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Hyperborea » A question about the setting as a whole » 5/16/2018 3:43 am

rhialto
Replies: 13

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Jimm.Iblis wrote:

Truly, the game mechanics work well for any gritty Sword and Sorcery setting.

Indeed: I don't use the Hyperborean setting alone, but it is part of my "Atlantean Age Earth" or "Old Terra" setting, loosely based on various S&S novels/stories/ideas/games.
 

Sorcery » Spell slippage? » 5/16/2018 3:38 am

rhialto
Replies: 8

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Blackadder23 wrote:

As I said in another thread, I'm against various proposals to allow spell-casters to occasionally (or more than occasionally) retain the memory of spells cast (or lost during attempting casting). I consider it sheer pandering and "everybody gets a trophy" idiot-proofing, unworthy of the term "Old School play".

I understand this approach and sentiment, but what about the "Ancient School", then? The spell-casting system in Chainmail, where a spell-caster rolled to cast spells? If you're unfamiliar with it the roll dictates one of three results: a spell cast immediately or delayed by one round (in either case retained in memory, and able to be cast again) or failure (spell fizzles and is erased from memory). I often think it would be interesting to try it out, but then I often find rules interesting in the abstract and less so in practice.

Announcements » Website Updates » 5/15/2018 8:47 am

rhialto
Replies: 14

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Lost Treasures of Atlantis sounds like promising title for my Atlantis campaign: can't wait to see it.

General Discussion » Happy Birthday, Ghul! » 5/09/2018 2:49 pm

rhialto
Replies: 21

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Late to the party, but happy birthday wondrous creator! And an apt quote for you:
"'An idea of great merit! While we are alive we should sit among colored lights and taste good wines, and discuss our adventures in far places; when we are dead, the opportunity is past.'"
Jack Vance, Maske: Thaery

Swordsmen & Sorcerers » Perfect Party? » 5/05/2018 5:55 am

rhialto
Replies: 20

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Iron Ranger wrote:

rhialto wrote:

My main party is illusionist, legerdemainist, cleric, monk and fighter. I don't think they're missing anything, since their success is dependent on player skill, as others have pointed out. 

That's a pretty mixed party, so you've got it covered. And I get it that the group relies on player skill, but do you find that your players most often rely on the characters with special skills to attempt the special tasks?

Yes, they do rely on the best class/background to do that. For example, whenever it comes to quick/sorcerous healing, it's the cleric; mundane healing, the cleric again, since she venerates Apollo.

I also use my own set of background tables (what AS&SH calls "Secondary Skills"), and those play heavily into "Who's best to talk to the Prince's servants? The Illusionist, he's an escaped slave." I lean heavily on the Non-Standard Task Resolution (d6 throw) for things like this, if they don't want to role-play out all the dialog (which happens sometimes).

But I'm fine with this niche-leveraging: IMO that's what differentiates a class-based game from a skill-based game (like Classic Traveller, which I also run).

Swordsmen & Sorcerers » Perfect Party? » 5/04/2018 4:08 am

rhialto
Replies: 20

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My main party is illusionist, legerdemainist, cleric, monk and fighter. I don't think they're missing anything, since their success is dependent on player skill, as others have pointed out. 

Swordsmen & Sorcerers » Monk: Stunning Blow, from level 1? » 4/21/2018 8:31 am

rhialto
Replies: 7

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Ghul wrote:

Yes, it is something David and I should fix, and it carries over from the original boxed set. Specifically, in all other instances (I hope!) we list abilities first by availability, then alphabetically. For some odd reason, this monk ability escaped both David's and my eyes, but it's something we can fix... in 3rd Edition, when we introduce skills and feats! ;)

Ha! So you two are already on your 2nd edition eyes? http://cdn.boardhost.com/emoticons/wink.png

General Discussion » Any tips for a first time GM? » 4/19/2018 4:15 am

rhialto
Replies: 7

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All excellent and pertinent advice. I'd rank them in importance of:
1. Everyone have fun.
2. The PCs are the geniuses, heroes, sages, and rogues of note, even at 1st level.
3. Rules: just have the basics of combat, saving throws, attribute checks (tests and extraordinary feats) and my favorite, the non-standard task, down; make rulings on the rest, based on role-playing.
4. I ran Ghost Ship for my group, having read through it once to get an idea of the situation, then had to adjust as my players went off in a random direction: it's a fantastic adventure, with some very flavorful Hyperborean elements, so play those up.

Announcements » HYPERBOREA: Beasts and Cannibals » 4/17/2018 5:50 am

rhialto
Replies: 107

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Iron Ranger wrote:

Anybody else having sad feelings that it's over and needs another one right away?

Well, happy for Jeff and company that it's funded, and as the KS Project Update note #8 said: next up is the softbound Players' Manual and Ref's screen.http://cdn.boardhost.com/emoticons/smile.png

Rules Discussion » Xp's for spell/prayer books » 4/16/2018 5:07 pm

rhialto
Replies: 32

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Ar'Pharazon wrote:

Adding to the later thoughts of this thread: I pool XP together, and then divide. Then it's off to carousing!!

Interesting...I'm an indolent heretic and just skip to the carousing: I usually take a sip of my beverage of choice, then tell them they've leveled up, no XP calculations necessary. It's fast, it's easy, and it tastes good.

Rules Discussion » Xp's for spell/prayer books » 4/10/2018 7:01 pm

rhialto
Replies: 32

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Ar'Pharazon wrote:

gizmomathboy wrote:

 the spell book is its own reward. Assuming it has spells that the caster could read and use.

I'm with Giz on this. To me, this is no different than giving a fighter XP for finding a +2 longsword. 

Me too, especially as I allow sorcerers a varying chance to learn spells of different traditions.

General Discussion » Ideas for a homebrew adventure (strange artifacts) » 3/22/2018 3:57 am

rhialto
Replies: 16

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Yes, there are "magic" green gems which power/fuel an item in the module. You should have them be in a lead-lined box of some sort if you want to foreshadow, otherwise there will be an attendant sickness if exposed to the green gems...which may or may not be related to the Green Death. http://cdn.boardhost.com/emoticons/stoned.png

General Discussion » Ideas for a homebrew adventure (strange artifacts) » 3/21/2018 4:14 pm

rhialto
Replies: 16

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Second recommendation for the Swords & Stitchery blog: very inventive stuff, and very Hyperborean in tone.

I like to play up the Atlantean, Mu, Lemurian, Cthonic, insanely otherwordly items: the need not be "magic", and could just be high-tech (as some of the items in the book are) or mundane but weird.

Radium rifles and pistols or battle-harnesses from Old Mars (Barsoom)
Venusian psi-helmets
Coprolite of a Hound of Tindalos

Adventures » The Black City » 3/19/2018 3:51 am

rhialto
Replies: 8

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Doctor_Rob wrote:

Great resource! Thanks for this.

Another atmospheric backdrop to a campaign, or a good place for ideas is Eridu, which can be found here: https://isimud.wordpress.com/

It's an AD&D weird Mesopotamia; great stuff!

Awesome, thanks for the tip! I'm always looking for other ideas for my Atlantean setting.

Adventures » The Black City » 3/02/2018 3:38 pm

rhialto
Replies: 8

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You can see someone's more recent take on it at the Mutants & Magic blog series (for ACKS, but lots of Hyperborean-tainted cross-over goodness):

https://mutantsmagic.wordpress.com/black-city/

Television and Film » The 13th Warrior. » 2/27/2018 6:56 pm

rhialto
Replies: 20

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mabon5127 wrote:

Ran the same game at Trident Con.

Hmmm, I may have to attend this year, especially if you'll be running it or some AS&SH.

General Discussion » Gizmo's Bindery » 2/24/2018 11:06 am

rhialto
Replies: 37

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gizmomathboy wrote:

rhialto wrote:

Wow, those are superlative: I'd be delighted with something similar when Jeff gets around to the Player's HB, or whatnot. Of course, whatever form it takes I'll be on board. http://cdn.boardhost.com/emoticons/happy.png

Yeah, I think breaking it two books would be great. However, I have the capability to do this but would definitely be interested in buying at least one Players manual.

I can't recall if in the original printing if the Players manual was sold separate. Also, if there was sufficient sales of such to justify that effort.

Yes, I bought several AS&SH 1e Player's Manuals for my group, which we still use. I started printing out the 2e from home, but it's just not the same.

General Discussion » Gizmo's Bindery » 2/24/2018 8:03 am

rhialto
Replies: 37

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Wow, those are superlative: I'd be delighted with something similar when Jeff gets around to the Player's HB, or whatnot. Of course, whatever form it takes I'll be on board. http://cdn.boardhost.com/emoticons/happy.png

Sorcery » Spell Recovery » 2/21/2018 7:45 pm

rhialto
Replies: 50

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I have an odd position on this "old-new" divide: for me the attraction of the "old" is simpler, familiar rules which are easy to house-rule and exercise my creativity and have fun with my friends (of 40+ years now), and now our various offspring. But all my experiences of the "new" (as in, the dozens upon dozens of systems I've played or run) affect how I play the "old". So, while I run AS&SH, I run it more like later editions: 1st-level characters are heroic from the get-go (I vaguely recall a 1st-level character being 1-out-of-100 or so in 1e). They are not yet Conans, John Carters, Fafhrds, Jirels, etc., but they are 1/12th of the way there.http://cdn.boardhost.com/emoticons/cool.png

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