelstrom Rome released

Posted: Thu Feb 20, 2020 1:06 pm
by Jakob
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.