There was a flurry of 2nd ed discussion here on the list, in the first week of June. In addition, a number of ideas have been sent to me directly. I've finally managed to work through these, and sort the wheat from the chaff, and the great from the naff. Bits I like have now been worked in to my version of a fantasy 2nd edition.
Particular thanks to Richard Devereux for pointing people at my page http://www.lgtilley.freeserve.co.uk/2nded.htm and suggesting that newcomers look there first, before submitting ideas to the list. It isn't a FAQ, not is it a comprehensive list of all the ideas ever suggested, but it will give you a rough idea about what's already been sent, and about what's taken for granted by the majority of players - you probably don't, for example, need to write a dissertation to convince us all that the present guarding rules could be open to improvement.
Some of the ideas presented in June did not appeal to me because:
- they were inconsistent with broader themes I've already adopted
- they were solutions to a problem for which a better solution has already been given
- they were fixes to problems which should be reduced by some of the broad changes. For example, there was a thread about curse companies being too powerful. I felt that the new movement rules would increase the predictability of curse company moves, and that therefore, further handicapping of them was not needed.
The ideas I have adopted (and often adapted) are:
SabFort only lasts one round. Corsairs 101. I've called it "Breach Fortifications". This is my number one favourite of the June ideas. It's simple and elegant, avoids all the complexities we discussed about stone and timber strongholds. It reduces the credibility gap, makes FortPop better value for money, and would improve gameplay. I also liked the idea of spells to take the role of the permanent destruction of fortifications - but when I went to put something in, it was already there! Worth reading the page chaps!
Mist of Galadriel spell series. Richard Devereux. I've called it "Cloaking". This is my number two favourite. Richard has lots of other ideas for spells which will improve gameplay, but he hasn't developed them fully, and I don't have the energy just at the moment.
Amalgamating the transfer orders, for rations. Richard Devereux. Though I know he's not yet won over to the idea of rations (food+gold) itself.
Change to the PrenMgy order. I rejected the ideas of a Mage Teach Spell, Clint Oldridge, and of increases to mage rank through spell casting, Dan Newman. I like the concept of the wizards in "The Belgariad" where most of them sit in their towers studying for centuries, and only emerge occasionally, regarding the business of "Swords and Sorcery" to be something of an interruption to the serious business of having one's nose buried in a dusty tome. But, Clint and Dan's input did remind me that PrenMgy is boring, so I've reworked it.
Group assassination bonus. Clint Oldridge. Clint had suggested a formula for multiple guards, but I already have something on that, which I find slightly preferable. His remark however that multiple assassins should therefore operate collectively, and is formula has been adopted. The two together will still mean that 3 good guards will stop 3 good assassins, but it will also mean that when targets are not adequately guarded, apprentice assassins can have a real role in supporting the mission of a master.
Combat Spells apply to each round of battle. Clint Oldridge. This one just pushed out Mick Jaggard's suggestion that spells be cast in the archery round - having just made archers interesting and effective, I didn't want to merge them with the pointy hat brigade. I like the concepts familiar from the D&D combat sequence, wherein archers get to have a shot before spells can be cast, since casting a spell takes some time for gesturing and incantation.
Army "without food" when on a pop centre with 0 food, but "with food" when on a pop centre with 1 food - this anomaly removed. Corsairs 101.
Spread Rumour can be specified. Richard Devereux. OK, I guess this is my third favourite. Simple and will be a HUGE improvement to game play.
Dragons in armies consuming rations and quarrelling. Richard Devereux.
That's it. Do have a look at the page http://www.lgtilley.freeserve.co.uk/2nded.htm Many, many thanks to all who contributed ideas (whether you meant them for me or not!) and apologies to those whose ideas were not to my taste - come bash me in Middle Earth... if you can!
I won't be revising the page again for a good while, but I'm always interested in ideas. I'd particularly like to see some of those ideas for more intelligent artefact powers developed.
Laurence G. Tilley