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Wednesday, July 8, 2009

[RPG] Editing and Expanding the Manuals-

I spent the better part of yesterday/night looking over the Manuals, catching errors and looking at how bleak the Referee's looks on a surface skim.

Although the Ref's Manual is going to be expanded considerably, I think a lot of the best work (crunch-wise) in it is in the descriptions/explanations of the Terrain. Running with that, I plan on leaving out a lot of needless personal exposition, and instead, stick to encapsulated data designed to be immediately useful for the Ref in the playing of the game. If folks want a lot of gaming philosophy there are plenty of blogs on the subject.

& More like these bits from 5th edition Tunnels & Trolls:

* The Logic of Magic
* Unusual Combat Situations
* Personalising Monsters
* How to Be a GM
* "Do This When You Get Out"
* More about City, World, and Dungeon Building

Beyond those, I still have the Technology rules, and the entire 'Aberrations/Magic/High-Psionics (HiPsi)' section/book yet to edit/write. --and, the handful of Arcane spells (the term will dissolve, as there are no set lists in the setting) included were included because they were devised in-play in my Alpha game.

Your feedback is much appreciated.

Thanks,

Tuesday, July 7, 2009

[RPG] Beta Release Link (Updated)-

Here is the LINK to my LuLu 'storefront'.
I have revised the Players' Manual, and now have uploaded the Referee's Manual.

Over the next weeks, as Peter's interior artwork becomes available to me, I will be expanding and laying out the print-worthy version.

Please take part in this process.
The more feedback I receive, the better a product I will be able to create.


Thank you,

Monday, July 6, 2009

Links at Noon? & B/W Cover for Printing-

I'm planning on having the links to the files up here by about Noonish Tuesday 7th.
Please, keep voting via the previous post comments.

I've included a link to the black & white cover art iteration, for those that will want to print it out for Beta.

Sunday, July 5, 2009

The Home Stretch-

Today I unloaded the last of it to the editor, who promptly returned it with corrections and suggestions for re-arranging paragraphs.

Do you folks want separate .pdfs for Background, Character Creation, Combat, Adventuring and Exploration, Critters, and Equipment? Or, do you want player stuff in a PHB, and Referee stuff in a RM? A single .pdf?

Thanks,

Thursday, July 2, 2009

Portrait of the Brain as Pâté-

2/3rds complete.

Lots of rain, so I'm happy.

Running the game tomorrow.

Wednesday, July 1, 2009

[Milieu] Funhouse Mirror Reflection-

This post just makes me so happy:

by bat

The People of the Summer Wind

Hey Chalk, you gotta check this out!” called Koram from across the table as the adventurer leered at the attractive tavern girl.

What is it?” asked the wizard as he poured over a text the duo had recovered from their last adventure.

This girl has no belly button!” the fighter replied.

With a jolt the spellcaster reached across the table and grabbed Koram’s arm.

We need to get out of here. Now!”

[“Just sit there and shut up, we aren't after you two idiots.”] hissed a voice in Chalk’s head.

Turning to the dancing girl Chalk saw her look him in the eye. And wink.

The People of the Summer Wind

No. Enc.: 1-4 (20)

Alignment: Neutral

Movement: 120’ (40’)

Armor Class: 4

Hit Dice: 1+2

Attacks: 1

Damage: 1d6 or weapon

Save: F5

Morale: 9

Hoard Class: VII

A mysterious offshoot of humans, from another material plane, the People of the Summer Wind are an enigmatic race who blend so seamlessly into human societies that it is nearly impossible to detect them as they can and do appear as any race or ethnicity. Their only distinguishing mark is the lack of a navel, or belly button and the fact that all of them are considered attractive by human standards (which sometimes makes them easier to pick out of a lineup in backwater places).

For the most part, the People of the Summer Wind monitor those around them, otherwise acting like normal people, yet they form secret societies within the communities they live and perform strange rituals to conjure weird monsters, sometimes creating elaborate traps within buildings in towns and cities to lure the unsuspecting in to meet their demise. All of the People of the Summer Wind have minor telepathic powers (being able to send and receive messages up to 1000′), the ability to cause Confusion as per the magic-user spell with the following adjustments: (Range 150′, Duration 5 rounds, affects 2d6 targets see Labyrinth Lord core rules, page 29 for reaction table) as well as the ability to conjure extra-planar creatures in relation to their number (i.e. a lone Person may only conjure a minor creature, a group of eight or more can summon a truly nightmarish beast).

The few sages aware of the existence of these strange humans have theorized that these traps set up by the People of the Summer Wind are not really fatal, but complicated teleportation rituals that send people to the plane of origin of the People of the Summer Wind. For what purpose is unknown.



I'll leave it to my readers to puzzle-out why.

Tuesday, June 30, 2009

[OT] Behind Enemy Lines (part III) + Structural Integrity-

The cat gave us a scare by somehow getting out last night and getting wounded in a glorious battle with either another cat, or a possum. He seems to be on the mend with anti-biotics and rehydration, but we'll be monitoring him more closely.

Book 4: British Commandos, and The Guns of Navarone arrived today, as did Albedo: Structural Integrity. All three look good, with lots of crunch to SI, and Commandos. TGoN looks like one of the better military adventures written.

Busy-busy...