View Full Version : Legacies - New Magical Old West campaign
eruditus
02-14-2005, 08:54 PM
I shall be posting the characters and the plots associated with the campign here but I first wanted to know folk's opinions about the changes to resources for a old west/victorian campaign setting:
Legacies Resource guide (http://www.realityvault.net/burningwheel/oldwest/legaciesresourceguide.html)
Drozdal
02-14-2005, 08:59 PM
I shall be posting the characters and the plots associated with the campign here but I first wanted to know folk's opinions about the changes to resources for a old west/victorian campaign setting:
Legacies Resource guide (http://www.realityvault.net/burningwheel/oldwest/legaciesresourceguide.html)
This looks sweet - but Eru i think that you have to clearly state how many Lp's all those retainers have (2-3 for unskilled labour - to 5 or maybe even 6 for mercenaries and such).
eruditus
02-14-2005, 09:00 PM
Excellent Point!
eruditus
02-14-2005, 09:26 PM
Dro - Fixed. I want the Retainers to largely be "inferior" to the characters but with a skill set that is different. Thus if one of the PCs want to be a Lawyer thay can and a retain won't be as good a lawyer as the starting PC.
Drozdal
02-14-2005, 10:41 PM
Dro - Fixed. I want the Retainers to largely be "inferior" to the characters but with a skill set that is different. Thus if one of the PCs want to be a Lawyer thay can and a retain won't be as good a lawyer as the starting PC.
Nice - for me retainers shoudn't start with more than starting player number of LP's -1 , so your stuff looks good (for a 4 LP game).
spring_violet
04-11-2005, 01:32 PM
Eru's game has been progressing nicely. None of the PCs have been horribly maimed - yet. LOL
Trayer and my characters were run through a vision quest after ICON on Saturday which left us with a question that hopefully either Abzu or someone in his home campaign can answer. (Or maybe it has been covered on the forum - if so let me know where.)
What are the elements associated with the wheels of different numbered spokes? I take it 5 is for fire - thus the "burning wheel" - but what about a four spoked wheel or a three spoked wheel?
This is going to have in game significance (please, please, please let water be four).
3 is the number of water, it is imperfect, fluid and indivisible.
4 is the number of air. 4 are the directions, four are the winds.
6 is the number of earth. Broad and strong, able to be divide and apportioned.
5 is the number of fire.
-L
eruditus
04-13-2005, 08:01 AM
Thanks! This was what I thought but I wanted to make certain. More info to come. :)
The characters are getting a revision injection and my two lifepaths will match.
I am thinking of doing some Injun LPs but don't know how detailed I need to get between tribes. I may just do a big Native Setting and some LPs require that your part of "X" tribe.
If anyone wants to do a suggested setting for my Native Americans in the 1860s I'd be open for such suggestions :D
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