Post originally by SteelCaress at 2003-10-04 14:02:24
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What he missed was that Shadow World has a unique method of high-speed transportation -- the Navigators, who magically appear and magically transport you (whether by boat, platform, or flying carpet) where you need to go.
Flow storms (a cross between a hurricane and thunderstorm) mar the landscape, making it harder or easier to cast spells. These are disruptions in the normal flow of magic.
Kulthea has 5 moons, the largest of which houses its gods.
They have an established evil, the Unlife, which kills and draws energy from the spirit as it dies. It is the beginning and end of all True Evil.
Other organizations exist, some good, some evil.
It was a world that was well thought out, that had its own names for orcs, plants, metals, etc. Magic is a very real force that is unpredictable, yet evident everywhere. It took what other game companies had decided to add as an afterthought and put it all together as a cohesive whole, then released supplements describing these things in more detail, with adventures in the supplements.
It's sad to see it ensnared by the One Game (d20). "One Game to bring them all, and in the darkness bind them."
Post originally by Charles Griswold at 2003-10-04 16:39:20
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A d20 Shadow World conversion? Yay!!
I would really like to play a Shadow World game, just not using the Rolemaster system. If the d20 conversion wasn't available, I would have to do a conversion myself, either to d20 or possible to GURPS (it would probably lose a lot in the translation, though).
Avron wrote:
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Oh yay, yet another D20 conversion...*YAWN*
Post originally by Brent Knorr at 2003-10-05 00:16:30
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It hasn't really been ensnared. ICE themselves are keeping Shadow World as a Rolemaster setting, but they are allowing the Guild Companion to do a D20 version.
Post originally by SteelCaress at 2003-10-05 06:32:47
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It's actually kinda funny when you read the ICE forums, because "ensnared" what they feel when they play D&D (any version).
It's all a matter of perspective, I guess. There are even debates on those forums as to whether D20 is more complex than Rolemaster, with great arguments on both sides.
To be fair, I think Rolemaster is a little too randomly lethal, while D20 has too many fiddly bits similar to GURPS that a lot of rules lawyers insist on using. I never had a problem with rules lawyers in Rolemaster. It all boils down to experiences, I think.
Post originally by Wes Johnson at 2003-10-05 17:05:54
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You can't please all of the people all t he time. Or people can;t read the whole review either. Or people don;t review fully. Take your pick.
Anyways, yes as mentioned there are the Navigators who have the ability to transport people, for a price, just about anywhere.
There is also the science fiction elements, which I thought I mentioned, if not, sorry. While remants of this stuff are still around, it would be safe to say it is uncommon...perhaps even confused for magic.