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How many potions?


Mr. R

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Also a big thing to remember (and most GMs do remember this but a few do not) that the purpose of the game is for everyone to have fun. You may want to avoid going crazy on requirements, unless of course you have players that like it that way.

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On 5/13/2024 at 11:49 AM, Gauntlet said:

Also a big thing to remember (and most GMs do remember this but a few do not) that the purpose of the game is for everyone to have fun. You may want to avoid going crazy on requirements, unless of course you have players that like it that way.

 

 

Wise advice.  Thank you!

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Since this one has died down so I don't have to feel the pressure to offer the concrete advice I don't have (er, balance the resource management burden between alchemists and other kinds of casters?), I will now chime in to mention Adrian Selby's three "Post" novels, Snakewood, Hard Road, and Brother Red, which present a very imaginative and well-fleshed out "alchemical" magic system and a universe built around it. Also, while not precisely Bronze Age, it does have a sense of civilisation being recent and marginal, and resources, including iron, hard to come by. Definitely a good source of inspiration for Fantasy Hero, too, because of the way that magic is integrated into play mostly as buffing for fighters. 

 

Also, great for anyone who likes their grimdark grimdarkier. The characters are mostly not horrible (I'd like to kill the antagonist of Snakewood with a dull butter knife, but they mostly don't make you want to tear your eyes out --it[s the first book in the loosely-connected trilogy, and the least successful, to my mind.) Which also leads into the way that the alchemy is imagined, which is very definitely drug culture, the main source of magic potency in the setting being "fight brew," which is basically magical meth. 

 

https://www.adrianselby.com/wp-content/uploads/2021/01/SRFC_BrotherRedSelby.mp4

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