Lead Adventure Forum
Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: Comsquare on November 05, 2010, 06:30:02 PM
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Good day, gentlemen
I'm thinking a long time now about starting with "Strange Aeons", played a few times the playtest-version and enjoyed it very much.
But I would like to put the game-setting into the Dark Ages, have a nice comic called "Homecoming" about some vikings coming back to their village....
So, my question is, how easy do you guy think is it to customize SA for that setting?
Or, has anybody allready done that?
Cheers
Tobias
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I think it would be very easy, especially as Shocking Tales #1 has the rules for Torch, Battle Axe, 2-Handed Sword, Short Bow and Long Bow. :)
I would make Threshold models start with a Longbow instead of a .45 and obviously disallow modern weapons.
(Or make them magic/rune items e.g. Staff of Fire for Flamethrower, Scepter of Thorns for SMG e.t.c.)
Edit: Rules for Shields have also been previously discussed...
http://leadadventureforum.com/index.php?topic=22647.0
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I like the idea of Holy item's replacing the modern weapons though it might make Holy a lot more common than it was.
But yes the Shocking Tales 1 has a lot of other weapons in it to expand those elements that your Threasehold agents might pick up and thump someone with.
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Sounds great :D
So, I will give it a try.
What about armour?
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I don't think the armour rules really need to change. Light armour would be a boiled leather or somesuch, while heavy would be mail - the same armour bonus and movement penalties would apply. Some sort of formal rules for shields and/or bucklers would probably have to be cooked up though. There was already some discussion along those lines a while back, as I recall.
This is actually something I've been thinking about for a while: alternate weapon lists are really the only thing keeping Strange Aeons from being easily ported to other time periods and settings. Ultimately, I'd like to create a discussion area for each proposed period/setting where we can toss out ideas for weapons and share our playtest results. May as well make this the starting point for Dark Age, which can theoretically cover anywhere from 8000 BC - 1500 AD.
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Good to hear about the Armour-rules, so no problem here, I think.
Will read also through the Shield-thread.
And I think a discussion area about different settings and how to deal with them is a great idea.
Must only get a copy of the rules now and then I'm in.
Thanks for helping to all of you.
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This is actually something I've been thinking about for a while: alternate weapon lists are really the only thing keeping Strange Aeons from being easily ported to other time periods and settings. Ultimately, I'd like to create a discussion area for each proposed period/setting where we can toss out ideas for weapons and share our playtest results.
Once I have the money again, I intend to buy a bunch of the excellent Kiss Kiss Bang Bang figs, and could totally do a 60's Threshold pulp adventure.
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I talked about this with one of my buddies down at the club today during our gameday - showed them the game and the rulebook and believe I hooked 2 more people lol
Anyways, we pretty much agreed on that this game and idea of Treshold vs Lurkers could take place in pretty much any timeline. 18th century with black powder armed Treshold agents, Medieval times with Vikings like your idea was, Wild West setting with western models etc. The rules themselves would only require that you remove all guns and maybe replace them with a few more melee weapons. You got 2 types of bows in the first expansion book, light and heavy armor would work off the bat from the core rulebook. Maybe additional rules for shields/bucklers but that's pretty much it. The monsters are very "generic" zombies, fishmen etc all look pretty much the same no matter what time they are played in :)
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Anyways, we pretty much agreed on that this game and idea of Treshold vs Lurkers could take place in pretty much any timeline. 18th century with black powder armed Treshold agents, Medieval times with Vikings like your idea was, Wild West setting with western models etc. The rules themselves would only require that you remove all guns and maybe replace them with a few more melee weapons. You got 2 types of bows in the first expansion book, light and heavy armor would work off the bat from the core rulebook. Maybe additional rules for shields/bucklers but that's pretty much it. The monsters are very "generic" zombies, fishmen etc all look pretty much the same no matter what time they are played in :)
That was what I hoped to hear ;)
I was sure that the lurkers would be very generic, but didn't knew what kind of weapons/armour have stats allready and how easily it would be to create new ones.
Was also thinking about adding some Cthulhoid touch to my WWW3 project.
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Ha! Great minds think alike. I have written a large part of a Dark Ages version some time ago.
Instead of the Threshold models I chose the following three:
Knight – Character
Paladin – Agent
Squire – Civilian
Only thing I had to do were the "special agents" (but I went for a Rogue, Mercenary Knight, Falconer, Executioner and Hunter...still had to think of three or so). I'll see if I can dig up the rules.
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Ha! Great minds think alike. I have written a large part of a Dark Ages version some time ago.
Instead of the Threshold models I chose the following three:
Knight – Character
Paladin – Agent
Squire – Civilian
Only thing I had to do were the "special agents" (but I went for a Rogue, Mercenary Knight, Falconer, Executioner and Hunter...still had to think of three or so). I'll see if I can dig up the rules.
Cool 8)
Would like to see them.
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Great idea and one we talk about a fair bit around the shop...Dark Age COC being a favorite of several U.M.W. employees. Should be very easy to transpose...will need a bunch more close combat type skills and some extra magic to make up for the lack of shooting weapons...other than that, you could play it today by changing a few words and scrubbing all the guns from the weapon list.
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Great idea and one we talk about a fair bit around the shop...Dark Age COC being a favorite of several U.M.W. employees. Should be very easy to transpose...will need a bunch more close combat type skills and some extra magic to make up for the lack of shooting weapons...other than that, you could play it today by changing a few words and scrubbing all the guns from the weapon list.
Yes, there will be less shooting weapons, just bows, crossbows, throwing knives/axes, javelins and slings.
So, maybe some kind of spells, prayers could fill the gasp.
But hei, it's the Dark Age, time of bloody close combat ;)