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  #21  
Old October 16th, 2018, 08:22 PM
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I found an interesting article on mixing D&D style magic with Metamorphosis Alpha that looks like it might work with mixing magic with Traveller, using the Fast Magic rules as a starting point. Clerical magic, being of supernatural origin could probably work anywhere, while Mage-type magic might need to work out in the Rim, as that requires some differences in physics. The question would be do you work up a more formal magic system, or go with what I call the "Wild Magic" of Fast Magic, or use a blend of both or have the option of a systematic user verses the off-hand mage, who makes things up on the spot. Then add the cleric with the same differences, along with some of what I call "Wild Talents" in the realm of Psionics.

The article in the Metamorphosis Alpha Collector's Edition originally appears in The Dragon, No.18, for September 1978, and was written by James Ward.
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  #22  
Old November 2nd, 2018, 05:44 AM
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I am back working on my Piper-Norton Out Rim Sector, and I feel my "Mad Scientist" avatar coming on.

BEWARE, BEWARE, Will Robinson, there Dragons Lurk.
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Old November 9th, 2018, 10:06 AM
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Originally Posted by timerover51 View Post
I bought the Fast Magic book from DriveThruRPG along with a couple of Paul's other books, and I have mixed feelings about his idea. Having no basic spell list or lists sounds good in theory, as then the magic-user can make up what he wants on the spot, sort of like Harold Shea in the Fletcher Pratt books. However, if the player first needs to think about what they want to do, then needs to confer with the Game Master as to all of the details, that is going to have the affect of drastically slowing the game down. As for making potions, writing spells. and enchanting items, those are all going to need to be done in advance of the game, which means that the magic-user and Game Master are going to have to agree in advance as to what can and cannot be done. The system in not bad, but implementing it is going to have some problems, unless a fair amount of work is done in advance.
Another way to start looking at it may be through the lens of the Mage game by WW. In short, magic is broken into spheres which have to be combined to have an effect (life, energy, matter, space, time, etc). The first edition required a lot of the sort of creative combinations that you mentioned, but the second edition had a lot of spells listed that were explained in terms of what level of expertise was required in which sphere IOT generate the spell effects. If that sounds like it might be what you're after, second edition may be the go and you can pick it up from RPG Drivethru.
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Old November 9th, 2018, 12:54 PM
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Another way to start looking at it may be through the lens of the Mage game by WW. In short, magic is broken into spheres which have to be combined to have an effect (life, energy, matter, space, time, etc). The first edition required a lot of the sort of creative combinations that you mentioned, but the second edition had a lot of spells listed that were explained in terms of what level of expertise was required in which sphere IOT generate the spell effects. If that sounds like it might be what you're after, second edition may be the go and you can pick it up from RPG Drivethru.
Actually, I got out my Little Tan Books from Original D&D and have been going through them. It looks like I can adapt them to Fast Magic with some work. I would rather stay with Fast Magic as that is already designed for use with the Cepheus Engine.

Thanks for the suggestion, however. Always nice to get some input from others without be told what to do.

Looking through my Little Tan Book for Greyhawk is interesting as they did not edit out the hobbits and Balrogs in that edition. It would be interesting to run that at a convention.

I do need to check on the use of "Droyne" in my Out Rim sector, to see it that poses a problem. "Aslan" use will not pose problems from the Traveller aspect, as GDW got that from the Narnia books. If I want something like the Vargr, I can use H. Beam Piper's equivalent, or maybe Howard Pyle's walking foxes. Might use those anyway. I love the pirate outfits on them.
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Last edited by timerover51; December 11th, 2018 at 06:00 PM..
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Old May 19th, 2019, 06:13 PM
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Default Cepheus Engine Fantasy Traveller Rules Part 2 - Character Classes

I’ve just published my second part of my fantasy conversion rules for the CE SRD in the same vein as my CT “Fantasy Traveller’ rules for CT written over the past few years. The latest post (Part 2 - Character Classes) is now live on my blog:-

https://alegisdownport.wordpress.com...acter-classes/

This post covers additional character classes and converting skills into a low-tech environment. Apologies for the odd table sizes, they are snapshots straight from Excel!

Enjoy and all the best,
Steve
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Old May 19th, 2019, 06:37 PM
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Originally Posted by AlegisDownport View Post
I’ve just published my second part of my fantasy conversion rules for the CE SRD in the same vein as my CT “Fantasy Traveller’ rules for CT written over the past few years. The latest post (Part 2 - Character Classes) is now live on my blog:-

https://alegisdownport.wordpress.com...acter-classes/

This post covers additional character classes and converting skills into a low-tech environment. Apologies for the odd table sizes, they are snapshots straight from Excel!

Enjoy and all the best,
Steve
It looks interesting, and I have downloaded the page with it. I am not sure about using modern military ranks in a fantasy world. Are you open to ideas for different ranks? One thing that I might do is replace the term "Scout" with "Ranger", and instead of using "Recon" for a skill use "Scouting" instead.

Am I correct that the Skills Table uses the existing Cepheus Engine Table unless stated otherwise?
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