<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-20485732</id><updated>2012-01-26T10:12:38.823-06:00</updated><category term='Dracosian Republic'/><category term='kingdom building'/><category term='salivore'/><category term='Chessan'/><category term='adventure creation'/><category term='personal challenge'/><category term='Uthor'/><category term='One Page Plot'/><category term='Hadrons'/><category term='prep work'/><category term='sword and sorcery'/><category term='manspider'/><category term='conversion'/><category term='Homuncerai'/><category term='bargain bin'/><category term='Flynn&apos;s Guide'/><category term='magic shops'/><category 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design'/><category term='Covenant of the Wild'/><category term='howling ape'/><category term='hirelings'/><category term='equipment'/><category term='Fellowship of the Flame'/><category term='pantheons'/><category term='Caipora'/><category term='health'/><category term='conlang'/><category term='calendar'/><category term='Starships and Spacemen'/><category term='Sorcerers of Krang'/><category term='bestiary'/><category term='Celerans'/><category term='boalisk'/><category term='combat'/><category term='MyD20'/><category term='4E'/><category term='discount'/><category term='Yesha'/><category term='conditions'/><category term='Mahztekha Valley'/><category term='bloatghoul'/><category term='aboleth'/><category term='spells'/><category term='house rules'/><category term='kujara'/><category term='encounter scenarios'/><category term='baban'/><category term='Fantasy Concepts'/><category term='random campaign idea'/><category term='dreadgazer orb'/><category term='Knightal'/><category 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term='cosmology'/><category term='Madlands Campaign'/><category term='Ancient Greece'/><category term='megadungeon'/><category term='canker hound'/><category term='bad quotes'/><category term='Genodras'/><category term='gods'/><category term='Nabaneth'/><category term='Synovia'/><category term='crimson mantid'/><category term='anolax'/><category term='past campaigns'/><category term='Stellar Quest'/><category term='Hammersong&apos;s Legacy'/><category term='winged serpent'/><category term='arch-rituals'/><category term='Quanana'/><category term='errata'/><category term='table of contents'/><category term='settlements'/><category term='sandbox'/><category term='pact gifts'/><category term='cover'/><category term='big reveals'/><category term='Ritualist'/><category term='Dworkin'/><category term='Herea'/><category term='XP'/><category term='organization'/><category term='winged cat'/><category term='snare worm'/><category term='post-apocalyptic'/><category term='Alicanto'/><category term='general'/><category term='Vanuros'/><category term='crocotaur'/><category term='random chart'/><category term='one shots'/><category term='weapons'/><category term='ruins'/><category term='help request'/><category term='Bludbuth'/><category term='scavenger worm'/><category term='crime'/><category term='Caverns of Lakoma'/><category term='rumors'/><category term='sorcerer'/><category term='Celena'/><category term='shard serpent'/><category term='artathi'/><category term='background'/><category term='Indra'/><category term='dolugon'/><category term='online gaming'/><category term='Romanni'/><category term='code of conduct'/><category term='Sunblade Order'/><category term='Azri Drakara'/><category term='Dray Prescot'/><category term='Spirit Realm'/><category term='Cronosians'/><category term='informal poll'/><category term='product release'/><category term='specialist wizards'/><category term='Referee&apos;s Guide'/><category term='Baijhan'/><category term='personal'/><category term='alternate Planes Prime'/><category term='Psyche'/><category term='Samardan Press'/><category term='law'/><category term='cultures'/><category term='Cherufe'/><category term='mapping'/><category term='Hyborian Age'/><category term='task resolution'/><category term='Estara'/><category term='nine act plot structure'/><category term='Nova-Kintar'/><category term='Censors of Patranos'/><category term='ursumoth'/><category term='languages'/><category term='campaign development'/><category term='Savage Swords of Athanor'/><category term='wrathfey'/><category term='kandor'/><category term='playtest'/><category term='ichortick'/><category term='sicklewing'/><category term='truenames'/><category term='Muladona'/><category term='DCCRPG'/><category term='character development'/><title type='text'>In Like Flynn</title><subtitle type='html'>This online journal is dedicated to a collection of random thoughts on gaming from a friendly guy that loves his family, his friends, gaming, science fiction and life in general.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default?start-index=101&amp;max-results=100'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>401</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-20485732.post-6864382325056729096</id><published>2012-01-25T17:00:00.001-06:00</published><updated>2012-01-25T17:00:03.716-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='informal poll'/><category scheme='http://www.blogger.com/atom/ns#' term='Rodan subsector'/><category scheme='http://www.blogger.com/atom/ns#' term='Azri Drakara'/><category scheme='http://www.blogger.com/atom/ns#' term='adventure'/><category scheme='http://www.blogger.com/atom/ns#' term='Traveller'/><title type='text'>Adventures In Rodan: Seeking Your Thoughts...</title><content type='html'>Good Afternoon, All:&lt;br /&gt;&lt;br /&gt;In &lt;a href="http://www.blogger.com/www.rpgnow.com/product_info.php?products_id=96032"&gt;&lt;b&gt;Flynn's Guide to Azri Drakara: Rodan Subsector&lt;/b&gt;&lt;/a&gt;, I introduced the second of sixteen subsectors for the &lt;b&gt;Azri Drakara&lt;/b&gt; campaign setting. (The first subsector that I released for &lt;b&gt;Azri Drakara&lt;/b&gt;, Cepheus Subsector, can be found in &lt;b&gt;One-Act Adventure: Vengeance by Proxy&lt;/b&gt;.) With Rodan being a frontier subsector, I sought to provide a location for Referees and players alike to begin exploring this campaign setting without having to absorb a lot of background material. Over time, of course, future supplements will expand on the setting, but the goal remains that &lt;b&gt;Azri Drakara&lt;/b&gt; is intended to be accessible and usable, particularly with the core &lt;b&gt;Traveller&lt;/b&gt; rules.&lt;br /&gt;&lt;br /&gt;Although I provided several patron encounters in the introductory book, I know that every campaign can benefit from more adventure ideas. Even if a Referee decides not to use the &lt;b&gt;Azri Drakara&lt;/b&gt; setting, he can always adapt the ideas for use in his own &lt;b&gt;Traveller&lt;/b&gt; campaign. As I'd mentioned earlier this month, adventures don't sell well, but I'm still going to give it one more try and see where things go from there.&lt;br /&gt;&lt;br /&gt;I imagine that, in addition to the core adventure, I will probably add a few patron encounters, and perhaps a few more things along the same vein of adventure inspiration. Ultimately, though, the core adventure will be the heart of that product. With that said, what kind of adventure or story would you like to see published for &lt;b&gt;Azri Drakara&lt;/b&gt; and &lt;b&gt;Rodan Subsector&lt;/b&gt;?&lt;br /&gt;&lt;br /&gt;I already have a few ideas, but haven't settled on any of them as yet. Perhaps you as readers of this blog can share your thoughts on what would make an interesting topic to explore within the setting. My first thoughts are as follows:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Deadly Secret of Sakri&lt;/b&gt;: This adventure idea would explain the secret behind Sakri's unusual history.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Mines of Theon&lt;/b&gt;: This adventure idea explores the mining world of Theon, and introduces more detail into Merchant Houses, particularly House Garrett.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Port Rhom Incident&lt;/b&gt;: This adventure idea develops the concept of Rhom as a haven for smugglers and pirates, and introduces the psionic humans known as the Disciplined.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Ruins of Hipparch&lt;/b&gt;: This adventure idea focuses on the exploration of a Progenitor site on the world of Hipparch.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Search For The Star Crystal&lt;/b&gt;: This adventure idea centers around an encounter or series of encounters involving the Star Crystal.&lt;br /&gt;&lt;br /&gt;So, what do you think of these ideas? What other ideas would you like to see explored in an adventure set in the &lt;b&gt;Rodan Subsector&lt;/b&gt; of the &lt;b&gt;Azri Drakara&lt;/b&gt; campaign setting? Here's your chance to help set the course and direction of future products for &lt;b&gt;Samardan Press&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-6864382325056729096?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/6864382325056729096/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=6864382325056729096' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6864382325056729096'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6864382325056729096'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2012/01/adventures-in-rodan-seeking-your.html' title='Adventures In Rodan: Seeking Your Thoughts...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-8119033015879102853</id><published>2012-01-23T17:00:00.005-06:00</published><updated>2012-01-23T17:00:01.222-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Missing OGC'/><category scheme='http://www.blogger.com/atom/ns#' term='Traveller'/><category scheme='http://www.blogger.com/atom/ns#' term='weapons'/><title type='text'>Missing Traveller OGC: Weapon Damage Tables...</title><content type='html'>Good Afternoon, All:&lt;br /&gt;&lt;br /&gt;In continuing to address missing Open Game Content from the &lt;b&gt;Traveller System Reference Document (TSRD)&lt;/b&gt;, this time around I am addressing personal weapon damage. Much of this is simply generalized from my thoughts on &lt;b&gt;Stellar Quest&lt;/b&gt; weaponry, but with damage dice appropriate to the 2d6 Open Gaming System found in the &lt;b&gt;TSRD&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Melee Weapons&lt;/b&gt;&lt;br /&gt;Weapon damage seems pretty consistent with the following approach, based on weapon size.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Table: Meleee Weapons By Weapon Size&lt;/b&gt;&lt;br /&gt;&lt;table border="1"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;th&gt;Weapon Size&lt;/th&gt;&lt;th&gt;Range&lt;/th&gt;&lt;th&gt;Damage&lt;/th&gt;&lt;th&gt;Example&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Diminutive&lt;/td&gt;&lt;td&gt;Melee (close)&lt;/td&gt;&lt;td&gt;1d3&lt;/td&gt;&lt;td&gt;Under-sized dagger&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Tiny&lt;/td&gt;&lt;td&gt;Melee (close)&lt;/td&gt;&lt;td&gt;1d6&lt;/td&gt;&lt;td&gt;Dagger, unarmed attack&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Small&lt;/td&gt;&lt;td&gt;Melee (close)&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;Short sword&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Medium&lt;/td&gt;&lt;td&gt;Melee (reach)&lt;/td&gt;&lt;td&gt;3d6&lt;/td&gt;&lt;td&gt;Long sword&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Large&lt;/td&gt;&lt;td&gt;Melee (reach)&lt;/td&gt;&lt;td&gt;4d6&lt;/td&gt;&lt;td&gt;Great sword&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Huge&lt;/td&gt;&lt;td&gt;Melee (reach)&lt;/td&gt;&lt;td&gt;5d6&lt;/td&gt;&lt;td&gt;Over-sized great sword&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;I will likely use the following chart for determining what weapons a particular race may use.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Table: Weapon Usage By Creature Size&lt;/b&gt;&lt;br /&gt;&lt;table border="1"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;th&gt;Description&lt;/th&gt;&lt;th&gt;Small Creature&lt;/th&gt;&lt;th&gt;Man-sized Creature&lt;/th&gt;&lt;th&gt;Large Creature&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;One-handed, light weapon, concealable&lt;/td&gt;&lt;td&gt;Diminutive&lt;/td&gt;&lt;td&gt;Tiny&lt;/td&gt;&lt;td&gt;Small&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;One-handed, light weapon&lt;/td&gt;&lt;td&gt;Tiny&lt;/td&gt;&lt;td&gt;Small&lt;/td&gt;&lt;td&gt;Medium&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;One-handed&lt;/td&gt;&lt;td&gt;Small&lt;/td&gt;&lt;td&gt;Medium&lt;/td&gt;&lt;td&gt;Large&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Two-handed&lt;/td&gt;&lt;td&gt;Medium&lt;/td&gt;&lt;td&gt;Large&lt;/td&gt;&lt;td&gt;Huge&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;A more flesh-out example of a weapon's table will likely appear in this blog at a later date, but this will serve as the basis for it.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Ranged Weapons&lt;/b&gt;&lt;br /&gt;Ranged weapons determine damage based on what propels the projectile, or in the case of advanced weaponry, what delivers the damage itself. As there are two general sizes of personal ranged weapons, one-handed (pistols) and two-handed (rifles), damage is determined based on weapon size as well.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Table: Ranged Weapons By Size And Power&lt;/b&gt;&lt;br /&gt;&lt;table border="1"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;th&gt;Weapon Size&lt;/th&gt;&lt;th&gt;Damage&lt;/th&gt;&lt;th&gt;Example&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Muscle-Powered&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;Throwing dagger, bow, crossbow&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Gunpowder, pistol&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;Pistols&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Gunpowder, rifle&lt;/td&gt;&lt;td&gt;3d6&lt;/td&gt;&lt;td&gt;Rifles&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Gunpowder, shotguns&lt;/td&gt;&lt;td&gt;4d6&lt;/td&gt;&lt;td&gt;Shotguns&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Gauss, pistol&lt;/td&gt;&lt;td&gt;3d6&lt;/td&gt;&lt;td&gt;Gauss pistol&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Gauss, rifle&lt;/td&gt;&lt;td&gt;4d6&lt;/td&gt;&lt;td&gt;Gauss rifle&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Energy, pistol&lt;/td&gt;&lt;td&gt;4d6&lt;/td&gt;&lt;td&gt;Laser pistols&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Energy, rifle&lt;/td&gt;&lt;td&gt;5d6&lt;/td&gt;&lt;td&gt;Laser rifles&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Fusion/Plasma, pistol&lt;/td&gt;&lt;td&gt;5d6&lt;/td&gt;&lt;td&gt;Plasma pistols&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Fusion/Plasma, rifle&lt;/td&gt;&lt;td&gt;6d6&lt;/td&gt;&lt;td&gt;Plasma rifles&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;Hope This Helps,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-8119033015879102853?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/8119033015879102853/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=8119033015879102853' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8119033015879102853'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8119033015879102853'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2012/01/missing-traveller-ogc-weapon-damage.html' title='Missing Traveller OGC: Weapon Damage Tables...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-4146476547886564816</id><published>2012-01-20T17:00:00.003-06:00</published><updated>2012-01-20T17:00:01.082-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mahztekha Valley'/><category scheme='http://www.blogger.com/atom/ns#' term='location'/><category scheme='http://www.blogger.com/atom/ns#' term='template'/><category scheme='http://www.blogger.com/atom/ns#' term='Fantasy Fridays'/><title type='text'>Fantasy Friday: Quick and Dirty Template Inspirations...</title><content type='html'>Good Afternoon, All:&lt;br /&gt;&lt;br /&gt;I was fortunate enough to catch an article on &lt;a herf="www.gnomestew.org" href="http://www.blogger.com/post-create.g?blogID=20485732"&gt;Gnome Stew&lt;/a&gt; this week entitled &lt;a href="http://www.gnomestew.com/tools-for-gms/quick-and-dirty-overland-encounter-list-template"&gt;Quick and Dirty Overland Encounter List Template&lt;/a&gt;, which referenced another article entitled &lt;a href="http://www.gnomestew.com/tools-for-gms/quick-and-dirty-location-template"&gt;Quick and Dirty Location Template&lt;/a&gt;. Together, these make for a very interesting way to capture a location's data on one page. If you are the type to create lots of notes on your campaign setting as inspiration strikes, having a template that you can use is often very helpful. I've combined these together into one template below, and added my own version of the encounter table format as a reference.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;br /&gt;&lt;b&gt;Location Name&lt;/b&gt;: What is this location called? (Official name may be different.)&lt;br /&gt;&lt;b&gt;Ambiance&lt;/b&gt;: How does this location look and feel?&lt;br /&gt;&lt;b&gt;History&lt;/b&gt;: What elements of this location's history provide adventure ideas?&lt;br /&gt;&lt;b&gt;Encounters&lt;/b&gt;: What flavor of encounters could be found here?&lt;br /&gt;&lt;b&gt;Treasures&lt;/b&gt;: What special treasures may be found here?&lt;br /&gt;&lt;b&gt;Hooks and Hotspots&lt;/b&gt;: What adventure hooks and special sub-locations can be found here?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Life Level&lt;/b&gt;: How much diversity exists in plants and animal life in this area? (High, Medium, Low)&lt;br /&gt;&lt;b&gt;Hazard Level&lt;/b&gt;: How dangerous is it to live here? (High, Medium, Low)&lt;br /&gt;&lt;b&gt;Difficult Terrain Density&lt;/b&gt;: How difficult is it to move around in this area? (High, Medium, Low)&lt;br /&gt;&lt;b&gt;Resource Level&lt;/b&gt;: How significant and desirable are the local resources? (High, Medium, Low)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Herbivores&lt;/b&gt;: What eats the environment here?&lt;br /&gt;&lt;b&gt;Predators&lt;/b&gt;: What eats the other creatures here?&lt;br /&gt;&lt;b&gt;Scavengers&lt;/b&gt;: What eats the dead here?&lt;br /&gt;&lt;b&gt;Hazards&lt;/b&gt;: What makes it lethal to live here?&lt;br /&gt;&lt;b&gt;Humanoids&lt;/b&gt;: What humanoids live here?&lt;br /&gt;&lt;b&gt;Exotic&lt;/b&gt;: What supernatural or unusual creatures exist here?&lt;br /&gt;&lt;br /&gt;&lt;table&gt;&lt;tbody&gt;&lt;tr&gt;&lt;th&gt;2d6&lt;/th&gt;&lt;th&gt;Encounter&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;Rare&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;Uncommon&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;Uncommon&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;Common&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;Common&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;7&lt;/td&gt;&lt;td&gt;Common&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;8&lt;/td&gt;&lt;td&gt;Common&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;9&lt;/td&gt;&lt;td&gt;Common&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;10&lt;/td&gt;&lt;td&gt;Uncommon&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;11&lt;/td&gt;&lt;td&gt;Uncommon&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;12&lt;/td&gt;&lt;td&gt;Rare&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;Here's an example of the template filled out for a location I may be using in a future fantasy campaign.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;br /&gt;&lt;b&gt;Location Name&lt;/b&gt;: Mazhtekha Valley&lt;br /&gt;&lt;b&gt;Ambiance&lt;/b&gt;: The ruins of a crumbling granite ziggurat break through the foilage of lush jungle valley.&lt;br /&gt;&lt;b&gt;History&lt;/b&gt;: Many generations ago, a blood cult brought captured vampires to this isolated site to sacrifice them to a dark blood god. A failed summoning ritual cursed the cultists with an overriding lust for blood, and they destroyed one another trying to sate their thirst.&lt;br /&gt;&lt;b&gt;Encounters&lt;/b&gt;: Many encounters in this area focus on the twin themes of blood and ancient curses.&lt;br /&gt;&lt;b&gt;Treasures&lt;/b&gt;: The Blood Rubies of Mazhtekha, a collection of five enchanted fist-sized rubies, are hidden within the ziggurat.&lt;br /&gt;&lt;b&gt;Hooks and Hotspots&lt;/b&gt;: A huge vampiric blood ooze patrols the jungle floor at night, retreating to the ziggurat during the day. A cabal o vampires seek the remains of their former sires (or perhaps an item he was known to carry), and the sire was rumored to be among the vampires used in the failed rite.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Life Level&lt;/b&gt;: Medium (mostly plants, as creatures with blood must be very quick or flyers to avoid being eaten)&lt;br /&gt;&lt;b&gt;Hazard Level&lt;/b&gt;: High&lt;br /&gt;&lt;b&gt;Difficult Terrain Density&lt;/b&gt;: Medium&lt;br /&gt;&lt;b&gt;Resource Level&lt;/b&gt;: Medium&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Herbivores&lt;/b&gt;: insect swarms, flying snakes, bats&lt;br /&gt;&lt;b&gt;Predators&lt;/b&gt;: stirges, jaguars, assassin vines&lt;br /&gt;&lt;b&gt;Scavengers&lt;/b&gt;: ghouls, carrion crawlers&lt;br /&gt;&lt;b&gt;Hazards&lt;/b&gt;: huge vampiric blood ooze&lt;br /&gt;&lt;b&gt;Humanoids&lt;/b&gt;: degenerate cultist descendants (treat as cavemen), &lt;br /&gt;&lt;b&gt;Exotic&lt;/b&gt;: vampires&lt;br /&gt;&lt;br /&gt;&lt;table&gt;&lt;tbody&gt;&lt;tr&gt;&lt;th&gt;2d6&lt;/th&gt;&lt;th&gt;Encounter&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;Vampire(s)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;Carrion Crawler(s)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;Ghouls&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;Stirges&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;Bat Swarm&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;7&lt;/td&gt;&lt;td&gt;Centipede Swarm&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;8&lt;/td&gt;&lt;td&gt;Flying Snake(s)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;9&lt;/td&gt;&lt;td&gt;Assassin Vine&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;10&lt;/td&gt;&lt;td&gt;Jaguar&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;11&lt;/td&gt;&lt;td&gt;Cavemen&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;12&lt;/td&gt;&lt;td&gt;Vampiric Blood Ooze&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;The nice thing about this particular template is that it really isn't locked into the fantasy genre, so you could, in theory, use it for any setting you may be working on. Ultimately, it should be used for locations that are fairly homogenous. If you use this in a Sci-Fi campaign, I'd suggest that you not use the template for a planet, and instead use it for a region on the planet's surface, or perhaps a complex or settlement instead.&lt;br /&gt;&lt;br /&gt;Hope This Helps,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-4146476547886564816?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/4146476547886564816/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=4146476547886564816' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4146476547886564816'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4146476547886564816'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2012/01/fantasy-friday-quick-and-dirty-template.html' title='Fantasy Friday: Quick and Dirty Template Inspirations...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-5715953353913908301</id><published>2012-01-18T17:00:00.004-06:00</published><updated>2012-01-18T17:00:06.381-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='animal encounters'/><category scheme='http://www.blogger.com/atom/ns#' term='aboleth'/><category scheme='http://www.blogger.com/atom/ns#' term='Traveller'/><title type='text'>The Aboleth: An Exercise In Converting Open Game Content...</title><content type='html'>Good Afternoon, All:&lt;br /&gt;&lt;br /&gt;Animal encounters, like monsters, are an exciting part of any exploration adventure in &lt;b&gt;Traveller&lt;/b&gt;. Sadly, there aren't a lot of sources for creature stats in &lt;b&gt;Traveller&lt;/b&gt;. However, there are plenty of Open Game Content sources written for other gaming systems. The beauty of operating under the same license, though, is that you can take the Open Content from one system, translate it and then use it for the second gaming system and still be perfectly legal about it, so long as you follow all the requirements for doing so. (That means including a copy of the OGL in your product, and updating the Section 15 of your copy of the license to include all the references found in the original source's copy of the OGL. After all, you have to give credit where credit is due.)&lt;br /&gt;&lt;br /&gt;With a little elbow grease, you could easily come up with some conversions for D20 monsters that would fit in your campaign or adventure. Let's take, for example, the aboleth. For those that do not know, the aboleth is a revolting fish-like amphibian found primarily in subterranean lakes and rivers. An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds. An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers. While D20 paints a picture of the beast as an intelligent psionic creature that can create spawn that serve it, we can easily use the core of this concept as an awesome encounter in &lt;b&gt;Traveller&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;The aboleth's stat block under D20 looks something like this:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Aboleth&lt;/b&gt;: CR 7; Huge Aberration (Aquatic); HD 8d8+40 (76 hp); Init +1; Spd 10 ft. (2 squares), swim 60 ft.; AC 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15; BAB/Grapple +6/+22; Atk Tentacle +12 melee (1d6+8 plus slime); Full Atk 4 tentacles +12 melee (1d6+8 plus slime); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic subtype, darkvision 60 ft., mucus cloud; SV Fort +7, Ref +3, Will +11; Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17; Skills &amp;amp; Feats: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8; Alertness, Combat Casting, Iron Will; Environment: Underground; Organization: Solitary, brood (2–4),or slaver brood (1d3+1 plus 7–12 skum); Treasure Double standard; AL LE.&lt;br /&gt;&lt;br /&gt;Using the above, we can start the translation pretty easily. First, the physical ability scores translate almost directly by dividing by 1.5. That gives us: Str 18, Dex 8, End 14. Since this is not an animal under D20, I would use the highest animal intelligence (Int 1) for our new creature, just to avoid the whole sophont issue. Wisdom should probably convert easily to Instinct (Ins), so we're looking at Ins 12. Pack is determined entirely by the D20 creature's Organization descriptor, so I would translate that as Pack 1 or Pack 2.&lt;br /&gt;&lt;br /&gt;I can double check my physical ability scores by converting 6,500 pounds to kilograms, and then looking on the Size Table. The aboleth is not quite Size 12, so let's call it Size 11 and compare. Both Str and End are calculated by 5d6 at that size, which gives us an average of 17.5. Yes, we're within a reasonable proximity of that. Dexterity is calculated by 2d6 (average 7), and our converted Dex lies in that range. Looks like we are good to go for stats.&lt;br /&gt;&lt;br /&gt;Stats complete, I move to the next step, which is identifying the creature type in &lt;b&gt;Traveller&lt;/b&gt; terms. Obviously, the aboleth is a Swimmer, and from its description, I'm going to call this a Riverbank Swimmer. We know that the aboleth is a Carnivore, and I'd initially consider either a Siren or Trapper. Looking at the examples for each in the &lt;b&gt;Traveller&lt;/b&gt; core rules, I'm going to go with a Trapper.&lt;br /&gt;&lt;br /&gt;Skills are probably best handled per the &lt;b&gt;Traveller&lt;/b&gt; rules, although I'd assign Melee (natural weapons) skill levels based on the BAB divided by four. In this case, my version of the aboleth has the following skills: Athletics 2, Melee (natural weapons) 2, Recon 1, Survival 1.&lt;br /&gt;&lt;br /&gt;We already know that the damage of our natural weapons will be 2d6, based on the creature's Strength. I don't see tentacles on the list of weapons in the Weapons Table under Animal Encounters in the &lt;b&gt;Traveller&lt;/b&gt; core rules, so I'll use Thrasher for my weapon, instead.&lt;br /&gt;&lt;br /&gt;The natural armor modifier of +7, after being halved, becomes our new armor value for this creature.&lt;br /&gt;&lt;br /&gt;At this point, I could let it go, but I really want to capture more of the unique flavor of the aboleth for the game. Looking at the creature's Special Qualities and Special Attacks, I note a few of them that easily spring to mind as cool possible effects for a creature encounter. Enslave, or psionic domination, would be very interesting, especially since characters cannot do this. Also, changing the slime from a transformative agent into a paralytic one seems like a reasonable change in keeping with the Trapper motif.&lt;br /&gt;&lt;br /&gt;For Enslave, I'd suggest that I first create a Psi score and skills for this character. Using Charisma or Wisdom as the Psionic Strength score seems reasonable, which creates a Psi 12 for this particular creature. Let's give the aboleth skill in Telepathy (2 ranks, perhaps). Enslave should be at least as tough as Assault, so let's go with the following for Enslave:&lt;br /&gt;&lt;i&gt;Telepathy, Psionic Strength, 1–6 minutes, Formidable (–6).&lt;br /&gt;Costs 8+Range.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;For the paralytic slime idea, we'll treat this like a poison of sorts. When the aboleth hits its target and deals damage, the target must then make a Difficult (-2) Endurance check to resist paralysis. If the target fails the check, they are paralyzed and collapses, unable to move for the next 2d6 minutes.&lt;br /&gt;&lt;br /&gt;The end results of this effort can be found below:&lt;br /&gt;&lt;br /&gt;&lt;table&gt;&lt;tbody&gt;&lt;tr&gt;&lt;th&gt;Type&lt;/th&gt;&lt;th&gt;Habitat&lt;/th&gt;&lt;th&gt;Strength&lt;/th&gt;&lt;th&gt;Dexterity&lt;/th&gt;&lt;th&gt;Endurance&lt;/th&gt;&lt;th&gt;Intelligence&lt;/th&gt;&lt;th&gt;Instinct&lt;/th&gt;&lt;th&gt;Pack&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan="8"&gt;&lt;b&gt;Aboleth&lt;/b&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Trapper (Carnivore)&lt;/td&gt;&lt;td&gt;Riverbank Swimmer&lt;/td&gt;&lt;td&gt;18&lt;/td&gt;&lt;td&gt;8&lt;/td&gt;&lt;td&gt;14&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan="8"&gt;Athletics 1, Melee (natural weapons) 2, Recon 1, Survival 1, Telepathy 2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan="8"&gt;Thrasher+1 (2d6), Thick Hide (3). Number encountered: 1d3&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan="8"&gt;Psi 12, Enslave. Paralytic slime (End check, DM-2, or be paralyzed for 2d6 minutes).&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan="8"&gt;The aboleth is a revolting fish-like amphibian found primarily in subterranean lakes and rivers. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its telepathic powers.&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;And this is how you can use other Open Game Content resources to increase the materials available for your own campaign.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-5715953353913908301?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/5715953353913908301/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=5715953353913908301' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/5715953353913908301'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/5715953353913908301'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2012/01/aboleth-exercise-in-converting-open.html' title='The Aboleth: An Exercise In Converting Open Game Content...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2157507805966170840</id><published>2012-01-16T17:00:00.012-06:00</published><updated>2012-01-16T17:00:03.754-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Missing OGC'/><category scheme='http://www.blogger.com/atom/ns#' term='Traveller'/><category scheme='http://www.blogger.com/atom/ns#' term='weapons'/><title type='text'>Missing Traveller OGC: Weapon Ranges Table...</title><content type='html'>Good Afternoon, All:&lt;br /&gt;&lt;br /&gt;As a publisher of &lt;b&gt;Traveller&lt;/b&gt; products, one of the things I find the most frustrating about the &lt;b&gt;Traveller System Reference Document&lt;/b&gt; is that much of the specific information related to the mechanics of weapons and combat is missing. I understand that this is intended to require publishers to make vague references to the &lt;b&gt;Traveller&lt;/b&gt; core rules, thus insuring that &lt;b&gt;Mongoose Publishing&lt;/b&gt; continues to have strong sales of their core book, at the very least. However, I feel that such hamstrings me on specific projects, and so I have been creating Open Game Content of my own to cover the absent material.&lt;br /&gt;&lt;br /&gt;For example, the &lt;b&gt;Traveller System Reference Document&lt;/b&gt; does not have a range table for personal combat. Now, to be fair, the &lt;b&gt;Mercenary System Reference Document&lt;/b&gt; does contain a parabolic weapons range tables that slipped past the censors, giving us an idea of how it should look. In that same document, we also see a few weapon stat tables, which give us a format we can use, if we want to maintain consistency. However, as a publisher, we cannot simply duplicate the material that is considered closed content in our own books, so I cannot copy the range tables to include in my own products. Instead, I'll have to come up with my own, if I want to include them.&lt;br /&gt;&lt;br /&gt;With that in mind, I'm going to take a step back and describe the difficulty of each range category as a Task Resolution difficulty rating. This harkens back to my &lt;b&gt;MegaTraveller&lt;/b&gt; days, giving me a sense of nostalgia, yet it also creates a system that is consistent with the rules as they are written, and thus easy to grasp. Looking at the current core rules (closed content) and converting the penalties and bonuses to the best fitting task descriptors, I come up with the following range table for use in my games and my own published material:&lt;br /&gt;&lt;br /&gt;&lt;table border=1&gt;&lt;caption&gt;&lt;strong&gt;Table: Personal and Space Weapon Ranges&lt;/strong&gt;&lt;/caption&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Weapon Category&lt;/th&gt;&lt;th&gt;Personal&lt;/th&gt;&lt;th&gt;Close&lt;/th&gt;&lt;th&gt;Short&lt;/th&gt;&lt;th&gt;Medium&lt;/th&gt;&lt;th&gt;Long&lt;/th&gt;&lt;th&gt;Very Long&lt;/th&gt;&lt;th&gt;Distant&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;Melee (close)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Melee (reach)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Ranged (thrown)&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Ranged (pistol)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Very Difficult (-4)&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Ranged (rifle)&lt;/td&gt;&lt;td&gt;Very Difficult (-4)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Very Difficult (-4)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Ranged (shotgun)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Very Difficult (-4)&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Ranged (assault weapon)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Very Difficult (-4)&lt;/td&gt;&lt;td&gt;Formidable (-6)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Ranged (rocket)&lt;/td&gt;&lt;td&gt;Very Difficult (-4)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Very Difficult (-4)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Space (missile)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Space (short)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Very Difficult (-4)&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Space (medium)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Very Difficult (-4)&lt;/td&gt;&lt;td&gt;--&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Space (long)&lt;/td&gt;&lt;td&gt;Very Difficult (-4)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Very Difficult (-4)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Space (very long)&lt;/td&gt;&lt;td&gt;Very Difficult (-4)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Average (+0)&lt;/td&gt;&lt;td&gt;Difficult (-2)&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br/&gt;&lt;br /&gt;That should do it. It changes the odds in a few places, but puts the emphasis on the skill system, which I think is appropriate. That, and it places all of the range tables in one location, where it will prove more useful when resolving combat.&lt;br /&gt;&lt;br /&gt;Hope This Helps,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2157507805966170840?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2157507805966170840/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2157507805966170840' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2157507805966170840'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2157507805966170840'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2012/01/missing-traveller-ogc-weapon-ranges.html' title='Missing Traveller OGC: Weapon Ranges Table...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-1835501993162748192</id><published>2012-01-13T17:00:00.001-06:00</published><updated>2012-01-13T17:00:00.723-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Peuchen'/><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='Muladona'/><category scheme='http://www.blogger.com/atom/ns#' term='Cherufe'/><category scheme='http://www.blogger.com/atom/ns#' term='Luison'/><category scheme='http://www.blogger.com/atom/ns#' term='Alicanto'/><category scheme='http://www.blogger.com/atom/ns#' term='Caipora'/><category scheme='http://www.blogger.com/atom/ns#' term='Fantasy Fridays'/><title type='text'>Fantasy Friday: Six Monsters From South America...</title><content type='html'>Good Afternoon, All:&lt;br /&gt;&lt;br /&gt;Welcome to Post #400 on "In Like Flynn," and an introduction to Fantasy Fridays. As I mentioned before, going forward, this blog will focus more on the &lt;b&gt;2d6 Open-Gaming System&lt;/b&gt; referenced in the &lt;b&gt;Traveller System Reference Document&lt;/b&gt;. While a majority of my efforts will be focused on that goal, since that's what has proven to be the most profitable overall, we all know that I need outlets for other activities. Thus, I'm creating a new weekly feature for my blog which I am calling Fantasy Fridays. Every Friday, I will post something not related to &lt;b&gt;Traveller&lt;/b&gt;, but fitting in with the Old School fantasy vibe that I enjoy. The system for such discussions may vary, but the content will always be rooted in fantasy.&lt;br /&gt;&lt;br /&gt;I sometimes find inspiration for new monsters and flavorful encounters by reading Wikipedia entries on the mythological creatures of a given culture. While D&amp;amp;D has many of the creatures common to the Greek and Roman myths, there's a lot of unexplored territory in other cultures of the world. For example, let's look at &lt;a href="http://en.wikipedia.org/wiki/Category:South_American_legendary_creatures"&gt;South American mythology&lt;/a&gt;. The following six creatures sound like they'd make for a memorable encounter in one of my games.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Alicanto"&gt;Alicanto&lt;/a&gt;&lt;/b&gt;: The Alicanto is a bird with wings that glow at night with beautiful, metallic color and eyes that emit strange lights. It feeds on gold and silver; miners have followed them to undiscovered riches in times past. However, if an Alicanto discovers that it is being followed, it will lead its greedy pursuers to their death. For stats, I'd treat the Alicanto as an eagle with an eyebeam ranged attack that inflicts 2d6 damage if it hits.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Caipora"&gt;Caipora&lt;/a&gt;&lt;/b&gt;: A mischievous fey, the Caipora resembles a dwarf with the head of a fox, and often rides a wild boar. It loves to play pranks on people that enter into its forest, and viciously protects the forest from the destructive actions of civilization. For stats, I would treat the Caipora as a satyr with a confusion ability instead of charming pipes, and a vicious bite instead of a head butt.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Cherufe"&gt;Cherufe&lt;/a&gt;&lt;/b&gt;: The Cherufe is a evil giant made of rock and magma that inhabits volcanoes. They have the power to induce earthquakes and volcanic eruptions, and thus are feared by villagers living near volcanoes. The only way to abate the Cherufe's appetite for destruction is to offer it a sacrificial victim, preferably a virginal maiden. For stats, I'd probably start with a large fire elemental, and add the ability to cast earthquake and meteor storm three times per day or something like that.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Luison"&gt;Luison&lt;/a&gt;&lt;/b&gt;: Resembling a dire wolf with humanoid features, a shaggy mane and dagger-like teeth, the Luison reaks of death and decay. Luisons inhabit cemeteries and other places of death, where it feasts on corpses and rotting flesh. For stats, I'd use the dire wolf, and give it the fetid stench associated with the troglodyte. You could even add a fear effect, if you so desired.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Headless_Mule"&gt;Muladona&lt;/a&gt;&lt;/b&gt;: The ghost of a woman cursed for tempting priests with lust, the Muladona resembles a fire-spewing headless mule. Its coat is a deep purple, and its silver-shod hooves produce a hideous sound as it trots. Despite being headless, the Muladona can still wail like a banshee and can breathe fire from its neck like a hellhound. For stats, I'd treat the Muladona as a banshee with the hellhound's fiery breath and the movement of a mule.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Peuchen"&gt;Peuchen&lt;/a&gt;&lt;/b&gt;: The Peuchen is a shape-shifting creature that can assume any animal form instantly. In its native form, however, the Peuchen resembles a gigantic flying snake with a gaze that can paralyze its victim, allowing the beast to suck its blood. For stats, I'd start with a giant constrictor snake, add some form of flying movement, add the basilisk's gaze attack (except that it only paralyzes instead of petrifies the target) and perhaps add the stirge's blood drain ability.&lt;br /&gt;&lt;br /&gt;Looking through the pages on Wikipedia, I'm sure you'll find other inspirations. However, these should prove useful if you are looking to create a different gaming experience for your players.&lt;br /&gt;&lt;br /&gt;Hope This Helps,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-1835501993162748192?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/1835501993162748192/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=1835501993162748192' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1835501993162748192'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1835501993162748192'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2012/01/fantasy-friday-six-monsters-from-south.html' title='Fantasy Friday: Six Monsters From South America...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-982271645986497897</id><published>2012-01-12T17:00:00.004-06:00</published><updated>2012-01-12T17:00:03.976-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='future plans'/><category scheme='http://www.blogger.com/atom/ns#' term='Samardan Press'/><category scheme='http://www.blogger.com/atom/ns#' term='Traveller'/><title type='text'>The Year Ahead: In Like Flynn in 2012...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;While times have been rough, I haven't forgotten about my blog. Indeed, I've been giving it a lot of thought over the last few months. Essentially, I view my blog as serving two purposes: 1) to provide me with a way of expressing my creativity and getting feedback from those interested enough to post comments; and 2) to help me develop things for my game and for my publishing imprint, &lt;b&gt;Samardan Press&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;This morning I looked through the sales numbers for various products I have sold under the &lt;b&gt;Samardan Press&lt;/b&gt; label. As I have done before, here's a rough breakdown of total sales to date, by product, sorted by System and then Title:&lt;br /&gt;&lt;br /&gt;&lt;table&gt;&lt;tbody&gt;&lt;tr&gt;&lt;th&gt;Title&lt;/th&gt;&lt;th&gt;Lulu-Print&lt;/th&gt;&lt;th&gt;Lulu-Electronic&lt;/th&gt;&lt;th&gt;RPGNow&lt;/th&gt;&lt;th&gt;Total Sold&lt;/th&gt;&lt;th&gt;System&lt;/th&gt;&lt;th&gt;Type&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Fantasy Concepts Campaign Resource&lt;/td&gt;&lt;td&gt;27&lt;/td&gt;&lt;td&gt;107&lt;/td&gt;&lt;td&gt;42&lt;/td&gt;&lt;td&gt;176&lt;/td&gt;&lt;td&gt;FC&lt;/td&gt;&lt;td&gt;System&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;OGL Alternatives: Alternate Advancement System &lt;/td&gt;&lt;td&gt;0&lt;/td&gt;&lt;td&gt;32&lt;/td&gt;&lt;td&gt;31&lt;/td&gt;&lt;td&gt;63&lt;/td&gt;&lt;td&gt;Generic&lt;/td&gt;&lt;td&gt;Rules&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Modern Options: The Tome Of Talents&lt;/td&gt;&lt;td&gt;0&lt;/td&gt;&lt;td&gt;18&lt;/td&gt;&lt;td&gt;7&lt;/td&gt;&lt;td&gt;25&lt;/td&gt;&lt;td&gt;Modern&lt;/td&gt;&lt;td&gt;Rules&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;MyD20 Lite Bestiary: Common Creatures&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;9&lt;/td&gt;&lt;td&gt;MyD20&lt;/td&gt;&lt;td&gt;Monsters&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;MyD20 Lite Player's Guide&lt;/td&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;19&lt;/td&gt;&lt;td&gt;48&lt;/td&gt;&lt;td&gt;71&lt;/td&gt;&lt;td&gt;MyD20&lt;/td&gt;&lt;td&gt;System&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Book of Races&lt;/td&gt;&lt;td&gt;7&lt;/td&gt;&lt;td&gt;9&lt;/td&gt;&lt;td&gt;29&lt;/td&gt;&lt;td&gt;45&lt;/td&gt;&lt;td&gt;S&amp;amp;W&lt;/td&gt;&lt;td&gt;Rules&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Hammersong's Legacy&lt;/td&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;11&lt;/td&gt;&lt;td&gt;S&amp;amp;W&lt;/td&gt;&lt;td&gt;Setting&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Flynn's Guide To Alien Creation&lt;/td&gt;&lt;td&gt;36&lt;/td&gt;&lt;td&gt;52&lt;/td&gt;&lt;td&gt;144&lt;/td&gt;&lt;td&gt;232&lt;/td&gt;&lt;td&gt;Traveller&lt;/td&gt;&lt;td&gt;Rules&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Flynn's Guide to Azri Drakara: A Primer&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;21&lt;/td&gt;&lt;td&gt;25&lt;/td&gt;&lt;td&gt;Traveller&lt;/td&gt;&lt;td&gt;Setting&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Flynn's Guide to Azri Drakara: Republic Starships&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;0&lt;/td&gt;&lt;td&gt;31&lt;/td&gt;&lt;td&gt;34&lt;/td&gt;&lt;td&gt;Traveller&lt;/td&gt;&lt;td&gt;Vehicle&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Flynn's Guide to Azri Drakara: Rodan Subsector&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;35&lt;/td&gt;&lt;td&gt;41&lt;/td&gt;&lt;td&gt;Traveller&lt;/td&gt;&lt;td&gt;Setting&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Flynn's Guide to Magic in Traveller&lt;/td&gt;&lt;td&gt;16&lt;/td&gt;&lt;td&gt;18&lt;/td&gt;&lt;td&gt;96&lt;/td&gt;&lt;td&gt;130&lt;/td&gt;&lt;td&gt;Traveller&lt;/td&gt;&lt;td&gt;Rules&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;One-Act Adventure: Vengeance By Proxy&lt;/td&gt;&lt;td&gt;13&lt;/td&gt;&lt;td&gt;12&lt;/td&gt;&lt;td&gt;0&lt;/td&gt;&lt;td&gt;25&lt;/td&gt;&lt;td&gt;Traveller&lt;/td&gt;&lt;td&gt;Adventure&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;From the numbers above, it is easy to see that my best sellers are my &lt;b&gt;Traveller&lt;/b&gt; products, followed closely behind by &lt;b&gt;Fantasy Concepts&lt;/b&gt;. &lt;b&gt;MyD20 Lite&lt;/b&gt; and &lt;b&gt;Swords &amp;amp; Wizardry&lt;/b&gt; bring up the rear at third and fourth place. On a product by product basis, &lt;b&gt;Fantasy Concepts&lt;/b&gt; outdistances everything, but &lt;b&gt;Traveller&lt;/b&gt; sales are still strong, easily twice that of &lt;b&gt;MyD20 Lite&lt;/b&gt; on a per-product basis, which in turn is twice that of &lt;b&gt;Swords &amp;amp; Wizardry&lt;/b&gt;. Since &lt;b&gt;Fantasy Concepts&lt;/b&gt; was a one-off product, it would help my business to focus primarily on &lt;b&gt;Traveller&lt;/b&gt; products in the coming year.&lt;br /&gt;&lt;br /&gt;In terms of product types, I can see that I have the most sales with Rules-related sourcebooks, with a particular emphasis on my core system books in particular. Surprisingly, monsters don't sell as well, although my starship book is doing much better than I actually expected. We learned last time that setting books don't do well, but I've been surprised at the performance of the &lt;b&gt;Traveller&lt;/b&gt; setting books I've written. Adventures are doing almost as well as my setting work, and they tend to support a product line that features a setting, so I may have to change my mind on their place in my publishing future. I think I'll publish a new one in the next few months and see how well it does. Besides, I like to put a lot of background information into my adventures, so it will be like a mini-setting sourcebook as well.&lt;br /&gt;&lt;br /&gt;With that in mind, I'm inclined to put my efforts toward the following directions with future products:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Traveller&lt;/b&gt; products will continue to be my main focus.&lt;/li&gt;&lt;li&gt;I still intend to release at least one more &lt;b&gt;MyD20 Lite&lt;/b&gt; product to complete the set, but otherwise, I am not going to be active here until I see how the &lt;b&gt;D&amp;amp;D 5th Edition&lt;/b&gt; playtest material looks. &lt;b&gt;MyD20 Lite&lt;/b&gt; was my solution to the same problem they are facing, and I may discover that their efforts may render mine mute.&lt;/li&gt;&lt;li&gt;I will publish one more &lt;b&gt;Traveller&lt;/b&gt; adventure, to see how it fairs and whether it proves profitable to publish adventures or not.&lt;/li&gt;&lt;li&gt;I will not publish any of the other ideas that were bouncing around in my head, at least at this time, because it detracts me from focusing on the things that will actually help me become a more successful publisher.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;The direction of &lt;b&gt;In Like Flynn&lt;/b&gt; is also going to shift. My focus going forward will be on the &lt;b&gt;Traveller&lt;/b&gt; system, although that does not require me to be focused on just Science Fiction. After all, the system can still be used to run fantasy-based games, so expect that this blog will also sport some of its usual Old School Fantasy flavor. (Besides, I know me, and I'm still likely to slip a few traditional gaming system posts in here from time to time.) Note, though, that this blog will be expanding into the realm of Science Fiction, so expect to see that diversity in future posts.&lt;br /&gt;&lt;br /&gt;Thank you all for your patience and your presence on this blog, and I look forward to what 2012 holds for us all. It should be a fun year!&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-982271645986497897?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/982271645986497897/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=982271645986497897' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/982271645986497897'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/982271645986497897'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2012/01/year-ahead-in-like-flynn-in-2012.html' title='The Year Ahead: In Like Flynn in 2012...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-3171303983144067298</id><published>2011-11-23T09:15:00.000-06:00</published><updated>2011-11-23T09:15:39.630-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='starships'/><category scheme='http://www.blogger.com/atom/ns#' term='Flynn&apos;s Guide'/><category scheme='http://www.blogger.com/atom/ns#' term='product release'/><category scheme='http://www.blogger.com/atom/ns#' term='Dracosian Republic'/><category scheme='http://www.blogger.com/atom/ns#' term='Azri Drakara'/><category scheme='http://www.blogger.com/atom/ns#' term='Samardan Press'/><title type='text'>Latest Release - Flynn's Guide to Azri Drakara: Republic Starships...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;Another week of hard work and here we are, another &lt;b&gt;Samardan Press&lt;/b&gt; publication! Please feel free to check it out, and consider it for your favorite &lt;b&gt;&lt;i&gt;Traveller&lt;/i&gt;&lt;/b&gt; fan this holiday season!&lt;br /&gt;&lt;br /&gt;Enjoy!&lt;br /&gt;&lt;br /&gt;&lt;hr/&gt;&lt;br /&gt;&lt;b&gt;Flynn's Guide To Azri Drakara: Republic Starships&lt;/b&gt; is a campaign resource and sourcebook for &lt;b&gt;&lt;i&gt;Traveller&lt;/i&gt;&lt;/b&gt; that describes starships common to the Dracosian Republic. This book provides an overview of the use of starships within the Republic (including a hierarchy of military vessels, the proper use of distress signals and an alternate approach to the Ship Shares material benefit), detailed descriptions for 18 different space vessels, and a complete set of space encounter tables and rules.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Flynn's Guide To Azri Drakara: Republic Starships&lt;/b&gt; is another product in our outstanding &lt;b&gt;Flynn's Guide To Azri Drakara&lt;/b&gt; series. This series provides details on the Azri Drakara sector, a region in space where Referees and players can engage in all manner of science fiction adventuring. Although designed for use with the &lt;b&gt;&lt;i&gt;Traveller&lt;/i&gt;&lt;/b&gt; system, the Azri Drakara setting can be used with any science fiction roleplaying game!&lt;br /&gt;&lt;br /&gt;&lt;img src="https://sites.google.com/site/flynnsfiles/my-gaming-files/AZ_Republic_Ships_front_cover_thumbnail.jpg?attredirects=0" /&gt;&lt;br /&gt;&lt;br /&gt;You can find this product in PDF format at both RPGNow and Lulu:&lt;br /&gt;&lt;a href="http://www.lulu.com/product/ebook/flynns-guide-to-azri-drakara-republic-starships/18691039"&gt;Flynn's Guide to Azri Drakara: Republic Starships on Lulu.com&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.rpgnow.com/product_info.php?products_id=96972"&gt;Flynn's Guide To Azri Drakara: Republic Starships on RPGNow.com&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;You can also pick this product up in hardcopy via Print-On-Demand at Lulu:&lt;br /&gt;&lt;a href="http://www.lulu.com/product/paperback/flynns-guide-to-azri-drakara-republic-starships/18691094"&gt;Flynn's Guide to Azri Drakara: Republic Starships Print-On-Demand on Lulu.com&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Watch for future releases of the &lt;b&gt;Flynn's Guide To Azri Drakara&lt;/b&gt; series from &lt;b&gt;Samardan Press&lt;/b&gt; in the coming months!&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Jason "Flynn" Kemp&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-3171303983144067298?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/3171303983144067298/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=3171303983144067298' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3171303983144067298'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3171303983144067298'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/11/latest-release-flynns-guide-to-azri_23.html' title='Latest Release - Flynn&apos;s Guide to Azri Drakara: Republic Starships...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-7635061919490112081</id><published>2011-11-09T13:23:00.000-06:00</published><updated>2011-11-09T13:23:25.675-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Flynn&apos;s Guide'/><category scheme='http://www.blogger.com/atom/ns#' term='product release'/><category scheme='http://www.blogger.com/atom/ns#' term='Azri Drakara'/><category scheme='http://www.blogger.com/atom/ns#' term='Samardan Press'/><category scheme='http://www.blogger.com/atom/ns#' term='Traveller'/><title type='text'>Latest Release - Flynn's Guide to Azri Drakara: A Primer...</title><content type='html'>Good Afternoon, All:&lt;br /&gt;&lt;br /&gt;After a week of illness and another week of hard effort, I wanted to announce that &lt;b&gt;Samardan Press&lt;/b&gt; released a new product today, &lt;b&gt;Flynn's Guide To Azri Drakara: A Primer&lt;/b&gt;. This product was inspired by a reviewer's comments over on RPGNow.com, so I felt it might be appreciated.&lt;br /&gt;&lt;br /&gt;Enjoy!&lt;br /&gt;&lt;br /&gt;&lt;hr/&gt;&lt;br /&gt;Out towards the rim of the Milky Way galaxy, a thousand parsecs away from Old Earth, far from that little yellow sun called Sol, lies a region of space known as the Azri Drakara sector!&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Flynn's Guide To Azri Drakara: A Primer&lt;/b&gt; is a campaign resource and sourcebook for &lt;b&gt;&lt;i&gt;Traveller&lt;/i&gt;&lt;/b&gt; that introduces a complete game setting which can be used with the &lt;b&gt;&lt;i&gt;Traveller&lt;/i&gt;&lt;/b&gt; system, or even other science fiction rules sets. This book provides an overview to the setting, including a history of the Dracosian Republic, a map of Azri Drakara sector, an introduction to 11 different interstellar polities that exist within the sector, details for 15 intelligent species (both human and alien) frequently encountered within Azri Drakara sector, and some design notes providing a behind-the-scenes peek at some of the elements included in this new &lt;b&gt;&lt;i&gt;Traveller&lt;/i&gt;&lt;/b&gt; campaign setting.&lt;br /&gt;&lt;br /&gt;&lt;IMG src="https://sites.google.com/site/flynnsfiles/my-gaming-files/AZ_Primer_front_cover_thumbnail.jpg?attredirects=0&amp;d=1"/&gt;&lt;br /&gt;&lt;br /&gt;You can find the PDF version of this product on both Lulu and RPGNow:&lt;br /&gt;&lt;a href=http://www.lulu.com/product/ebook/flynns-guide-to-azri-drakara-a-primer/18636668&gt;Flynn's Guide to Azri Drakara: A Primer by Jason Kemp in Games&lt;/a&gt;&lt;br /&gt;&lt;a href=http://www.rpgnow.com/product_info.php?products_id=96469&gt;Flynn's Guide To Azri Drakara: A Primer - Samardan Press | RPGNow.com&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;You can also obtain a physical copy of this product via Print-On-Demand from Lulu.com:&lt;br /&gt;&lt;a href=http://www.lulu.com/product/paperback/flynns-guide-to-azri-drakara-a-primer/18635907&gt;Flynn's Guide to Azri Drakara: A Primer by Jason Kemp in Games&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Please check out future releases in the &lt;b&gt;Flynn's Guide To Azri Drakara&lt;/b&gt; series from &lt;b&gt;Samardan Press&lt;/b&gt; in the coming months!&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Jason "Flynn" Kemp&lt;br /&gt;Samardan Press&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-7635061919490112081?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/7635061919490112081/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=7635061919490112081' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/7635061919490112081'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/7635061919490112081'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/11/latest-release-flynns-guide-to-azri.html' title='Latest Release - Flynn&apos;s Guide to Azri Drakara: A Primer...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-8894384181252185200</id><published>2011-10-26T12:57:00.000-05:00</published><updated>2011-10-26T12:57:29.333-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Flynn&apos;s Guide'/><category scheme='http://www.blogger.com/atom/ns#' term='product release'/><category scheme='http://www.blogger.com/atom/ns#' term='Azri Drakara'/><category scheme='http://www.blogger.com/atom/ns#' term='Samardan Press'/><category scheme='http://www.blogger.com/atom/ns#' term='Traveller'/><title type='text'>Latest Release - Flynn's Guide to Azri Drakara: Rodan Subsector...</title><content type='html'>Good Afternoon, All:&lt;br /&gt;&lt;br /&gt;I simply wanted to make an announcement that &lt;b&gt;Samardan Press&lt;/b&gt; released &lt;b&gt;Flynn's Guide To Azri Drakara: Rodan Subsector&lt;/b&gt; today.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://sites.google.com/site/flynnsfiles/my-gaming-files/Rodan_Subsector_thumbnail.jpg?attredirects=0&amp;d=1" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="285" width="220" src="https://sites.google.com/site/flynnsfiles/my-gaming-files/Rodan_Subsector_thumbnail.jpg?attredirects=0&amp;d=1" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;Flynn's Guide To Azri Drakara: Rodan Subsector&lt;/b&gt; is campaign resource and sourcebook for &lt;b&gt;&lt;i&gt;Traveller&lt;/i&gt;&lt;/b&gt; that provides a complete game setting which can be used with the &lt;b&gt;&lt;i&gt;Traveller&lt;/i&gt;&lt;/b&gt; system, or even other science fiction rules sets. This book focuses on the 40 primary worlds located within a single subsector on the frontier of the Azri Drakara sector. It provides astrography maps, world data, library data, rumors and a number of patron encounters to help you begin your next science-fiction campaign among the borderworlds of the Dracosian Republic.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Flynn's Guide To Azri Drakara: Rodan Subsector&lt;/b&gt; is the first product of the &lt;b&gt;Flynn's Guide To Azri Drakara&lt;/b&gt; series. This series provides details on the Azri Drakara sector, a region in space where Referees and players can engage in all manner of science fiction adventuring.&lt;br /&gt;&lt;br /&gt;Watch for future releases of the &lt;b&gt;Flynn's Guide To Azri Drakara&lt;/b&gt; series from &lt;b&gt;Samardan Press&lt;/b&gt;  in the coming months!&lt;br /&gt;&lt;br /&gt;You can find the PDF at both RPGNow and Lulu.com:&lt;br /&gt;&lt;a href="http://www.lulu.com/product/ebook/flynns-guide-to-azri-drakara-rodan-subsector/18400326"&gt;Flynn's Guide to Azri Drakara: Rodan Subsector by Jason Kemp in Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.rpgnow.com/product_info.php?cPath=&amp;products_id=96032"&gt;Flynn's Guide To Azri Drakara: Rodan Subsector - Samardan Press | RPGNow.com&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;You can find the Print On Demand version at Lulu.com:&lt;br /&gt;&lt;a href="http://www.lulu.com/product/paperback/flynns-guide-to-azri-drakara-rodan-subsector/18401263"&gt;Flynn's Guide to Azri Drakara: Rodan Subsector by Jason Kemp in Games&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-8894384181252185200?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/8894384181252185200/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=8894384181252185200' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8894384181252185200'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8894384181252185200'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/10/latest-release-flynns-guide-to-azri.html' title='Latest Release - Flynn&apos;s Guide to Azri Drakara: Rodan Subsector...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-1495029250966593811</id><published>2011-10-20T17:15:00.000-05:00</published><updated>2011-10-20T17:15:49.635-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Common Creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='product release'/><category scheme='http://www.blogger.com/atom/ns#' term='MyD20'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><title type='text'>Latest Release - MyD20 Lite Bestiary: Common Creatures...</title><content type='html'>Good Afternoon, All:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;MyD20 Lite Bestiary: Common Creatures&lt;/b&gt;, the latest release from &lt;b&gt;Samardan Press&lt;/b&gt; is now available!&lt;br /&gt;&lt;br /&gt;Running a game of &lt;b&gt;MyD20 Lite&lt;/b&gt; just got a lot easier!&lt;br /&gt;&lt;br /&gt;The &lt;b&gt;MyD20 Lite Bestiary: Common Creatures&lt;/b&gt; is intended to provide the Referee with a basic list of more than sixty different monsters that are common to many fantasy campaigns, some of which have multiple stat blocks for variant monsters, leading to almost seventy-five different unique monsters ready to populate your adventures! In addition, you'll also find rules on how to create your own monsters in the &lt;b&gt;MyD20 Lite&lt;/b&gt; system!&lt;br /&gt;&lt;br /&gt;&lt;b&gt;MyD20 Lite&lt;/b&gt;'s small, spartan rule-set frees up your creativity to create a fantasy role-playing experience without the hassles found with larger, more complex gaming systems.&lt;br /&gt;&lt;br /&gt;&lt;img src="https://sites.google.com/site/flynnsfiles/my-gaming-files/MyD20_Bestiary_Vol01_front_cover_thumbnail.jpg?attredirects=0"/&gt;&lt;br /&gt;&lt;br /&gt;You can find the eBook/PDF at Lulu or RPGNow:&lt;br /&gt;&lt;a href="http://www.lulu.com/product/ebook/myd20-lite-bestiary-common-creatures/18167675"&gt;http://www.lulu.com/product/ebook/myd20-lite-bestiary-common-creatures/18167675&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.rpgnow.com/product_info.php?products_id=95870"&gt;http://www.rpgnow.com/product_info.php?products_id=95870&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;You can obtain a physical copy via Print-On-Demand at Lulu:&lt;br /&gt;&lt;a href="http://www.lulu.com/product/paperback/myd20-lite-bestiary-common-creatures/18172392"&gt;http://www.lulu.com/product/paperback/myd20-lite-bestiary-common-creatures/18172392&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Please check out the &lt;b&gt;MyD20 Lite Player’s Guide&lt;/b&gt; as well!&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Jason "Flynn" Kemp&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-1495029250966593811?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/1495029250966593811/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=1495029250966593811' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1495029250966593811'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1495029250966593811'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/10/latest-release-myd20-lite-bestiary.html' title='Latest Release - MyD20 Lite Bestiary: Common Creatures...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-6467476367835584328</id><published>2011-10-19T08:08:00.000-05:00</published><updated>2011-10-19T08:08:43.988-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='MyD20'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='Referee&apos;s Guide'/><title type='text'>Change of Plans: MyD20 Lite Referee's Guide...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;At the moment, I am preparing to release my next &lt;b&gt;MyD20 Lite&lt;/b&gt; product, which I am calling &lt;b&gt;MyD20 Lite Bestiary: Common Creatures&lt;/b&gt;. It is a small collection of more than sixty monsters that can be used with any &lt;b&gt;MyD20 Lite&lt;/b&gt; campaign. A majority come from the work I've done on the &lt;b&gt;Referee's Guide&lt;/b&gt;, some from &lt;b&gt;Hammersong's Legacy&lt;/b&gt; (updated to &lt;b&gt;MyD20 Lite&lt;/b&gt;, of course), and some are introduced just to cover some of the bases regarding common creatures. This 40-page supplement should be available before the end of the week, in both PDF and Print-On-Demand.&lt;br /&gt;&lt;br /&gt;In essence, I'm looking at breaking the &lt;b&gt;Referee's Guide&lt;/b&gt; up into smaller parts so that I can get more of it out there now, and then add the parts that are still missing as I go along. Expect to see a &lt;b&gt;Treasure&lt;/b&gt; supplement in the next few weeks, as well as &lt;b&gt;Referee Advice&lt;/b&gt;. Other bits and pieces will follow, and eventually, I'll compile them all into a single book, once I've finished everything. While this doesn't give the &lt;b&gt;MyD20 Lite&lt;/b&gt; fans a complete book all at once, at least it gives them something that they can use right now. Eventually, I may even create my own version of the &lt;b&gt;D&amp;D Rules Compendium&lt;/b&gt; and bring it all together into one giant hardcover book.&lt;br /&gt;&lt;br /&gt;Of course, if the &lt;b&gt;MyD20 Lite&lt;/b&gt; stuff doesn't sell well, then I know that the material isn't in high demand and I can stop beating myself up about not getting it done. If that's the case, I will wait until I have an actual &lt;b&gt;MyD20 Lite&lt;/b&gt; gaming group instead of the &lt;b&gt;Savage Worlds&lt;/b&gt; game I'm running right now before I finalize the whole system. Since I tend to write more for things that I can use in my game, in one form or another, that will probably be the biggest motivator toward getting things done. Right now, though, my &lt;b&gt;Savage Worlds&lt;/b&gt; game is going strong, and I'm really enjoying it, so I wouldn't expect that additional external motivation just yet. But if there are a significant number of people waiting, I'm more motivated to get it finished and out there where it can be used and enjoyed.&lt;br /&gt;&lt;br /&gt;Hope This Helps,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-6467476367835584328?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/6467476367835584328/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=6467476367835584328' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6467476367835584328'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6467476367835584328'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/10/change-of-plans-myd20-lite-referees.html' title='Change of Plans: MyD20 Lite Referee&apos;s Guide...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-3316449800528903315</id><published>2011-10-05T10:56:00.000-05:00</published><updated>2011-10-05T10:56:28.938-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Synovia'/><category scheme='http://www.blogger.com/atom/ns#' term='Integrated World'/><category scheme='http://www.blogger.com/atom/ns#' term='kingdom'/><title type='text'>World Consolidation: The Kingdom of Synovia...</title><content type='html'>Good Morning, All: &lt;br/&gt;&lt;br/&gt;One of the first kingdoms to define in this project is also one of the kingdoms that has appeared in some form or other in the most campaign worlds that I've created, the Kingdom of Synovia. In fact, a friend and fellow GM liked the name so much that he started using it in his campaign worlds. I originally came up with the name back in my college days, while studying for Anatomy and Physiology. (The fluid of the knee joint is called synovial fluid.) From its beginning, Synovia has typically been a city-state with an Ancient Greek flavor, albeit often with heavy medieval elements mixed in as a result of being the central hub of a classic D&amp;D-esque fantasy setting. &lt;br/&gt;&lt;br/&gt;&lt;blockquote&gt;&lt;b&gt;Synovia, Kingdom of&lt;/b&gt;&lt;br/&gt;The Kingdom of Synovia is actually a walled city-state that governs and protects all lands within fifty miles of its gates. Having survived the apocalyptic Dark Times, the kingdom may yet fall as varying factions vie to put an heir on the recently vacated throne.&lt;br/&gt;&lt;b&gt;Capital&lt;/b&gt;: The City-State of Synovia is the capitol of the kingdom.&lt;br/&gt;&lt;br/&gt;&lt;i&gt;City-State of Synovia&lt;/i&gt; (Large City, Pop. 20,000): Aristocracy (House of Lords, made up of influential Noble Houses, nominally led by a patrilineal king); Reaction To Outsiders: Indifferent; Resources: Processed metal goods; Important NPCs: Sir Andrus Phaetren (heroic male human warlord and heir apparent to the throne), Lord Nigritus (dour male human admiral and lifelong rival of Sir Andrus), High Magus Ravenwolf (jovial male human elementalist).&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Population&lt;/b&gt;: 100,000, with 20,000 living in the City-State of Synovia proper, roughly 10,000 among the major townships that support Synovia and the remainder in the villages and farms on Synovial lands. The population is predominately human, with a significant minority of dwarves and valefolk.&lt;br/&gt;&lt;b&gt;Common Language(s)&lt;/b&gt;: Trade, Synovial and, to a lesser extent, Duar and Vaelic.&lt;br/&gt;&lt;b&gt;Society&lt;/b&gt;: Based on Ancient Greek society, with the use of medieval British terms to make it more accessible to gamers. Synovia is a classic starting point for many campaigns.&lt;br/&gt;&lt;b&gt;Government&lt;/b&gt;: Synovia is ruled by its aristocracy, the House of Lords, who are comprised of the lords of those noble houses that hold both wealth and political power, with a patrilineal monarch as its nominal ruler. Most political decisions are made in the High Courts.&lt;br/&gt;&lt;b&gt;Diplomatic Relations&lt;/b&gt;: Synovia is traditionally at odds with the Slavic-influenced country of Pasalovakia, and on good terms with a nearby dwarven kingdom (usually a variant of the Duar Triumvirate).&lt;br/&gt;&lt;b&gt;Trade &amp; Commerce&lt;/b&gt;: Synovia deals primarily with raw ores and processed metal and ceramic/pottery goods. It can survive on what its farmlands grow, but imports exotic foodstuffs.&lt;br/&gt;&lt;b&gt;Military&lt;/b&gt;: Synovia has a standing army of about 10,000 soldiers, many recruited from farms and villages under Synovia’s protection as part of the land’s taxes. During times of peace, the military actively patrols the local lands to protect its citizenry. During the tumultuous times following the recent death of Synovia’s sovereigns, some Houses have used the military to extort more taxes than usual from the citizenry to support the city dwellers in the aftermath of the Dark Times.&lt;br/&gt;&lt;b&gt;Major Settlements&lt;/b&gt;: In the consolidated version of Synovia, there are three major townships that support the kingdom.&lt;br/&gt;&lt;br/&gt;Greenfell (Township, Pop. 1000): Lord-Mayor (appointed by the Synovial King); Reaction To Outsiders: Friendly; Resources: Lumber; Important NPCs: Lord-Mayor Volus of Greenfell (loyal male human mercenary/aristocrat), Solarius the Tailor (jovial male human spymaster). Greenfell is the closest township to the neutral trading camp/tent-city known as Trader’s Point.&lt;br/&gt;&lt;br/&gt;Newport (Township, Pop. 2000): Town Council (voted by populace); Reaction To Outsiders: Indifferent; Resources: Port city; Important NPCs: Amandrea (stoic female Cyclops oracle), Father Claudius (pious male human cleric of Joven), Johanus the Hawk (alert male human commander of the guard). Pilgrims sometimes come to Newport to seek the advice of Amandrea, the Oracle that lives on the largest island in Newport Bay. The Temple of the Three Graces houses the greatest healers, magical and non-magical, in the kingdom.&lt;br/&gt;&lt;br/&gt;Silverdale (Township, Pop. 1500): Town Council (Lord-Mayor appointed by Synovia King, remainder voted by populace); Reaction To Outsiders: Friendly; Resources: Silver mines; Important NPCs: TBD. Silverdale is a day’s travel from the most commonly known entrance to the Vaults of Celebrus, making it a popular city for adventurers and mercenaries seeking their fortune in the ruins.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Major Organizations&lt;/b&gt;: Bandits have taken advantage of the turmoil in the city to harass the outlying villages, leading to the formation of the Synovial Rangers, who are comprised of and protect the citizens of the threatened regions. The Thorns of Alonna, an order of holy warriors devoted to the goddess of nature, have a high presence in the rural lands in and about Synovia.&lt;br/&gt;&lt;b&gt;Symbol&lt;/b&gt;: Synovia’s current emblem is a golden dragon rampant on a crimson background.&lt;br/&gt;&lt;/blockquote&gt;&lt;br/&gt;One of the things that I learned from this experience is that the template above requires a lot of work to fill out. I may have to simplify it even further. Any suggestions you might have would be greatly appreciated. &lt;br/&gt;&lt;br/&gt;With Regards, &lt;br/&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-3316449800528903315?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/3316449800528903315/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=3316449800528903315' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3316449800528903315'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3316449800528903315'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/10/world-consolidation-kingdom-of-synovia.html' title='World Consolidation: The Kingdom of Synovia...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2230057446871448085</id><published>2011-09-26T22:17:00.002-05:00</published><updated>2011-09-26T22:19:00.649-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='consolidation'/><category scheme='http://www.blogger.com/atom/ns#' term='template'/><category scheme='http://www.blogger.com/atom/ns#' term='kingdom'/><title type='text'>World Consolidation: The Kingdom Template...</title><content type='html'>Good Evening, All:&lt;br/&gt;&lt;br/&gt;As you may well have noted, I haven't been very diligent in updating my blog over the last few weeks. Part of that has been a hectic workload, but general life issues are as much to blame as anything else. In hopes of sparking some internal interest in getting back into the blog, I've decided to return to my personal &lt;b&gt;World Consolidation&lt;/b&gt; effort. For the immediate future, I'm working specifically on the kingdoms in my &lt;b&gt;Consolidated World&lt;/b&gt;, and will be writing up a number of them in a simple format so that I can gather it all together in one location.&lt;br/&gt;&lt;br/&gt;For the moment, the template I've created to capture this information can be found below. It combines some elements from my Settlement data template with elements from my Interstellar Polity data template, and should give me sufficient information to capture the rudiments of a kingdom on a single page. Further work can be done on specific examples, but for the core of my &lt;b&gt;Consolidated World&lt;/b&gt;, this basic template should suffice.&lt;br/&gt;&lt;blockquote&gt;&lt;b&gt;KINGDOM NAME&lt;/b&gt;&lt;br/&gt;Brief description of kingdom.&lt;br/&gt;&lt;b&gt;Capital&lt;/b&gt;: The capital city of the kingdom.&lt;br/&gt;&lt;b&gt;Population&lt;/b&gt;: Numbers and brief description of the kingdom's people and where they live.&lt;br/&gt;&lt;b&gt;Common Language(s)&lt;/b&gt;: Languages commonly spoken within the kingdom.&lt;br/&gt;&lt;b&gt;Society&lt;/b&gt;: This section discusses the common mindset held by the general population of this kingdom, as an aid to Referees during gameplay and adventure design. This section should address both citizens and outsiders, if the roles are different.&lt;br/&gt;&lt;b&gt;Government&lt;/b&gt;: Who rules and how they rule. Also includes any publicly known political goals of the kingdom's government.&lt;br/&gt;&lt;b&gt;Diplomatic Relations&lt;/b&gt;: This section details the kingdom's general trends in diplomatic relations with its neighbors.&lt;br/&gt;&lt;b&gt;Trade &amp; Commerce&lt;/b&gt;: Businesses and commercial drives for the kingdom.&lt;br/&gt;&lt;b&gt;Military&lt;/b&gt;: Guard, militia, and other defenses of the kingdom.&lt;br/&gt;&lt;b&gt;Major Settlements&lt;/b&gt;: Important settlements in or under the influence of the kingdom.&lt;br/&gt;&lt;b&gt;Major Organizations&lt;/b&gt;: Important groups in the kingdom.&lt;br/&gt;&lt;b&gt;Symbol&lt;/b&gt;: Description of the kingdom's symbol or flag.&lt;br/&gt;&lt;/blockquote&gt;I contemplated adding a simple Rumor table at the end of the template, but then decided against it. I'm going to have a difficult time keeping each kingdom to a page as it is. Why add additional stress to the whole process by adding a mandatory Rumors table on top of the work detailed above?&lt;br/&gt;&lt;br/&gt;Additionally, since the above template can also be used as a handout if need be, I should probably mention that I want to have a separate section in another part of my setting bible that includes major secrets in each region and such which can be discovered over the course of adventuring. If I were to include it above, I'd probably put it at the end. Sadly, I couldn't use the page as a handout if I did so, and I'm trying to be practical here.&lt;br/&gt;&lt;br/&gt;Your thoughts on the template above would be appreciated. If anything, I'd rather err on the side of minimalism, just to keep the size of the workload reasonable. Any comments or suggestions you have will be given the consideration they are due.&lt;br/&gt;&lt;br/&gt;With Regards,&lt;br/&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2230057446871448085?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2230057446871448085/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2230057446871448085' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2230057446871448085'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2230057446871448085'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/09/world-consolidation-kingdom-template.html' title='World Consolidation: The Kingdom Template...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2005727977487981683</id><published>2011-09-04T20:00:00.000-05:00</published><updated>2011-09-04T20:00:52.394-05:00</updated><title type='text'>Adventuring In A Dead Goddess's Dreams...</title><content type='html'>Good Evening, All:&lt;br /&gt;&lt;br /&gt;As one of my players will not be available for gaming for two weeks, the others have asked that I run an adventure set in Dreamland. In my version of the &lt;b&gt;Madlands Campaign&lt;/b&gt;, the goddess of dreams is the one who died in battle, and the party has become involved with her spirit/soul/essence over the course of the last year of gaming. With a player out who is pretty prominent in the main adventure, they sought an adventure idea that would help develop the background of the game a little bit, and then one of them suggested this fantastic idea. I've taken it and started to run with it.&lt;br /&gt;&lt;br /&gt;I'm using the Dreamland adventure as a means of demonstrating elements from three of my primary story arcs. In essence, it ties these arcs into one inter-related storyline, but aside from these elements that exist because of a common point in history, the arcs still stand alone. My players seem to really enjoy these opportunities where I can share some of the secrets behind the campaign setting, and I thought that doing so would also be a great way to provide clues on how to move forward toward a resolution of one or more of these major threads.&lt;br /&gt;&lt;br /&gt;I'm also looking forward to providing interaction with various monsters that I haven't exposed to the group yet, but will feature in some of the upcoming adventures. Most of these will be "mook level" encounters, but they paint a picture of what lies ahead in pursuit of these storylines. With these experiences under their belt, I hope to give them clues that may make future adventures a little easier. If you know what to expect from these monsters, then you can prepare for them.&lt;br /&gt;&lt;br /&gt;Finally, given that this is a Dreamland adventure, I get to provide the characters with a different yet flavorful environment, complete with elements based on their major fears and desires. This will let me explore a little bit of the horror aspects of the setting, as well as tailor an experience directly to the past and future of the characters in a more blatant manner than the usual fantasy fare might.&lt;br /&gt;&lt;br /&gt;I'm currently pulling my thoughts together into a set of adventure notes. Tomorrow, I'll stat up the monsters and nail down some of the final encounter elements so that I make sure the rules emphasize the flavor of a dead goddess's dreams. Have you ever wondered what the restless spirit of a dead goddess dreams of? This week and next, my players get the chance to play through one answer to that question. If all goes well, it will be the kind of game people talk about years down the road. If not, at least it will be a fun adventure, right?&lt;br /&gt;&lt;br /&gt;With that in mind, what would you suggest? How would you tackle this kind of adventure? I obviously have my thoughts, but they aren't yet set in stone (as it were.) I'm definitely not above borrowing the better ideas and suggestions that come my way, and incorporating them into the adventure I'm crafting for my players. Thanks in advance for any assistance you might be willing to offer.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2005727977487981683?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2005727977487981683/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2005727977487981683' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2005727977487981683'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2005727977487981683'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/09/adventuring-in-dead-goddesss-dreams.html' title='Adventuring In A Dead Goddess&apos;s Dreams...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-250034228502246487</id><published>2011-09-01T17:30:00.002-05:00</published><updated>2011-09-01T17:30:01.059-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><category scheme='http://www.blogger.com/atom/ns#' term='campaign development'/><category scheme='http://www.blogger.com/atom/ns#' term='Kingmaker'/><title type='text'>Campaign Development: Background Abilities...</title><content type='html'>Good Afternoon, All:&lt;br/&gt;&lt;br/&gt;I've observed a relatively new phenomenon recently due to myparticipation in the Kingmaker adventure path by Paizo, as well asreading through the War of the Burning Sky adventure path by ENPublishing and the Neverwinter Campaign Setting by Wizards of the Coast.In all three cases, the Player's Guide for the adventure path providesadditional starting abilities that players can select which tie theminto the campaign setting. They get their background ability for free,and along with it comes some character connection to the campaign worldand the adventures as a whole. While Paizo's implementation has been alittle less immersive than the examples implemented by EN Publishing orWOTC, it still captures the concept well enough that I'm tempted topursue something like it for my next campaign.&lt;br/&gt;&lt;br/&gt;These abilities are rarely anything overpowering. Instead, it's like abonus granted to players who choose to connect their character to adeveloped storyline or campaign element, and thus enhancing theirinvestment and immersion into the campaign. Plus, I think it gets peopleasking about the setting and figuring out some of the basic characterroles that you want to see as a GM within the game. Usually, it'ssomething like a +1 on a D20 roll within a limited context (such as +1on attack rolls with axes due to cultural training), or a +2 undercertain circumstances. You may also start with some kind of specializedequipment (such as a mount for a clan of horseriders, or armor for amilitary organization), or just a little extra cash (to reflect a bettersocial position).&lt;br/&gt;&lt;br/&gt;If I were to create these for my current Madlands campaign, I'd probablylook at the elements that emphasize exploration in the Madlandsthemselves, and build some backgrounds around them. For example, I'dprobably create something for the Seekers of Truth, who are trying torecover and preserve lost lore; the Order Elysia, who gain magical powerby draining it from extraplanar creatures; the Circle of Mithril, amercenary guild common to the area; the Shadow Syndicate, a rogue'sguild with grander plans; and perhaps one or two other organizationswith a vested interest in exploration. I'd want to make sure that Icovered all of the main character types (from a "character class"perspective) in terms of applicability, and added one or two more, justfor fun. Each option would be open to more than one character type, aswell, to allow people to travel together who are bound by a commonbackground, should they so choose. I'd definitely want to keep thenumber of options low, though, aiming for either five or seven. While itcould be stretched higher than that, I would want to make sure I didn'texceed twice the number of people at the gaming table, and I'd muchprefer no more than one or two more options than chairs. This creates atighter focus, in my opinion. &lt;br/&gt;&lt;br/&gt;I also think these would be campaign-specific. In other words, I wouldwant to create them at the beginning of each new campaign, simply toreflect the direction of a given campaign. Next time around, even if thenew campaign is set in the same location as a previous game, the focuswould be different, and the background options should reflect andsupport that.&lt;br/&gt;&lt;br/&gt;Until Next Time,&lt;br/&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-250034228502246487?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/250034228502246487/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=250034228502246487' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/250034228502246487'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/250034228502246487'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/09/campaign-development-background.html' title='Campaign Development: Background Abilities...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-7217468373888230914</id><published>2011-08-25T07:00:00.002-05:00</published><updated>2011-08-25T07:00:10.450-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='kingdom building'/><category scheme='http://www.blogger.com/atom/ns#' term='Savage Worlds'/><category scheme='http://www.blogger.com/atom/ns#' term='conversion'/><category scheme='http://www.blogger.com/atom/ns#' term='Kingmaker'/><title type='text'>Savage Kingmaker: Building Kingdoms...</title><content type='html'>Good Morning, All:&lt;br/&gt;&lt;br/&gt;What follows are my thoughts on the &lt;b&gt;Savage Worlds&lt;/b&gt; basic ruleconversions for Kingdom Building as found in Paizo's &lt;b&gt;Pathfinder&lt;/b&gt;#32, "&lt;b&gt;Rivers Run Red&lt;/b&gt;", from the &lt;b&gt;Kingmaker&lt;/b&gt; adventure path.If something is not listed here, assume that it follows the rules foundin the original article listed above.&lt;br/&gt;&lt;br/&gt;&lt;blockquote&gt;&lt;b&gt;Kingdom Statistics&lt;/b&gt;&lt;br/&gt;All kingdom checks (Economy, Loyalty and Stability) are based on theRuler's Knowledge (Statecraft) skill, which is based on Smarts. Muchlike the resolution of Mass Battles, characters in specific roles maymake an appropriate skill check to assist in one of the three kingdomchecks for the month.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Alignment&lt;/b&gt;: As &lt;b&gt;Savage Worlds&lt;/b&gt; does not have alignment,kingdoms do not recieve any bonuses to kingdom checks based onalignment.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Size&lt;/b&gt;: A Kingdom's size remains equal to the number of hexescomprising the kingdom. Kingdom checks suffer a penalty equal to halfthe kingdom's size, rounded down.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Leadership&lt;/b&gt;: Penalties to kingdom checks for missing a particularleadership position are halved from the article itself. (i.e. if thekingdom has no Councilor, then the Loyalty kingdom check suffers a -1penalty.) Instead of granting bonuses to a kingdom check based on astatistic, each leadership role is allowed to make a single skill checkto aid the appropriate kingdom check each month (+1 with a success, +1per Raise). The skills for each leadership role are defined in the&lt;b&gt;Skill By Leadership Role&lt;/b&gt; table below.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Table: Skill By Leadership Role&lt;/b&gt;&lt;br/&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Leadership Role&lt;/th&gt;&lt;th&gt;Skill&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Councilor&lt;/td&gt;&lt;td&gt;Knowledge (Statecraft)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;General&lt;/td&gt;&lt;td&gt;Knowledge (Battle)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Grand Diplomat&lt;/td&gt;&lt;td&gt;Knowledge (Linguistics)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;High Priest&lt;/td&gt;&lt;td&gt;Knowledge (Religion)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Magister&lt;/td&gt;&lt;td&gt;Knowledge (Arcane)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Marshal&lt;/td&gt;&lt;td&gt;Knowledge (Battle)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Royal Assassin&lt;/td&gt;&lt;td&gt;Intimidation&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Spymaster&lt;/td&gt;&lt;td&gt;Streetwise&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Treasurer&lt;/td&gt;&lt;td&gt;Knowledge (Statecraft)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;warden&lt;/td&gt;&lt;td&gt;Knowledge (Battle)&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br/&gt;&lt;b&gt;Other Bonuses and Penalties&lt;/b&gt;: All other circumstances that impacta kingdom check provide a bonus or impose a penalty that is half thatdescribed in the article, round toward the most negative number. Thus, a-1 penalty in the article still grants a -1 penalty, while a +1 does notgrant a bonus to the kingdom check, and a +3 only grants a +1 bonus onthe kingdom check, etc.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Kingdom Check: Stability&lt;/b&gt;&lt;br/&gt;The Ruler makes a Knowledge (Statecraft) skill check in Step 1 of theUpkeep Phase, modified by the kingdom's size as discussed above, theStability check modifiers as determined per the article (and modifiedherein) and the skill check results of the appropriate leadership roles.If successful, he reduces Unrest by 1 (or gains 1 BP if Unrest is at 0).On a failure, Unrest increases by 1; on a result of 1 or less, Unrestincreases by 2.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Kingdom Check: Loyalty&lt;/b&gt;&lt;br/&gt;The Ruler makes a Knowledge (Statecraft) skill check in Step 2 of theIncome Phase, modified by the kingdom's size as discussed above, theLoyalty check modifiers as determined per the article (and modifiedherein), the skill check results of the appropriate leadership roles,and half the BPs being withdrawn, rounded up. On a failure, Unrestincreases by the number of BPs withdrawn.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Kingdom Check: Economy&lt;/b&gt;&lt;br/&gt;The Ruler makes a Knowledge (Statecraft) skill check in Step 3 of theIncome Phase, modified by the Economy check modifiers as determined perthe article (and modified herein), the skill check results of theappropriate leadership roles, and an additional penalty based on itemrarity (-4 for moderate items and -8 for major items). On a failure,nothing sells. With a success, the Ruler increases the kingdom'streasury by 2 BP (minor items), 8 BP (moderate items) or 15 BP (majoritems.)&lt;br/&gt;&lt;br/&gt;In addition, the Ruler makes a Knowledge (Statecraft) skill check inStep 4 of the Income Phase, modified by the kingdom's size as discussedabove, the Economy check modifiers as determined per the article (andmodified herein) and the skill check results of the appropriateleadership roles. On a success, increase your kingdom's treasure by anumber of BP equal to 1 for every 2 points on the trait check resultabove the base of 4.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Kingdom Checks: General&lt;/b&gt;&lt;br/&gt;In addition, certain events call for kingdom checks in order to minimizeor remove any negative impact. Those are simply a Ruler's Knowledge(Statecraft) check, modified by the kingdom's size as discussed above,the Economy, Loyalty or Stability check modifiers as determined per thearticle (and modified herein) and the skill check results of theappropriate leadership roles. &lt;br/&gt;&lt;/blockquote&gt;&lt;br/&gt;I think the rest of it could stand as is, at least for the time being.Some experimentation would be necessary. If I had a group interested incarving out a kingdom within the Madlands, I'd definitely try this out.If someone else gives these thoughts a try before I'm able to, anyfeedback would be greatly appreciated.&lt;br/&gt;&lt;br/&gt;With Regards,&lt;br/&gt;Flynn&lt;br/&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-7217468373888230914?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/7217468373888230914/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=7217468373888230914' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/7217468373888230914'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/7217468373888230914'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/08/savage-kingmaker-building-kingdoms.html' title='Savage Kingmaker: Building Kingdoms...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-3512023826000085152</id><published>2011-08-23T07:00:00.002-05:00</published><updated>2011-08-23T07:00:09.486-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Savage Worlds'/><category scheme='http://www.blogger.com/atom/ns#' term='conversion'/><category scheme='http://www.blogger.com/atom/ns#' term='exploration'/><category scheme='http://www.blogger.com/atom/ns#' term='Kingmaker'/><title type='text'>Savage Kingmaker: Exploring Hexes...</title><content type='html'>Good Morning, All:&lt;br/&gt;&lt;br/&gt;Sorry for the side trek, but I felt the need to chat about something else for a post or two. I've been playing most of the summer in a &lt;b&gt;Kingmaker&lt;/b&gt; campaign using the &lt;b&gt;Pathfinder&lt;/b&gt; rules. While I've enjoyed the experience, I still find the D20 System, even in its Pathfinder incarnation, to be overly complicated. While I'd run &lt;b&gt;MyD20 Light&lt;/b&gt; if I had to Referee a D&amp;D-like system again, right now my gaming group prefers &lt;b&gt;Savage Worlds&lt;/b&gt;. Being the itinerate tinkerer that I am, I have recently been considering how to convert the basic experience of exploration and kingdom building to &lt;b&gt;Savage Worlds&lt;/b&gt;. Below are some of my initial thoughts, in case you are interested.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Travel Times&lt;/b&gt;&lt;br/&gt;While &lt;b&gt;Pathfinder&lt;/b&gt; breaks down travel times by the party's speed on multiple levels, I prefer the more simplified approach promoted by &lt;b&gt;Savage Worlds&lt;/b&gt;. In essence, I'd probably do something like this:&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Table: Travel Times&lt;/b&gt;&lt;br/&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Terrain (Obstacles)&lt;/th&gt;&lt;th&gt;Cross The Hex&lt;/th&gt;&lt;th&gt;Explore the Hex&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Grasslands/Plains/Road (Unobstructed)&lt;/td&gt;&lt;td&gt;1/2 Day&lt;/td&gt;&lt;td&gt;1 Day&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Forest/Hills (Average)&lt;/td&gt;&lt;td&gt;1 Day&lt;/td&gt;&lt;td&gt;2 Days&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Mountains/Swamps (Difficult)&lt;/td&gt;&lt;td&gt;1 Day&lt;/td&gt;&lt;td&gt;3 Days&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;b&gt;Note&lt;/b&gt;: Characters moving at less than Pace 6 must make a Vigor roll to avoid taking a level of Fatigue from pushing themselves to make that distance. Characters (or mounted characters) moving at a Pace of 9 or higher may half the time listed in the table above.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Order of Exploration&lt;/b&gt;&lt;br/&gt;Whenever characters explore an unknown region, I would suggest the following order of operations.&lt;br/&gt;&lt;br/&gt;&lt;ol&gt;&lt;li&gt;&lt;b&gt;Entering The Hex&lt;/b&gt;: When entering the hex, the characters should become aware of any &lt;b&gt;&lt;i&gt;landmark sites&lt;/i&gt;&lt;/b&gt;. These are sites that can be seen at a great distance on the horizon, such as cities, sizable geographic landmarks or even large structures. The landmark site can be avoided or explored at the explorers' desire.&lt;/li&gt;&lt;li&gt;In addition, the GM should check for Wandering Monsters upon entering a hex, as well as every day or night spent exploring or camping in the hex. (Alternately, you could use a Survival check to avoid such encounters, if you prefer that system, which I personally do. For details, check out &lt;i&gt;Fantasy Flight Games'&lt;/i&gt; &lt;b&gt;Wildscape&lt;/b&gt;.)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Exploring The Hex&lt;/b&gt;: If the characters take the time to explore the hex, the characters should automatically become aware of any &lt;b&gt;&lt;i&gt;standard sites&lt;/i&gt;&lt;/b&gt;. Standard sites are somewhat secluded, but are immediately identifiable when the explorers come within bow shot range, if not sooner.&lt;/li&gt;&lt;li&gt;In addition, if the characters succeed in a Notice skill check while exploring the hex, they discover any &lt;b&gt;&lt;i&gt;hidden sites&lt;/i&gt;&lt;/b&gt; that might exist in the hex. Hidden sites are those that are very secluded or hidden, and thus not immediately obvious, even when within bow shot range.&lt;/li&gt;&lt;/ol&gt;&lt;br/&gt;I have yet to tackle "savaging" the Kingdom Building rules, but I've got some thoughts. I'll probably post something later if my thoughts coalesce. In the meantime, enjoy!&lt;br/&gt;&lt;br/&gt;Happy Savaging,&lt;br/&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-3512023826000085152?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/3512023826000085152/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=3512023826000085152' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3512023826000085152'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3512023826000085152'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/08/savage-kingmaker-exploring-hexes.html' title='Savage Kingmaker: Exploring Hexes...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-4220708376460065859</id><published>2011-08-21T07:00:00.006-05:00</published><updated>2011-08-21T07:00:05.899-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='kandor'/><title type='text'>Sword &amp; Planet Bestiary: The Kandor...</title><content type='html'>Good Morning, All:&lt;br/&gt;&lt;br/&gt;One of the first beasts that I wanted to introduce to my &lt;b&gt;Sword &amp;Planet&lt;/b&gt; bestiary is the kandor, a creature that has been domesticatedby the sentient races to assist with working and hunting, as well asprovide general companionship. The monster entry follows:&lt;br/&gt;&lt;br/&gt;&lt;blockquote&gt;&lt;b&gt;Kandor&lt;/b&gt;&lt;br/&gt;The kandor is a common creature that has been domesticated by thesentient races to assist with working, herding, hunting and protection,as well as providing general companionship. The kandor can be found inboth pet and feral varieties, and are territorial pack hunters in thewild. Well-muscled, the kandor is a vicious predator with six legs, adog-like body and a rat-like head, standing about four feet tall at theshoulder. The kandor's coat covers most of its body (save for the insideof its large circular ears and its long whip-like tail), with a colorthat varies from white through grays to black, and browns that rangefrom light (tan) to dark ("red" or "chocolate") in a wide variation ofpatterns. The kandor is a very social creature, using hisses, barks andsqueaks as well as body language to express a wide range of informationto its packmates and/or owners.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Kandor&lt;/b&gt;: AC 6 [13]; HD 4; Atk: 1 bite (1d6); ST: 13; SP: None; MV:18; CL/XP: 4/120.&lt;br/&gt;&lt;/blockquote&gt;&lt;br/&gt;In essence, the kandor are simply osquip on a larger scale, but shouldprove to be pretty fun as a replacement for dogs or wolves in a&lt;b&gt;Planetary Romance&lt;/b&gt; setting. Just imagine a giant wolf-rat coiledbeside its master when the party encounters a lone woodsman in theirtravels, or a pack of these predators tearing through the underbrushchasing them down as they flee from an enemy's stronghold. If yourplayers are uncomfortable with rats, feel free to play up that aspect oftheir appearance. After creatures get to be of a certain size, a largegroup of them is no longer considered a swarm; instead, we tend to call such a group a pack. Despite that, though, you can describe their charge as having aswarm-like quality about it, particularly if the PCs observe themattacking a much larger creature such as a dinosaur.&lt;br/&gt;&lt;br/&gt;Hope This Helps,&lt;br/&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-4220708376460065859?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/4220708376460065859/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=4220708376460065859' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4220708376460065859'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4220708376460065859'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/08/sword-planet-bestiary-kandor.html' title='Sword &amp; Planet Bestiary: The Kandor...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-8431574461086608308</id><published>2011-08-20T07:33:00.000-05:00</published><updated>2011-08-20T07:33:07.714-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='world design'/><title type='text'>Sword &amp; Planet: Some Thoughts On A Bestiary...</title><content type='html'>Good Morning, All:&lt;br/&gt;&lt;br/&gt;In thinking about developing a &lt;b&gt;Sword &amp; Planet&lt;/b&gt; bestiary, I wanted to start with some basic concepts. As a GM, I've noticed that the more I touch on common or shared experiences between gamers, the less time I have to take explaining things and the easier it is for gamers to accept the details of the scene and immerse themselves in the world and the storyline that we are creating together. In terms of a bestiary, this is no different.&lt;br/&gt;&lt;br/&gt;Looking at the Swadesh list, I can easily see that there are five animals that are identified. This means that these animals are part of the 200 concepts most commonly communicated in languages. These animals are:&lt;br/&gt;&lt;br/&gt;&lt;blockquote&gt;bird&lt;br/&gt;dog&lt;br/&gt;fish&lt;br/&gt;fly&lt;br/&gt;louse&lt;br/&gt;&lt;/blockquote&gt;&lt;br/&gt;Of course, you can't really do a lot with that list. There's simply not enough options to explore. However, there's a Universal Language List project, that expands on the idea behind the Swadesh lists, which one can assume also includes creatures that are common enough that most people can use them and move on. Looking through the list, I found the following forty-six creatures identified in the list of animals as common concepts that cross cultural boundaries and thus lend themselves well to shared experiences and more immersive gaming:&lt;br/&gt;&lt;br/&gt;&lt;blockquote&gt;ant (insect of family Formicidae)&lt;br/&gt;caterpillar&lt;br/&gt;cricket&lt;br/&gt;grasshopper&lt;br/&gt;mantis (insect of order Manteodea)&lt;br/&gt;cockroach (insect of order Blattaria)&lt;br/&gt;worm (broad category of insect larvae)&lt;br/&gt;bee (member of genus Apis)&lt;br/&gt;butterfly&lt;br/&gt;firefly&lt;br/&gt;fly (small winged insect)&lt;br/&gt;mosquito&lt;br/&gt;lizard&lt;br/&gt;snake (reptile of suborder Serpentes or Ophidia)&lt;br/&gt;turtle (reptile of order Testudinata)&lt;br/&gt;dragon (winged serpent with crested head and large claws)&lt;br/&gt;fish&lt;br/&gt;lobster&lt;br/&gt;whale (large marine mammal of order Cetacea)&lt;br/&gt;frog (web-footed tailless leaping amphibian)&lt;br/&gt;spider&lt;br/&gt;cow/bull, cattle (bovine animal of either sex)&lt;br/&gt;donkey, ass (Equus asinus)&lt;br/&gt;elephant&lt;br/&gt;goat (animal of genus Capra)&lt;br/&gt;horse (Equus caballus)&lt;br/&gt;pig (mammal of family Suidae)&lt;br/&gt;sheep (Ovis aries)&lt;br/&gt;bear (animal of Ursidae family)&lt;br/&gt;deer (animal of family Cervidae)&lt;br/&gt;lion (Felis leo)&lt;br/&gt;tiger (Felis tigris)&lt;br/&gt;fox (member of genus Vulpes)&lt;br/&gt;wolf (Canis lupus)&lt;br/&gt;monkey, small primate&lt;br/&gt;rabbit (animal of family Leporidae)&lt;br/&gt;squirrel (rodent of family Sciuridae)&lt;br/&gt;mouse&lt;br/&gt;dog (Canis familiaris)&lt;br/&gt;cat (Felis catus)&lt;br/&gt;bird (egg-laying feathered animal with wings)&lt;br/&gt;chicken&lt;br/&gt;duck&lt;br/&gt;turkey (Meleagris gallopavo)&lt;br/&gt;crow&lt;br/&gt;sparrow &lt;br/&gt;&lt;/blockquote&gt;&lt;br/&gt;Therefore, when developing creature concepts for a &lt;b&gt;Planetary Romance&lt;/b&gt; game, I am going to make an effort to describe the appearance and/or behavior of the beasts in terms of these common animals listed above. Sometimes, the inability of a player to visualize the world described by a GM gets in the way of enjoying a non-standard gaming experience, and as the &lt;b&gt;Sword &amp; Planet&lt;/b&gt; genre is not strictly &lt;b&gt;Fantasy&lt;/b&gt;, we can safely say that we may need every bit of help we can get to help players enjoy the game.&lt;br/&gt;&lt;br/&gt;What are your thoughts? Do you have any other suggestions to offer?&lt;br/&gt;&lt;br/&gt;With Regards,&lt;br/&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-8431574461086608308?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/8431574461086608308/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=8431574461086608308' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8431574461086608308'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8431574461086608308'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/08/sword-planet-some-thoughts-on-bestiary.html' title='Sword &amp; Planet: Some Thoughts On A Bestiary...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-4479153824631788815</id><published>2011-08-14T07:00:00.001-05:00</published><updated>2011-08-14T07:00:03.562-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='nine act plot structure'/><category scheme='http://www.blogger.com/atom/ns#' term='campaign development'/><title type='text'>Sword &amp; Planet: A Campaign Story Arc...</title><content type='html'>Good Morning, All:&lt;br/&gt;&lt;br/&gt;Early on in my discussion of the &lt;b&gt;Planetary Romance&lt;/b&gt; genre, Imentioned a &lt;ahref="http://en.wikipedia.org/wiki/Sword_and_planet#Form"&gt;quote&lt;/a&gt; fromWikipedia regarding the common conventions of the first book of a Swordand Planet series, which I'll repeat here for the sake of easyreference.&lt;br/&gt;&lt;br/&gt;&lt;blockquote&gt;"Burroughs established a set of conventions that were followed fairlyclosely by most other entries in the Sword and Planet genre. The typicalfirst book in a sword and planet series uses some or all of thefollowing plot points:&lt;br/&gt;&lt;br/&gt;A tough but chivalrous male protagonist, from Earth of a period not toodistant from our own, finds himself transported to a distant world. Thetransportation may be via astral projection, teleportation, time travel,or any similar form of scientific magic, but should not imply thattravel between worlds is either easy or common. The Earthman thus findshimself the sole representative of his own race on an alien planet. Thisplanet is at a pre-modern, even barbaric stage of civilization, but mayhere and there have remarkable technologies that hint at a more advancedpast. There is no obligation for the physical properties or biology ofthe alien planet to follow any scientific understanding of the potentialconditions of habitable worlds; in general, the conditions will beearth-like, but with variations such as a different-colored sun ordifferent numbers of moons. A lower gravity may be invoked to explainsuch things as large flying animals or people, or the superhumanstrength of the hero, but will otherwise be ignored. (A Princess ofMars, however, when it was first written did loosely follow the mostoptimistic theories about Mars - e.g., those of Percival Lowell whoimagined a dying, dried-up Mars watered by a network of artificialcanals.)&lt;br/&gt;&lt;br/&gt;Not long after discovering his predicament, the Earthman finds himselfcaught in a struggle between two or more factions, nations, or species.He sides, of course, with the nation with the prettiest woman, who willsometimes turn out to be a princess. Before he can set about seriouslycourting her, however, she is kidnapped by a fiendish villain orvillains. The Earthman, taking up his sword (the local weapon of choice,which he has a talent with), sets out on a quest to recover the womanand wallop the kidnappers. On the way, he crosses wild and inhospitableterrain, confronts savage animals and monsters, discovers lostcivilizations ruled by cruel tyrants or wicked priests, and willrepeatedly engage in swashbuckling sword-fights, be imprisoned, daringlyescape and rescue other prisoners, and kill any men or beasts who standin his way. At the end of the story he will defeat the villain and freethe captive princess, only to find another crisis emerging that willrequire all his wit and muscle, but will not be resolved until the nextthrilling novel in the adventures of...!."&lt;/blockquote&gt;&lt;br/&gt;As I had mentioned in that earlier post, this gives us a nice blueprintto use for the first few adventures in a &lt;b&gt;Planetary Romance&lt;/b&gt;setting. Using something like the screenwriter's &lt;ahref="http://www.arcanespringboard.com/2010/07/adventure-writing-tips-part-2.html"&gt;Nine Act Plot Structure&lt;/a&gt; as the basis for a campaign storyarc, it occurs to me that you could easily use something like thefollowing to help launch a strong &lt;b&gt;Sword &amp; Planet&lt;/b&gt; campaign.&lt;br/&gt;&lt;br/&gt;&lt;blockquote&gt;&lt;b&gt;Act Zero&lt;/b&gt;&lt;br/&gt;Over the course of the campaign, we reveal the background of thecampaign arc through small scenes and insights. As this is not a formalscene within the screenwriter's plot structure, neither is this anactual adventure for the players.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Act One&lt;/b&gt;&lt;br/&gt;The characters arrive via some mysterious means on a distant world,which will be the setting for the entire campaign. Just as they begin tofamiliarize themselves with their new environment, they find themselvescaught in the middle of a struggle between two different factions, andmust choose sides. Obviously, as a beautiful woman needs saving, theywill side with the faction that rescues her.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Act Two&lt;/b&gt;&lt;br/&gt;The party must prove themselves to their would-be compatriots, andprotect the woman from the barbaric ways of the natives. This starts offwith some political/social machinations, possibly with duels or combatto help establish the players in a new social position. As the partyrelaxes and begins to enjoy their newfound position, a jealous orvengeful second in command, displaced by the party due to their arrivaland success, kidnaps the woman and flees with her into the night.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Act Three&lt;/b&gt;&lt;br/&gt;Following the kidnapper, the party comes upon the enemy of the woman'speople. These enemies happen to desire the woman as well, given that sheis a Princess and the daughter of their enemy. Their first encounterwith the enemy warlord defines his arrogant manner, and displays hisposition of power within the world, a position that the players will notbe able to overcome at first, simply because they didn't grow up on thisworld. The enemy warlord and the kidnapper will leave the site of thatfirst encounter, and the players will be left alive to lick their woundsand plan the next step in their quest to rescue the Princess.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Act Four&lt;/b&gt;&lt;br/&gt;Following the enemy warlord, the party travels across wild andinhospitable terrain, confronting animals and monsters, before arrivingat the capital city of the enemy's empire. Upon entering the city, theyimmediately hear that the enemy warlord will be marrying the Princess,and be elevated to the Right Hand of the enemy emperor as the governorof the Princess's homeland, to rule in the emperor's name. The partymust stop the wedding.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Act Five&lt;/b&gt;&lt;br/&gt;Having decided to stop the wedding and save the Princess, the party mustidentify the ways by which they can enter into the palace, execute theirplan and rescue the woman. Every complication encountered as theyproceed toward their goal is harder and harder, challenging them to becreative and action-oriented whenever possible. They barely succeed infighting to save the Princess, only to have to flee into thesubterranean dungeons beneath the enemy city. The Princess then demandsto be taken back to her native city to warn her father of the impendingattack on her homeland.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Act Six&lt;/b&gt;&lt;br/&gt;In travelling through the underground ruins in search of an exit, theparty risks being captured by cultists that have captured prisoners,including children, to sacrifice to the monster they worship as a god.One of the prisoners will offer to show them the way out, if they willfree the prisoners and help them to escape as well. Upon leaving thedungeons, they will come upon the enemy warlord's flagship in theupcoming invasion, a small flying warship that they can use toescape.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Act Seven&lt;/b&gt;&lt;br/&gt;The party makes for the Princess's homeland, the enemy close at theirheels. There may be an encounter or two with advanced scouts, enough toslow down the party long enough for the enemy warlord to catch up. Theprisoner that originally helped the party escape the dungeon offers tosacrifice himself by crashing the flagship into their enemy, leaving theparty to cover the short remaining distance to the Princess's homelandand warn her people. As the party watches, though, the flagship is takenout by the enemy warlord's more powerful vessel, giving time for theparty to barely make it to the city and raise the alarm.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Act Eight&lt;/b&gt;&lt;br/&gt;The party escorts the Princess to her father, only to find that thekidnapper is in the Great Hall and is about to poison the greatestwarriors of the land with bad wine. The party takes care of thekidnapper, explains the situation, and fights the good fight. The finalfight scene should involve the party and a handful of warriors againstthe invading enemy warlord and his soldiers, in a final climactic battleatop the greatest towers of the city, where all can see the results ofthis battle. If the Princess can be in the clutches of the enemy warlordand be rescued as a result of the fight, so much the better.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Act Nine&lt;/b&gt;&lt;br/&gt;There is much rejoicing. If a party member is interested and has playedup the romance well all the way through, this is the point where hemight become betrothed to the Princess, otherwise that honor goes to anNPC. Either way, there's a large celebration taking place at this pointas honors and awards are laid upon the heroes for their part in all ofthis. Just as the wedding ceremony starts, the party is whisked away bysome mysterious force, either to return to Earth or perhaps to be sentelsewhere on the world by powers beyond their ken...&lt;/blockquote&gt;&lt;br/&gt;It needs a lot of work, of course, but this should make for the start ofa great campaign. I'll likely spend more time polishing the story arcup, adding some more elements here and there, and removing some of therailroady factor from parts of it as I continue to work on this concept.Of course, any thoughts or suggestions you might like to share would begreatly appreciated.&lt;br/&gt;&lt;br/&gt;Enjoy,&lt;br/&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-4479153824631788815?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/4479153824631788815/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=4479153824631788815' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4479153824631788815'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4479153824631788815'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/08/sword-planet-campaign-story-arc.html' title='Sword &amp; Planet: A Campaign Story Arc...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-8490933258561537360</id><published>2011-08-13T13:36:00.000-05:00</published><updated>2011-08-13T13:36:40.278-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='equipment'/><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><title type='text'>Sword &amp; Planet: An Equipment List...</title><content type='html'>Good Afternoon, All:&lt;br/&gt;&lt;br/&gt;In regards to the &lt;b&gt;Sword &amp; Planet&lt;/b&gt; genre, equipment tends to bemuch less of a concern to the characters of the stories than most RPGcharacters hold it. In keeping with that tendency, we've alreadyintroduced the concept of Defense Bonuses to replace the need for armor.However, we can further emphasize the lack of importance for detailedequipment lists by simplifying the manner in which characters gainequipment. Toward that end, I propose the following rules suggestions.Bear in mind that these are only thoughts, not finalized rules, butshould demonstrate the kind of approach one might use for characters ina &lt;b&gt;Planetary Romance&lt;/b&gt; campaign.&lt;br/&gt;&lt;br/&gt;&lt;blockquote&gt;&lt;b&gt;Starting Equipment&lt;/b&gt;&lt;br/&gt;All characters begin adventuring with the same basic list of startingequipment, plus a number of equipment "picks" equal to two plus theircharacter level. A "pick" is simply a choice of equipment from one ofthe lists below. Some items are worth more than one pick, typicallybased on its relative importance, comparative rarity and general gameimpact compared to more common items on the list. The basic equipmentcommon to all characters is:&lt;br/&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Harness&lt;/b&gt;: Every character needs something to hang their otherequipment on, and harnesses are the most common item for that purpose asdescribed in &lt;b&gt;Planetary Romance&lt;/b&gt; novels. With GM permission, thismay be replaced with a belt.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Cape&lt;/b&gt;: Every character needs some manner to keep warm at nightwhile adventuring. While sleeping furs are more common for settledcharacters, adventurers rarely stay one place long enough to make acollection of furs worthwhile, so a cape will have to do.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Dagger or Quarterstaff&lt;/b&gt;: The world that serves as the settingfor a &lt;b&gt;Planetary Romance&lt;/b&gt; story is often a dangerous place.Everyone needs some kind of protection, even if it is just a simpledagger or quarterstaff. More powerful weapons require the expenditure ofone or more equipment "picks", as shown below.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Waterskin&lt;/b&gt;: It's important to stay hydrated when fighting theswordsmen and monsters common to a &lt;b&gt;Planetary Romance&lt;/b&gt; adventure.Also, there always seems to be a need to give a dying man a sip of waterso he can communicate that last piece of information he has before hedies in the arms of the hero.&lt;/li&gt;&lt;/ul&gt;&lt;br/&gt;&lt;b&gt;Table: Mundane Equipment&lt;/b&gt;&lt;br/&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Item&lt;/th&gt;&lt;th&gt;"Picks"&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Climbing equipment (rope, grappling hook,etc.)&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Craft tools (specific to a given craft)&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Glowstone or lantern (by setting)&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Healer's kit (acupuncture needles, mortar and pestle, poulticejars, etc.)&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Manacles&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Mystic focus&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Rations, one week's worth&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Reference tomes, per topic&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br/&gt;&lt;b&gt;Table: Transportation&lt;/b&gt;&lt;br/&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Item&lt;/th&gt;&lt;th&gt;"Picks"&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Mount, riding or draught&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Mount, war-trained&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Cart or wagon&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Flying mount&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Flying vehicle, 2-man&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Flying vehicle, 6-man&lt;/td&gt;&lt;td&gt;4&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Water vehicle, 2-man&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Water vehicle, 6-man&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br/&gt;&lt;b&gt;Table: Weapons&lt;/b&gt;&lt;br/&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Weapon&lt;/th&gt;&lt;th&gt;Damage&lt;/th&gt;&lt;th&gt;"Picks"&lt;/th&gt;&lt;th&gt;Size&lt;/th&gt;&lt;th&gt;Notes&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Axe, throwing&lt;/td&gt;&lt;td&gt;1d4&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;T&lt;/td&gt;&lt;td&gt;Rng3/6/12&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Axe,hand&lt;/td&gt;&lt;td&gt;1d6&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;S&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Axe,battle&lt;/td&gt;&lt;td&gt;1d8&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;M&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Axe, great&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;2 (1 forWarriors)&lt;/td&gt;&lt;td&gt;L&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Axe,huge&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;H&lt;/td&gt;&lt;td&gt;Reach&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Bow, short&lt;/td&gt;&lt;td&gt;1d6&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;S&lt;/td&gt;&lt;td&gt;Rng 12/24/48;Requires two hands&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Bow, long&lt;/td&gt;&lt;td&gt;1d8&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;M&lt;/td&gt;&lt;td&gt;Rng 12/24/48;Requires two hands&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Bow, great&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;2 (1 forWarriors)&lt;/td&gt;&lt;td&gt;L&lt;/td&gt;&lt;td&gt;Rng 12/24/48; Requires two hands&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Bow, huge&lt;/td&gt;&lt;td&gt;2d8&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;H&lt;/td&gt;&lt;td&gt;Rng 12/24/48;Requires two hands&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Club&lt;/td&gt;&lt;td&gt;1d6&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;S&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Club,war&lt;/td&gt;&lt;td&gt;1d8&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;M&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Club, great&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;2 (1 forWarriors)&lt;/td&gt;&lt;td&gt;L&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Club,huge&lt;/td&gt;&lt;td&gt;2d8&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;H&lt;/td&gt;&lt;td&gt;Reach&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Crossbow, light&lt;/td&gt;&lt;td&gt;1d6&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;S&lt;/td&gt;&lt;td&gt;Rng12/24/48; Requires two hands; Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Crossbow, heavy&lt;/td&gt;&lt;td&gt;1d8&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;M&lt;/td&gt;&lt;td&gt;Rng12/24/48; Requires two hands; Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Crossbow, great&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;2 (1 forWarriors)&lt;/td&gt;&lt;td&gt;L&lt;/td&gt;&lt;td&gt;Rng 12/24/48; Requires two hands; Reload1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Crossbow, huge&lt;/td&gt;&lt;td&gt;2d8&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;H&lt;/td&gt;&lt;td&gt;Rng12/24/48; Requires two hands; Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Dagger&lt;/td&gt;&lt;td&gt;1d4&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;S&lt;/td&gt;&lt;td&gt;Rng3/6/12&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Javelin or spear,half&lt;/td&gt;&lt;td&gt;1d6&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;S&lt;/td&gt;&lt;td&gt;Rng 3/6/12&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Net&lt;/td&gt;&lt;td&gt;*&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;M&lt;/td&gt;&lt;td&gt;Entangles target;requires a Difficult (DC 20) Dexterity-based saving throw to avoid orescape; Reload 2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Polearm&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;2 (1 forWarriors)&lt;/td&gt;&lt;td&gt;L&lt;/td&gt;&lt;td&gt;Reach&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Polearm,huge&lt;/td&gt;&lt;td&gt;2d8&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;H&lt;/td&gt;&lt;td&gt;Reach&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Quarterstaff&lt;/td&gt;&lt;td&gt;1d6&lt;/td&gt;&lt;td&gt;2 (1 forWarriors)&lt;/td&gt;&lt;td&gt;L&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Radium or crystalpistol&lt;/td&gt;&lt;td&gt;1d8&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;S&lt;/td&gt;&lt;td&gt;Rng 12/24/48; Requirestwo hands; Shots 10; Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Radium or crystal pistol,heavy&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;M&lt;/td&gt;&lt;td&gt;Rng 12/24/48; Requires twohands; Shots 10; Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Radium or crystal rifle&lt;/td&gt;&lt;td&gt;2d8&lt;/td&gt;&lt;td&gt;3 (2 forWarriors)&lt;/td&gt;&lt;td&gt;L&lt;/td&gt;&lt;td&gt;Rng 12/24/48; Requires two hands; Shots 10;Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Radium or crystal rifle,heavy&lt;/td&gt;&lt;td&gt;3d6&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;H&lt;/td&gt;&lt;td&gt;Rng 12/24/48; Requires twohands; Shots 10; Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Spear,short&lt;/td&gt;&lt;td&gt;1d8&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;M&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Spear, long&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;2 (1 forWarriors)&lt;/td&gt;&lt;td&gt;L&lt;/td&gt;&lt;td&gt;Reach&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Spear,huge&lt;/td&gt;&lt;td&gt;2d8&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;H&lt;/td&gt;&lt;td&gt;Reach&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Sword,short&lt;/td&gt;&lt;td&gt;1d6&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;S&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Sword,long&lt;/td&gt;&lt;td&gt;1d8&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;M&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Sword, great&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;2 (1 forWarriors)&lt;/td&gt;&lt;td&gt;L&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Sword,huge&lt;/td&gt;&lt;td&gt;2d8&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;H&lt;/td&gt;&lt;td&gt;Reach&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br/&gt;&lt;b&gt;Table: Armor&lt;/b&gt;&lt;br/&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Armor&lt;/th&gt;&lt;th&gt;DEF&lt;/th&gt;&lt;th&gt;"Picks"&lt;/th&gt;&lt;th&gt;Notes&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Light&lt;/td&gt;&lt;td&gt;+2&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Medium&lt;/td&gt;&lt;td&gt;+5&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;3/4 movement; -4 toStrength- and Dexterity-based skill checks&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Heavy&lt;/td&gt;&lt;td&gt;+8&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;3/4 movement; -6 to Strength-and Dexterity-based skill checks&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Shield&lt;/td&gt;&lt;td&gt;+2&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;-2 to Strength- andDexterity-based skill checks&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br/&gt;As you can see, armor is not generally a viable option in a &lt;b&gt;PlanetaryRomance&lt;/b&gt; campaign, but I've offered it as an option here, just incase some might want to use it in their games. The Class Defense Bonusconcept protects our heroes, while keeping more to the flavor of thesettings described in this genre.&lt;br/&gt;&lt;br/&gt;Hope This Helps,&lt;br/&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-8490933258561537360?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/8490933258561537360/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=8490933258561537360' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8490933258561537360'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8490933258561537360'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/08/sword-planet-equipment-list.html' title='Sword &amp; Planet: An Equipment List...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-3651843775141972804</id><published>2011-08-11T07:00:00.005-05:00</published><updated>2011-08-11T07:00:09.779-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mystic'/><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='powers'/><title type='text'>Sword &amp; Planet: The Mystic's Fifth Level Powers...</title><content type='html'>Good Morning, All:&lt;br/&gt;&lt;br/&gt;The following eight Mystic powers comprise the list of 5th Level powersthat Mystic characters may choose from. With this list, the Mysticpowers are complete, and I can move on to other interesting topics.Please review them at your leisure and give me your thoughts.&lt;br/&gt;&lt;br/&gt;&lt;blockquote&gt;&lt;b&gt;Mystic 5th Level Powers&lt;/b&gt;&lt;br/&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Dominate Person&lt;/b&gt;: Controls humanoid telepathically.&lt;br/&gt;&lt;li&gt;&lt;b&gt;Fear&lt;/b&gt;: Subjects within cone flee for 1 minute.&lt;br/&gt;&lt;li&gt;&lt;b&gt;Phantasmal Killer&lt;/b&gt;: Fearsome illusion kills subject or deals3d6 damage.&lt;br/&gt;&lt;li&gt;&lt;b&gt;Raise Dead&lt;/b&gt;: Restores life to the recently deceased throughthe sacrifice of other creature(s).&lt;br/&gt;&lt;li&gt;&lt;b&gt;Scrying&lt;/b&gt;: Spies on subject from a distance.&lt;br/&gt;&lt;li&gt;&lt;b&gt;Telepathic Bond&lt;/b&gt;: Link lets allies communicate.&lt;br/&gt;&lt;li&gt;&lt;b&gt;True Seeing&lt;/b&gt;: Lets you see all things as they really are.&lt;br/&gt;&lt;li&gt;&lt;b&gt;Waves of Fatigue&lt;/b&gt;: Several targets become fatigued.&lt;br/&gt;&lt;/ul&gt;&lt;br/&gt;&lt;b&gt;Power Descriptions&lt;/b&gt;&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Dominate Person&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 5&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 2 Weeks&lt;br/&gt;Once per rest, the Mystic can attempt to establish telepathic controlover a single humanoid target within range. If the target fails aDifficult (DC 20) Wisdom-based saving throw, the Mystic gains completecontrol over the target's actions. Any action against the target'snature, including self-destructive actions, grant the target anotherattempt at the Wisdom-based saving throw with a +2 bonus.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Fear&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 5&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Minute&lt;br/&gt;Once per rest, the Mystic can instill panic into the minds of up to fourtargets within range. With a successful Difficult (DC 20) Wisdom-basedsaving throw, a target is shaken and suffers a -2 penalty on attackrolls, saving throws, skill checks and ability checks for one round. Ifthe target fails the saving throw, however, they suffer the samepenalties for one minute, and flee from the Mystic as quickly aspossible for the duration of the power or until they are out of sight ofthe Mystic.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Phantasmal Killer&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 5&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Medium (150 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: Instant&lt;br/&gt;Once per rest, the Mystic can create a mental illusion of the mostfearsome creature imaginable to the target. The target may attempt toDifficult (DC 20) Wisdom-based saving throw to avoid the effects ofextreme mental distress. If the target fails, then he must immediatelyattempt a Difficult (DC 20) Constitution-based saving throw. If thissecond save is successful, the target only suffers 3d6 damage from themental distress of confronting one's greatest fears. If the saving throwfails, however, the target dies from a heart attack brought on by theintense fear.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Raise Dead&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 5&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: Instant&lt;br/&gt;Once per rest, the Mystic can restore life to a sentient being that hasbeen dead less than one week. This requires the sacrifice of a sentientcreature with more hit dice than the target of this power. If multiplesentient creatures are sacrificed, the number of hit dice from thesacrificed creatures must exceed one and a half times the hit dice ofthe target of this power. If the target's soul is unwilling or unable toreturn to its body, the power does not work. Creatures recently returnedfrom death have only one hit point and are unable to move under theirown power or function until they have been completely healed. Anycreature that is raised from the dead loses one point of Constitutionpermanently. Any creature with 0 Constitution cannot be raised from thedead by this or any other means.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Scrying&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 5&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 10 Minutes&lt;br/&gt;Once per rest, the Mystic can extend his mental senses to spy on aspecific target from any distance, unless the target succeeds in aAverage (DC 20) Wisdom-based saving throw. If the Mystic knows thetarget personally, the difficulty of the saving throw increases to VeryDifficult (DC 25), whereas someone the Mystic has never met before onlyhas to succeed at an Average (DC 15) saving throw.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Telepathic Bond&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 5&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Hour&lt;br/&gt;Once per rest, the Mystic can choose one creature per level withinrange, and establish a telepathic bond between these creatures thatexists for the next hour, even if the creatures move beyond the initialrange of the power. This bond exists between all of the creatures inthis bond, so the Mystic does not have to relay messages from one targetto another, unlike Lesser Telepathic Bond. In addition, this bond is notrestricted by language barriers. A thin sheet of lead, a foot of stoneor three feet of wood or dirt can block this connection.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;True Seeing&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 5&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 10 Minutes&lt;br/&gt;Once per rest, the Mystic can confer the ability to see all things asthey actually are. The target sees through normal and supernaturaldarkness, notices secret doors hidden by mysticism, sees the exactlocations of creatures or objects hidden by illusory effects, seesinvisible creatures or objects normally, and sees through mentalillusions. The range of true seeing conferred is 120 feet. Note thatthis ability does not penetrate solid objects, nor can it be used inconjunction with other Mystic powers. &lt;br/&gt;&lt;br/&gt;&lt;b&gt;Waves of Fatigue&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 5&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: Instant&lt;br/&gt;Once per rest, the Mystic can create waves of mental energy that renderall living creatures within range fatigued. This power has no effect ona creature that is already fatigued. This fatigue can be recoverednormally.&lt;br/&gt;&lt;/blockquote&gt;&lt;br/&gt;&lt;br/&gt;Enjoy,&lt;br/&gt;Flynn&lt;br/&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-3651843775141972804?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/3651843775141972804/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=3651843775141972804' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3651843775141972804'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3651843775141972804'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/08/sword-planet-mystics-fifth-level-powers.html' title='Sword &amp; Planet: The Mystic&apos;s Fifth Level Powers...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-628392111591592484</id><published>2011-07-30T10:04:00.005-05:00</published><updated>2011-07-30T10:21:41.141-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mystic'/><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='powers'/><title type='text'>Sword &amp; Planet: The Mystic's Fourth Level Powers...</title><content type='html'>Good Morning, All:&lt;br/&gt;&lt;br/&gt;The following eight Mystic powers comprise the list of 4th Level powers that Mystic characters may choose from. Please review them at your leisure and give me your thoughts.&lt;br/&gt;&lt;br/&gt;&lt;blockquote&gt;&lt;b&gt;Mystic 4th Level Powers&lt;/b&gt;&lt;br/&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Bestow Curse&lt;/b&gt;: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Clairaudience/Clairvoyance&lt;/b&gt;: Hear or see at a distance for 10 minutes.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Heroism&lt;/b&gt;: Gives +2 bonus on attack rolls, saves, skill checks.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Rage&lt;/b&gt;: Subjects gains +10 temporary hit points, +2 to attack and melee damage rolls, +1 on Wisdom-based saving throws, –2 to DEF.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Ray of Exhaustion&lt;/b&gt;: Ray makes subject exhausted.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Remove Curse&lt;/b&gt;: Frees object or person from curse.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Suggestion&lt;/b&gt;: Compels subject to follow stated course of action.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Tongues&lt;/b&gt;: Speak any language.&lt;/li&gt;&lt;/ul&gt;&lt;br/&gt;&lt;b&gt;Power Descriptions&lt;/b&gt;&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Bestow Curse&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 4&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: Permanent (or until removed)&lt;br/&gt;Once per rest, the Mystic can curse a target, who may resist the curse with a Difficult (DC 20) Wisdom-based saving throw. The Mystic may choose to inflict one of the following effects on their target: –6 to an ability score; OR –4 on attack rolls, saves, and checks; OR 50% chance of losing each action. (Alternately, the Mystic can invent his own curse, in keeping with the general power level of these examples.) In addition, the Mystic must define the means by which the curse may be removed (with GM approval); in addition, the target is released from the curse when the Mystic dies.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Clairaudience/Clairvoyance&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 4&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Long (800 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 10 Minutes&lt;br/&gt;Once per rest, the Mystic can spy upon a distant location up to 800 feet away, for up to 10 minutes. The Mystic can either hear or see (his choice) as if he were standing in that location.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Heroism&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 4&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Hour&lt;br/&gt;Once per rest, the Mystic can imbue a single creature with great bravery and morale in battle. The target gains a +2 bonus on attack rolls, saving throws, and skill checks.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Rage&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 4&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Medium (150 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Minute&lt;br/&gt;Once per rest, the Mystic can instill up to four subjects within thirty feet of each other with a blinding rage. Subjects gains +10 temporary hit points, a +2 bonus on attack and melee damage rolls, a +1 bonus on Wisdom-based saving throws, and –2 to DEF.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Ray of Exhaustion&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 4&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 10 Minutes&lt;br/&gt;Once per round, the Mystic can draw physical energy from a single target within range, rendering them exhausted (-3 penalty to all attack rolls, Dexterity-based saving throws and any Strength-based or Dexterity-based skill checks) for the duration of this power. If the target is already exhausted, this power has no effect. If the target succeeds in a Difficult (DC 20) Constitution-based saving throw, then the target is only fatigued (-1 penalty to all attack rolls, Dexterity-based saving throws and any Strength-based or Dexterity-based skill checks).&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Remove Curse&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 4&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: Instantaneous&lt;br/&gt;Once per rest, the Mystic instantaneously removes all curses on an object or a creature.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Suggestion&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 4&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 12 Hours (or until completed)&lt;br/&gt;Once per rest, the Mystic can influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two), which must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the power. The suggested course of activity can continue for the entire duration of the power; if the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do. The Mystic can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the power's duration expires, the activity is not performed.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Tongues&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 4&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Hour&lt;br/&gt;Once per rest, the Mystic can grant the subject the ability to speak and understand the language of any intelligent creature, including unusual dialects, for the duration of the power.&lt;br/&gt;&lt;/blockquote&gt;&lt;br/&gt;&lt;br/&gt;Enjoy,&lt;br/&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-628392111591592484?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/628392111591592484/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=628392111591592484' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/628392111591592484'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/628392111591592484'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/sword-planet-mystics-fourth-level.html' title='Sword &amp; Planet: The Mystic&apos;s Fourth Level Powers...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-6967948354122249963</id><published>2011-07-29T07:00:00.006-05:00</published><updated>2011-07-30T10:28:25.109-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mystic'/><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='powers'/><title type='text'>Sword &amp; Planet: The Mystic's Third Level Powers...</title><content type='html'>Good Morning, All:&lt;br/&gt;&lt;br/&gt;The following eight Mystic powers comprise the list of 3rd  Level powers that Mystic characters may choose from. Please review them at your leisure and give me your thoughts.&lt;br/&gt;&lt;br/&gt;&lt;blockquote&gt;&lt;b&gt;Mystic 3rd Level Powers&lt;/b&gt;&lt;br/&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Aura of Unnoticeability&lt;/b&gt;: Target goes unnoticed for 10 minutes or until they attack, rendering them effectively invisible.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Calm Emotions&lt;/b&gt;: Calms creatures, negating emotion effects.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Detect Thoughts&lt;/b&gt;: Allows "listening" to surface thoughts.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Dousing&lt;/b&gt;: Detects desired object within 300 ft.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Hold Person&lt;/b&gt;: Paralyzes one humanoid for one minute.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Location Reading&lt;/b&gt;: Discern information about the location you are in.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Vampiric Healing&lt;/b&gt;: Transfers vitality from one or more unwilling donors to your target (1:1 from a single target, or 3:2 from multiple targets), save halves.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Whispering Wind&lt;/b&gt;: Sends a short message to a group up to 10 miles away.&lt;/li&gt;&lt;/ul&gt;&lt;b&gt;Power Descriptions&lt;/b&gt;&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Aura of Unnoticeability&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 3&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 10 Minutes&lt;br/&gt;Once per rest, the Mystic can render someone unnoticeable for ten minutes or until they attack, effectively making them invisible. If the target makes any significant noise or acts in such a way as to draw attention to themselves, others will know that the person is nearby, but be unable to see them unless they succeed at a Difficult (DC 20) Wisdom-based saving throw.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Calm Emotions&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 3&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Medium (150 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Minute&lt;br/&gt;Once per rest, the Mystic can calm all creatures within a 20ft radius, negating all emotion-based effects (such as rage or fear) for the next minute. Targets may not make any violent actions or do anything destructive, unless they are attacked or otherwise harmed, or if they succeed in a Difficult (DC 20) Wisdom-based saving throw.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Detect Thoughts&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 3&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 10 Minutes&lt;br/&gt;Once per rest, the Mystic can extend his mental awareness and detect the surface thoughts of others within close range, unless the target succeeds in a Difficult (DC 20) Wisdom-based saving throw. This power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Dousing&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 3&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Long (800 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 10 minutes&lt;br/&gt;Once per rest, the Mystic can concentrate on a specific object (or the nearest example of a general item), and determine the direction to that object if it lies within 800 feet. The Mystic's mental image of the item must be clear and accurate; unique items require firsthand experience with the item before they can be located. A thin sheet of lead can block mystical detection.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Hold Person&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 3&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Medium (150 ft)&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Minute&lt;br/&gt;Once per rest, the Mystic can mentally paralyze one humanoid within range, freezing them in place. Every round, the target may attempt a Difficult (DC 20) Wisdom-based saving throw to break free of the mystical hold placed on them.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Location Reading&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 3&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: Instantaneous&lt;br/&gt;Once per rest, the Mystic can learn something significant about an area in which he stands. Go through this list, in order; the first bit of lore the Mystic does not know, he learns through the use of this power:&lt;br/&gt;&lt;ol&gt;&lt;li&gt;When the location was created (if man-made, otherwise skip).&lt;/li&gt;&lt;li&gt;Name of last creature to pass through location, if any (other than the Mystic).&lt;/li&gt;&lt;li&gt;Race of last creature to pass through location, if any (other than the Mystic).&lt;/li&gt;&lt;li&gt;Name of the location’s creator (a natural location, like a glen, was created by nature).&lt;/li&gt;&lt;li&gt;Race of the location’s creator, if any.&lt;/li&gt;&lt;li&gt;Name of the location’s longest occupant, if any.&lt;/li&gt;&lt;li&gt;Race of the location’s longest occupant, if any.&lt;/li&gt;&lt;li&gt;Name and race of the current owner or master of the location, if any.&lt;/li&gt;&lt;li&gt;Brief description of the most significant event to happen in the location.&lt;/li&gt;&lt;li&gt;Mystical or supernatural property of the location, if any (random if more than one).&lt;/li&gt;&lt;/ol&gt;Multiple uses of this ability allow the Mystic to gain multiple bits of information. If the Mystic know all of the above information, this ability reveals nothing to the Mystic.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Vampiric Healing&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 3&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: Instantaneous&lt;br/&gt;Once per rest, the Mystic can mystically transfer vitality from one or more adjacent "donors" (willing or unwilling) to a touched target, healing one hit point for every hit point donated by a single donor or healing two hit points for every three hit points given by multiple donors. Donors do not have to be willing, but if they do not wish to give up their vitality, they may attempt a Difficult (DC 20) Wisdom-based saving throw to suffer only half the number of hit points taken (with an appropriate reduction in the amount of hit points healed by the target as a result).&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Whispering Wind&lt;/b&gt;&lt;br/&gt;&lt;b&gt;Level&lt;/b&gt;: 3&lt;br/&gt;&lt;b&gt;Range&lt;/b&gt;: 10 Miles&lt;br/&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Round&lt;br/&gt;Once per rest, the Mystic can send a short message of twenty-five words or less to all creatures within a small 10-ft radius area located up to ten miles away.&lt;br/&gt;&lt;/blockquote&gt;&lt;br/&gt;&lt;br/&gt;Enjoy,&lt;br/&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-6967948354122249963?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/6967948354122249963/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=6967948354122249963' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6967948354122249963'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6967948354122249963'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/sword-planet-mystics-third-level-powers.html' title='Sword &amp; Planet: The Mystic&apos;s Third Level Powers...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-1183289166029542137</id><published>2011-07-27T20:22:00.000-05:00</published><updated>2011-07-27T20:22:32.373-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Lulu coupon codes'/><category scheme='http://www.blogger.com/atom/ns#' term='general'/><title type='text'>Public Service Announcement: 25% Off At Lulu.com...</title><content type='html'>Good Evening, All:&lt;br /&gt;&lt;br /&gt;My apologies for the recent lack of posts, but my end of the Internet has been down for the last few days, or at the very least, the part that touches my house. ;)&lt;br /&gt;&lt;br /&gt;However, today I found a free app called &lt;b&gt;HTC Wifi Router&lt;/b&gt;, which turns my Windows Mobile phone into a wifi hotspot. With that, I'm back online, at least in short, limited bursts.&lt;br /&gt;&lt;br /&gt;Tonight's important announcement: If you want to order something from Lulu.com, such as print or electronic copies of anything from the &lt;b&gt;Samardan Press&lt;/b&gt; webstore, as an example, you can get a great discount. Simply enter coupon code &lt;b&gt;TIME305&lt;/b&gt; at checkout and receive 25% off your order. This only lasts until midnight on July 29th, so don't spend too long thinking about it.&lt;br /&gt;&lt;br /&gt;More Later,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-1183289166029542137?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/1183289166029542137/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=1183289166029542137' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1183289166029542137'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1183289166029542137'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/public-service-announcement-25-off-at.html' title='Public Service Announcement: 25% Off At Lulu.com...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-3481861027749632744</id><published>2011-07-23T07:00:00.001-05:00</published><updated>2011-07-23T07:00:09.513-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mystic'/><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='powers'/><title type='text'>Sword &amp; Planet: The Mystic's Remaining Power Lists...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;Before I continue with describing the Mystic Powers, let me provide the list of powers for the last three levels. Please take a moment and give comment on them if you are so motivated. The actual descriptions will come up in the next few posts.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Mystic 3rd Level Powers&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Aura of Unnoticability&lt;/b&gt;: You go unnoticed for 10 minutes or until you attack, rendering you effectively invisible.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Calm Emotions&lt;/b&gt;: Calms creatures, negating emotion effects.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Detect Thoughts&lt;/b&gt;: Allows "listening" to surface thoughts.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Dousing&lt;/b&gt;: Detects desired object within 300 ft.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Hold Person&lt;/b&gt;: Paralyzes one humanoid for 1 minute.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Location Reading&lt;/b&gt;: Discern information about the location you are in.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Vampiric Healing&lt;/b&gt;: You transfer vitality from one or more unwilling donors to your target (1:1 from a single target, or 3:2 from multiple targets), save halves.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Whispering Wind&lt;/b&gt;: Sends a short message up to 10 miles.&lt;br /&gt;&lt;/ul&gt;&lt;b&gt;Mystic 4th Level Powers&lt;/b&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Bestow Curse&lt;/b&gt;: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Clairaudience/Clairvoyance&lt;/b&gt;: Hear or see at a distance for 10 minutes.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Heroism&lt;/b&gt;: Gives +2 bonus on attack rolls, saves, skill checks.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Rage&lt;/b&gt;: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to DEF.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Ray of Exhaustion&lt;/b&gt;: Ray makes subject exhausted.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Remove Curse&lt;/b&gt;: Frees object or person from curse.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Suggestion&lt;/b&gt;: Compels subject to follow stated course of action.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Tongues&lt;/b&gt;: Speak any language.&lt;br /&gt;&lt;/ul&gt;&lt;b&gt;Mystic 5th Level Powers&lt;/b&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Dominate Person&lt;/b&gt;: Controls humanoid telepathically.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Fear&lt;/b&gt;: Subjects within cone flee for 1 minute.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Phantasmal Killer&lt;/b&gt;: Fearsome illusion kills subject or deals 3d6 damage.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Raise Dead&lt;/b&gt;: Restores life to the recently deceased through the sacrifice of other creature(s).&lt;br /&gt;&lt;li&gt;&lt;b&gt;Scrying&lt;/b&gt;: Spies on subject from a distance.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Telepathic Bond&lt;/b&gt;: Link lets allies communicate.&lt;br /&gt;&lt;li&gt;&lt;b&gt;True Seeing&lt;/b&gt;: Lets you see all things as they really are.&lt;br /&gt;&lt;li&gt;&lt;b&gt;Waves of Fatigue&lt;/b&gt;: Several targets become fatigued.&lt;br /&gt;&lt;/ul&gt;&lt;/blockquote&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-3481861027749632744?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/3481861027749632744/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=3481861027749632744' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3481861027749632744'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3481861027749632744'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/sword-planet-mystics-remaining-power.html' title='Sword &amp; Planet: The Mystic&apos;s Remaining Power Lists...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-7043741164800052875</id><published>2011-07-22T07:00:00.006-05:00</published><updated>2011-07-22T07:00:12.412-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Slavic'/><category scheme='http://www.blogger.com/atom/ns#' term='names'/><category scheme='http://www.blogger.com/atom/ns#' term='random chart'/><title type='text'>Random Chart: Quick Slavic Name Generator...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;My apologies for being non-responsive of late. I am being hit by a heavier than usual workload, accompanied by the fact that I just got a new Android tablet PC that I'm trying to set up for use at Gen Con. The first sucks, and the second rocks, but together, they've eaten up my time, leaving me without a few regular posts this week. I still need to make one more post tomorrow to bring myself up to three for the week, and then I'll be back in the saddle again. Gen Con in a few weeks will be my next major challenge, but I don't imagine it will be any worse than this week has been.&lt;br /&gt;&lt;br /&gt;With that in mind, I apologize for not continuing the Mystic power posts on a regular basis, and I'll get back to that ASAP. In the meantime, please accept the following Random Chart as a peace offering.&lt;br /&gt;&lt;br /&gt;This chart allows for quick Slavic Name generation, which should work well for anyone playing in the Kingmaker adventure path, as the locale has a somewhat Slavic feel to it. Using this chart is pretty easy. You simply roll once on the Prefix table and once on the Suffix table, putting the results together to make the character's name. The Prefix and Suffix tables are both d66 tables. Those familiar with this blog already know how to create a d66 roll. For those that aren't, roll two d6s and read them similar to percentile dice. The first d6 represents the tens digit, and the second d6 represents the ones digit. For example, rolling a 2 on the first d6 and a 6 on the second d6 would create a result of 26.&lt;br /&gt;&lt;br /&gt;So, by way of demonstration, let's create a random Slavic Name. I make two d66 rolls, which are, in this example, 26 followed by 21. That gives us a prefix of "Fed" and a suffix of "ava", or the name Fedava. That could work.&lt;br /&gt;&lt;br /&gt;This table was generated by parsing a list of Slavic baby names pulled from the web, and stripping down the resulting list of prefixes and suffixes by frequency and by flavor to arrive at the 36 best choices for each.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Table: Slavic Name Prefix&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;d66&lt;/th&gt;&lt;th&gt;Prefix&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;11&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Al&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;12&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Aleks&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;13&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Alex&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;14&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Anast&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;15&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Andr&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;16&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Bor&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;21&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Dal&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;22&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Dan&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;23&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Dobr&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;24&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Dor&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;25&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Dus&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;26&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Fed&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;31&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Gabr&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;32&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Jul&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;33&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Kaj&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;34&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Kat&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;35&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Kol&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;36&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Kryst&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;41&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Luk&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;42&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Mar&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;43&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Mik&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;44&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Mil&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;45&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Mir&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;46&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Nad&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;51&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Nast&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;52&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Nik&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;53&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Rad&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;54&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Rost&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;55&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Svetl&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;56&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Ter&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;61&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Val&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;62&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Vas&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;63&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Vit&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;64&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Vlad&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;65&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Yul&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;66&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;Zor&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Table: Slavic Name Suffix&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;d66&lt;/th&gt;&lt;th&gt;Suffix&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;11&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;a&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;12&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;an&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;13&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ana&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;14&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ar&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;15&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;as&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;16&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;av&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;21&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ava&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;22&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;aw&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;23&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;awa&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;24&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ei&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;25&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ek&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;26&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;el&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;31&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ena&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;32&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;eta&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;33&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;i&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;34&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ia&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;35&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ian&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;36&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;iana&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;41&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ich&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;42&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ik&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;43&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ika&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;44&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;il&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;45&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ila&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;46&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;im&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;51&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;in&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;52&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ina&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;53&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ita&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;54&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;iy&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;55&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;iya&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;56&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;o&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;61&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;omir&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;62&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;on&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;63&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;or&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;64&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;y&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;65&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;ya&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;66&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;yna&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-7043741164800052875?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/7043741164800052875/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=7043741164800052875' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/7043741164800052875'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/7043741164800052875'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/random-chart-quick-slavic-name.html' title='Random Chart: Quick Slavic Name Generator...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2687610373236933877</id><published>2011-07-19T07:00:00.002-05:00</published><updated>2011-07-19T07:00:07.418-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mystic'/><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='powers'/><title type='text'>Sword &amp; Planet: The Mystic's Second Level Powers...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;The following eight Mystic powers comprise the list of 2nd Level powers that Mystic characters may choose from. Again, these were selected to create that "pulp mysticism/mentalism" flavor so prominent in the &lt;b&gt;Planetary Romance&lt;/b&gt; genre. Feel free to review them at your leisure and share your thoughts as you are so moved.&lt;br /&gt;&lt;br /&gt;Unlike the 1st level powers, which were "per round" powers, these are "per rest" powers. In other words, once you use one of these powers, you can't recover the power and use it again until you have rested for one hour (which involves nothing more than conversation and light activity.)&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Mystic 2nd Level Powers&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Cause Fear&lt;/b&gt;: One creature flees for 1d4 rounds.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Charm Person&lt;/b&gt;: Makes one person your friend.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Command&lt;/b&gt;: One subject obeys selected command for 1 round.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Disguise Self&lt;/b&gt;: Changes your appearance.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Doom&lt;/b&gt;: One subject takes –2 on attack rolls, saving throws, skill checks and ability checks.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Empathic Healing&lt;/b&gt;: You transfer hit points from one or more willing donors to your target (1:1 from a single target, or 3:2 from multiple targets).&lt;/li&gt;&lt;li&gt;&lt;b&gt;Hypnotism&lt;/b&gt;: Fascinates 2d4 HD of creatures.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Remove Fear&lt;/b&gt;: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;b&gt;Power Descriptions&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Cause Fear&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 2&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1d4 Rounds&lt;br /&gt;Once per rest, the Mystic can make a single creature frightened. With a successful Difficult (DC 20) Wisdom-based saving throw, the target is shaken and suffers a -2 penalty on attack rolls, saving throws, skill checks and ability checks for one round. If the target fails the saving throw, however, they suffer the same penalties for 1d4 rounds, and flee from the Mystic as quickly as possible for those rounds or until they are out of sight of the Mystic.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Charm Person&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 2&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 6 Hours&lt;br /&gt;Once per rest, the Mystic can make one person regard him as a trusted friend and ally (treat their reaction as Friendly toward the Mystic.) The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this compulsion, with a +5 bonus if they are attacked by the Mystic or his allies.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Command&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 2&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Round&lt;br /&gt;Once per rest, the Mystic can mentally force its target to obey a single word command on its next action. The most common examples of such as "approach", "drop", "fall", "flee", and "halt". The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this compulsion.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Disguise Self&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 2&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Personal&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Hour&lt;br /&gt;Once per rest, the Mystic can craft a mental illusion that changes his outward appearance. Should someone interact physically with the illusion, they may attempt a Difficult (DC 20) Wisdom-based saving throw to recognize it as such.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Doom&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 2&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Medium (150 ft)&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 10 Minutes&lt;br /&gt;Once per rest, the Mystic can curse a single target, imposing a -2 penalty on attack rolls, saving throws, skill checks and ability checks for the duration of this ability. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome the curse.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Empathic Healing&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 2&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: Instantaneous&lt;br /&gt;Once per rest, the Mystic can mystically transfer vitality from one or more willing adjacent donors (including himself, if so desired) to a touched target, healing one hit point for every hit point donated by a single donor or healing two hit points for every three hit points given by multiple donors. As this requires willing donors, there is no saving throw for this ability.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hypnotism&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 2&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Minute&lt;br /&gt;Once per rest, the Mystic can fascinate up to 2d4 HD of creatures. Targets stop and stare blankly for the duration of the power, during which the Mystic may make one reasonable request of the target(s). While the target is fascinated by this power, it reacts as though it were two steps more friendly in attitude. This allows the Mystic to make a single request of the affected creature (provided he can communicate with it). The request must be brief and reasonable. Even after the power ends, the creature retains its new attitude toward the Mystic, but only with respect to that particular request. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this compulsion, with a +2 bonus if this is attempted in combat. Failure on the saving throw indicates that the target does not remember being hypnotized.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Remove Fear&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 2&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 10 Minutes&lt;br /&gt;Once per rest, the Mystic instills courage in one subject, plus one additional subject per four levels. This power suppresses any currently existing fear effects and grants a +4 bonus on saving throws against fear for the duration of the power. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this effect, if for some reason the target may so desire.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2687610373236933877?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2687610373236933877/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2687610373236933877' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2687610373236933877'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2687610373236933877'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/sword-planet-mystics-second-level.html' title='Sword &amp; Planet: The Mystic&apos;s Second Level Powers...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-3233259053818593589</id><published>2011-07-15T07:00:00.001-05:00</published><updated>2011-07-15T07:00:03.721-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mystic'/><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='powers'/><title type='text'>Sword &amp; Planet: The Mystic's First Level Powers...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;I presented the Mystic character class in an earlier post, but did not define any of his special powers. This is the first of several posts to provide that information to you. As you can see, the powers are defined in such a way as to emphasize the "pulp mentalism/mysticism" flavor of the &lt;b&gt;Planetary Romance&lt;/b&gt; genre.&lt;br /&gt;&lt;br /&gt;The following eight Mystic powers comprise the list of 1st Level powers that Mystic characters may choose from. Please review them at your leisure and give me your thoughts. Bearing in mind that most encounters only last three to four rounds, on the average, allowing unlimited use of these powers should not create any complications in terms of the game experience. If that proves to be a problem, then feel free to limit "per round" powers to a maximum number of uses (in total, not individually) equal to 4 + the Mystic's CLM + the Mystic's Wisdom Modifier. These are reset at the end of each period of rest. (As an aside, this is the only level at which "per round" powers are granted. All Mystic powers above 1st level are "per rest" powers.)&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Mystic 1st Level Powers&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Daze&lt;/b&gt;: Humanoid creature loses next action.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Distract&lt;/b&gt;: Target is distracted for next round.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Dousing, Lesser&lt;/b&gt;: Detects desired object within 30 ft.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Guidance&lt;/b&gt;: +1 on one attack roll, saving throw, or skill check.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Object Reading&lt;/b&gt;: Discern information about an object by touch.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Telepathic Bond, Lesser&lt;/b&gt;: Telepathic conversation at a moderate distance.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Tongues, Lesser&lt;/b&gt;: You understand one spoken language of a touched creature.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Touch of Fatigue&lt;/b&gt;: Touch attack fatigues target.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;b&gt;Power Descriptions&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Daze&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 1&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Round&lt;br /&gt;Once per round, the Mystic clouds the mind of a humanoid creature so that it takes no action and thus loses its next round. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to negate the effect.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Distract&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 1&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Round&lt;br /&gt;Once per round, the Mystic can mentally distract a creature, causing it to suffer a -5 penalty to Perception skill checks for the next round. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to negate the effect.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Dousing, Lesser&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 1&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Minute&lt;br /&gt;Once per round, the Mystic can concentrate on a specific object (or the nearest example of a general item), and determine the direction to that object if it lies within thirty feet. The Mystic's mental image of the item must be clear and accurate; unique items require firsthand experience with the item before they can be located. A thin sheet of lead can block mystical detection.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Guidance&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 1&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Minute or until discharged&lt;br /&gt;Once per round, the Mystic can bestow minor insight on a subject, granting them a +1 bonus to a single attack roll, saving throw or skill check made within the next minute.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Object Reading&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 1&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: Instant&lt;br /&gt;Once per round, the Mystic can learn something significant about an object he is handling. Using the list below, the first piece of information the Mystic does not know is learned through the use of this power:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Age of object.&lt;/li&gt;&lt;li&gt;Name of last creature to touch the object, if any (other than the Mystic).&lt;/li&gt;&lt;li&gt;Race of last creature to touch the object, if any (other than the Mystic).&lt;/li&gt;&lt;li&gt;Name of the object’s creator (a natural object, like a rock, was created by nature).&lt;/li&gt;&lt;li&gt;Race of the object’s creator, if any.&lt;/li&gt;&lt;li&gt;Object’s purpose.&lt;/li&gt;&lt;li&gt;Material(s) that makes up the object.&lt;/li&gt;&lt;li&gt;Location of the object’s creation.&lt;/li&gt;&lt;li&gt;Name of the most recent owner of the object, if any.&lt;/li&gt;&lt;li&gt;Mystical/unusual property of the object, if any (random if more than one).&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;Multiple uses of this ability allow the Mystic to gain multiple bits of information. If the Mystic know all of the above information, this ability reveals nothing to the Mystic.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Telepathic Bond, Lesser&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 1&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Medium (150 ft)&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Hour&lt;br /&gt;Once per round, the Mystic can choose one creature per level within range, and establish a limited telepathic bond with these creatures while within range. This bond only exists between the Mystic and the creature, so one target cannot communicate with another target directly. This limited bond communicates words only, and thus does not circumvent language barriers. A thin sheet of lead, a foot of stone or three feet of wood or dirt can block this limited connection.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Tongues, Lesser&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 1&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Close (30 ft)&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Hour&lt;br /&gt;Once per round, the Mystic can touch a target and understand its spoken language due to a subconscious telepathic connection. So long as the Mystic remains within thirty feet of the target, he can continue to understand that language for the duration of this ability. This ability does not grant knowledge of written languages.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Touch of Fatigue&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Level&lt;/b&gt;: 1&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: Touch&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 Minute&lt;br /&gt;Once per round, the Mystic can draw physical energy from a touched target, rendering them fatigued (-1 penalty to all attack rolls, Dexterity-based saving throws and any Strength-based or Dexterity-based skill checks). If the target is already fatigued, or if the target succeeds in a Difficult (DC 20) Constitution-based saving throw, then this use has no further effect.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;You will note that there's some superficial similarity to the 4E concept of class powers. However, I would like to remind my readers of the Ritualist character class I proposed many months ago. That class was based in a 2nd Edition AD&amp;D concept from Mayfair Games' old Role-Aids product line, the &lt;b&gt;Demon Campaign Setting&lt;/b&gt;, and the Mystic is based on the Ritualist.&lt;br /&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-3233259053818593589?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/3233259053818593589/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=3233259053818593589' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3233259053818593589'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3233259053818593589'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/sword-planet-mystics-first-level-powers.html' title='Sword &amp; Planet: The Mystic&apos;s First Level Powers...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2933148929647211208</id><published>2011-07-13T07:00:00.002-05:00</published><updated>2011-07-13T07:00:18.768-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mystic'/><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='character class'/><title type='text'>Sword &amp; Planet: The Mystic...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;This is the third of three posts that describe the basics of the character classes I'm proposing for a &lt;b&gt;Planetary Romance&lt;/b&gt; campaign. This particular post describes the &lt;b&gt;Mystic&lt;/b&gt;, this being a character who resolves challenges through the use of mentalism, mysticism and applied willpower. The rarest of the character concepts, there are still a good number of &lt;b&gt;Mystics&lt;/b&gt; present in various &lt;b&gt;Planetary Romance&lt;/b&gt; series, particularly the Dray Prescot of Antares/Kregen series by Ken Bulmer.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;The Mystic&lt;/b&gt;&lt;br /&gt;As a &lt;b&gt;Mystic&lt;/b&gt;, you dabble in strange and unusual powers, harnessing forces of the mind that others cannot or dare not pursue. You may hold any of a number of positions in or along the fringe of society, but your mystic powers set you apart from your fellow man.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Prime Attribute&lt;/b&gt;: Charisma, Wisdom&lt;br /&gt;&lt;b&gt;Starting Hit Dice&lt;/b&gt;: 3d6, +(3x Con modifier)&lt;br /&gt;&lt;b&gt;Hit Dice/Level&lt;/b&gt;: 1d6/level (gains 1 hp/level after 7th)&lt;br /&gt;&lt;b&gt;Armor/Weapons Permitted&lt;/b&gt;: None/Any one weapon group (see Warrior for details).&lt;br /&gt;&lt;b&gt;Saving Throw Bonus&lt;/b&gt;: Mystics gain a +2 bonus on Wisdom-based saving throws.&lt;br /&gt;&lt;b&gt;Skills&lt;/b&gt;: 2 + Int modifier&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Table: The Mystic&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Level&lt;/th&gt;&lt;th&gt;HD&lt;/th&gt;&lt;th&gt;BAB&lt;/th&gt;&lt;th&gt;DEF&lt;/th&gt;&lt;th&gt;Special&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;3d6&lt;/td&gt;&lt;td&gt;+1&lt;/td&gt;&lt;td&gt;+3&lt;/td&gt;&lt;td&gt;Profession, Mystic powers&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;4d6&lt;/td&gt;&lt;td&gt;+2&lt;/td&gt;&lt;td&gt;+3&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;5d6&lt;/td&gt;&lt;td&gt;+2&lt;/td&gt;&lt;td&gt;+3&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;6d6&lt;/td&gt;&lt;td&gt;+3&lt;/td&gt;&lt;td&gt;+4&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;7d6&lt;/td&gt;&lt;td&gt;+3&lt;/td&gt;&lt;td&gt;+4&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;8d6&lt;/td&gt;&lt;td&gt;+4&lt;/td&gt;&lt;td&gt;+4&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;7&lt;/td&gt;&lt;td&gt;9d6&lt;/td&gt;&lt;td&gt;+4&lt;/td&gt;&lt;td&gt;+5&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;8&lt;/td&gt;&lt;td&gt;9d6+1&lt;/td&gt;&lt;td&gt;+5&lt;/td&gt;&lt;td&gt;+5&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;9&lt;/td&gt;&lt;td&gt;9d6+2&lt;/td&gt;&lt;td&gt;+5&lt;/td&gt;&lt;td&gt;+5&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;10&lt;/td&gt;&lt;td&gt;9d6+3&lt;/td&gt;&lt;td&gt;+6&lt;/td&gt;&lt;td&gt;+6&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Table: Mystic Powers Known&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Level&lt;/th&gt;&lt;th&gt;1st&lt;/th&gt;&lt;th&gt;2nd&lt;/th&gt;&lt;th&gt;3rd&lt;/th&gt;&lt;th&gt;4th&lt;/th&gt;&lt;th&gt;5th&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;7&lt;/td&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;8&lt;/td&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;9&lt;/td&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;10&lt;/td&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Special&lt;/b&gt;&lt;br /&gt;The &lt;b&gt;Mystic&lt;/b&gt;'s core special ability is Mystic Powers.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Mystic Powers&lt;/b&gt;: A Mystic gains mystic powers which are selected from the Mystic power list. Each power defines how often it can be used, and these powers are not forgotten by the Mystic once they have been used. A Mystic’s selection of powers is extremely limited. A Mystic begins play knowing two 1st-level powers of your choice. At each new Mystic level, he potentially gains one or more new powers, as indicated on Table: Mystic Powers Known. These new powers can be common powers chosen from the Mystic power list, or they can be unusual powers that the Mystic has gained some understanding of by study. The Mystic can’t use this method of power acquisition to learn powers at a faster rate, however.&lt;br /&gt;&lt;br /&gt;Upon reaching 2nd level, and at every even-numbered Mystic level after that (4th, 6th, and so on), a Mystic can choose to learn a new power in place of one he already knows. In effect, the Mystic “loses” the old power in exchange for the new one. The new power’s level must be the same as that of the power being exchanged, and it must be at least one level lower than the highest-level Mystic power the Mystic can use. A Mystic may swap only a single power at any given level, and must choose whether or not to swap the power at the same time that he gains new powers known for the level.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Profession&lt;/b&gt;: At 1st level, the &lt;b&gt;Mystic&lt;/b&gt; selects one of the following professions. He immediately gains the profession's special ability, as weill as the profession's skill as a bonus skill.&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Adept&lt;/b&gt;: The Adept is a mystic whose mastery of mysticism derives from the efforts of his own mind and body as they work in harmony.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Cultist&lt;/b&gt;: The Cultist is a student of long-lost lore which might best be left unknown.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Doxologist&lt;/b&gt;: The Doxologist derives his mystical power from the inner peace he derives from his religious practices.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Oracle&lt;/b&gt;: The Oracle is gifted with incredible insight into the future.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Pretender&lt;/b&gt;: The Pretender disguises his true mystic talents behind the banter and pageantry of a carnival act or side show.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;b&gt;Table: Mystic Professions&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Profession&lt;/th&gt;&lt;th&gt;Skill&lt;/th&gt;&lt;th&gt;Special&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Adept&lt;/td&gt;&lt;td&gt;Athletics&lt;/td&gt;&lt;td&gt;&lt;b&gt;Body Mastery&lt;/b&gt;: Once per rest, the Adept can spend an action to heal himself for 1d6 hitpoints, plus his CLM and his Wisdom modifier.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Cultist&lt;/td&gt;&lt;td&gt;Lore&lt;/td&gt;&lt;td&gt;&lt;b&gt;Psychic Vampirism&lt;/b&gt;: Once per rest, the Cultist may spend action to "steal" the vitality of someone whom he touches to regain another use of an expended power. The target must succeed in a Difficult (DC 20) Constitution ability check or suffer 1d4 hitpoints of damage per level of the Mystic power that is being renewed. This drain counts as a non-lethal or subdual attack. If the target succeeds, he loses no hitpoints and the Cultist does not regain another use of the expended power.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Doxologist&lt;/td&gt;&lt;td&gt;Persuasion&lt;/td&gt;&lt;td&gt;&lt;b&gt;Calm Single Creature&lt;/b&gt;: Once per rest, the Doxologist may spend an action to mystically calm a single agitated creature within thirty feet, suppressing any extreme emotion such as rage, fear or joy for three rounds. The affected creature cannot take violent action or be destructive until attacked, although the creature is allowed to attempt a Difficult (DC 20) Wisdom ability check to resist this effect.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Oracle&lt;/td&gt;&lt;td&gt;Perception&lt;/td&gt;&lt;td&gt;&lt;b&gt;Minor Divination&lt;/b&gt;: Once per rest, the Oracle may take one minute to consult a divinatory tool (runes, cards, dice, bones, entrails, clouds, etc.) for some hint as to the outcome of a particular action that will be performed within the next half hour. If he succeeds in a Difficult (DC 20) Wisdom ability check, the Oracle knows whether that act will bring good, bad, both good and bad, or neutral results.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Pretender&lt;/td&gt;&lt;td&gt;Bluff&lt;/td&gt;&lt;td&gt;&lt;b&gt;Mental Illusion&lt;/b&gt;: Once per rest, the Pretender may spend an action to create an illusory image within the mind of a single target within thirty feet. The mental illusion lasts only three rounds, is silent, and cannot exceed ten feet long in any direction. If the target succeeds in a Difficult (DC 20) Wisdom ability check, they can see through the illusion and are not affected.&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;Once again, I've chosen the professions based on iconic character concepts from &lt;b&gt;Planetary Romance&lt;/b&gt; novels. These are not intended to reflect common character options from a fantasy setting, but you always have the freedom to expand the list in that direction if you so desired. Please let me know what you think.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2933148929647211208?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2933148929647211208/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2933148929647211208' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2933148929647211208'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2933148929647211208'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/sword-planet-mystic.html' title='Sword &amp; Planet: The Mystic...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-4271227313180548605</id><published>2011-07-11T07:00:00.003-05:00</published><updated>2011-07-11T07:00:09.543-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='character class'/><category scheme='http://www.blogger.com/atom/ns#' term='Expert'/><title type='text'>Sword &amp; Planet: The Expert...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;This is the second of three posts that describe the basics of the character classes I'm proposing for a &lt;b&gt;Planetary Romance&lt;/b&gt; campaign. This particular post describes the &lt;b&gt;Expert&lt;/b&gt;, this being a character who resolves challenges through the use of agility and intellect. On those occasions when a protagonist of a &lt;b&gt;Planetary Romance&lt;/b&gt; series has a companion for a time, that companion is often an Expert.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;The Expert&lt;/b&gt;&lt;br /&gt;As an Expert, you are the master of your craft, a truly skilled individual against whom few can compare. You may come from a number of professions, but when push comes to shove, your skill mastery is your saving grace.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Prime Attribute&lt;/b&gt;: Dexterity, Intelligence&lt;br /&gt;&lt;b&gt;Starting Hit Dice&lt;/b&gt;: 3d8, +(3x Con modifier)&lt;br /&gt;&lt;b&gt;Hit Dice/Level&lt;/b&gt;: 1d8/level (gains 2 hp/level after 7th)&lt;br /&gt;&lt;b&gt;Armor/Weapons Permitted&lt;/b&gt;: Light/Any two weapon groups (see Warrior for details).&lt;br /&gt;&lt;b&gt;Saving Throw Bonus&lt;/b&gt;: Experts gain a +2 bonus on Dexterity-based saving throws.&lt;br /&gt;&lt;b&gt;Skills&lt;/b&gt;: 4 + Int modifier&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Table: The Expert&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Level&lt;/th&gt;&lt;th&gt;HD&lt;/th&gt;&lt;th&gt;BAB&lt;/th&gt;&lt;th&gt;DEF&lt;/th&gt;&lt;th&gt;Special&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;3d8&lt;/td&gt;&lt;td&gt;+2&lt;/td&gt;&lt;td&gt;+4&lt;/td&gt;&lt;td&gt;Profession, Skill Mastery (1/rest)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;4d8&lt;/td&gt;&lt;td&gt;+3&lt;/td&gt;&lt;td&gt;+4&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;5d8&lt;/td&gt;&lt;td&gt;+3&lt;/td&gt;&lt;td&gt;+4&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;6d8&lt;/td&gt;&lt;td&gt;+4&lt;/td&gt;&lt;td&gt;+5&lt;/td&gt;&lt;td&gt;Skill Mastery (2/rest)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;7d8&lt;/td&gt;&lt;td&gt;+5&lt;/td&gt;&lt;td&gt;+5&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;8d8&lt;/td&gt;&lt;td&gt;+6&lt;/td&gt;&lt;td&gt;+5&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;7&lt;/td&gt;&lt;td&gt;9d8&lt;/td&gt;&lt;td&gt;+6&lt;td&gt;&lt;td&gt;+6&lt;/td&gt;&lt;td&gt;Skill Mastery (3/rest)&lt;/td&gt;&lt;/tr&gt;&lt;br /&gt;&lt;tr&gt;&lt;td&gt;8&lt;/td&gt;&lt;td&gt;9d8+2&lt;/td&gt;&lt;td&gt;+7&lt;/td&gt;&lt;td&gt;+6&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;br /&gt;&lt;tr&gt;&lt;td&gt;9&lt;/td&gt;&lt;td&gt;9d8+4&lt;/td&gt;&lt;td&gt;+8&lt;/td&gt;&lt;td&gt;+6&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;br /&gt;&lt;tr&gt;&lt;td&gt;10&lt;/td&gt;&lt;td&gt;9d8+6&lt;/td&gt;&lt;td&gt;+9&lt;/td&gt;&lt;td&gt;+7&lt;/td&gt;&lt;td&gt;Skill Mastery (4/rest)&lt;/td&gt;&lt;/tr&gt;&lt;br /&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Special&lt;/b&gt;&lt;br /&gt;The Expert's core special ability is Skill Mastery.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Skill Mastery&lt;/b&gt;: At 1st level, the Expert selects one skill from among those he knows. Once per rest, when attempting a skill check with their skill of mastery, the Expert can elect to roll two d20s at the same time and take the better of the two rolls. This increases to twice per rest at 4th level, three times per rest at 7th level and four times per rest at 10th level.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Profession&lt;/b&gt;: At 1st level, the Expert selects one of the following professions. He immediately gains the profession's special ability, as weill as the profession's skill as a bonus skill.&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Assassin&lt;/b&gt;: The Assassin is an Expert at killing without being seen, be it for money, duty or honor.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Diplomat&lt;/b&gt;: The Diplomat is highly skilled at negotiations, particularly with the aristocracy.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Healer&lt;/b&gt;: The Healer is an Expert at tending to the wounds of others.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Sage&lt;/b&gt;: The Sage is reknowned for their expertise on a single given subject.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Warden&lt;/b&gt;: The Warden is an Expert at surviving in a specific terrain, and is trained in combating creatures from that area.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;b&gt;Table: Expert Professions&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Profession&lt;/th&gt;&lt;th&gt;Skill&lt;/th&gt;&lt;th&gt;Special&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Assassin&lt;/td&gt;&lt;td&gt;Stealth&lt;/td&gt;&lt;td&gt;&lt;b&gt;Sneak Attack&lt;/b&gt;: When attacking a flat-footed opponent, the Assassin gains an additional +2 attack bonus, and his damage is doubled.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Diplomat&lt;/td&gt;&lt;td&gt;Persuasion&lt;/td&gt;&lt;td&gt;&lt;b&gt;High Society&lt;/b&gt;: The Diplomat gains a +3 bonus on Bluff and Persuasion skill checks when interacting with members of the highest levels of society.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Healer&lt;/td&gt;&lt;td&gt;Healing&lt;/td&gt;&lt;td&gt;&lt;b&gt;Improved First Aid&lt;/b&gt;: A Healer can apply First Aid up to an hour after combat, rather than be limited to immediately after combat.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Sage&lt;/td&gt;&lt;td&gt;Lore&lt;/td&gt;&lt;td&gt;&lt;b&gt;Defining Interest&lt;/b&gt;: The Sage selects a defining interest, and all Lore skill checks related to this interest gain a +3 bonus.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Warden&lt;/td&gt;&lt;td&gt;Survival&lt;/td&gt;&lt;td&gt;&lt;b&gt;Terrain Mastery&lt;/b&gt;: The Warden selects a specific terrain type: Aquatic, Desert, Forest, Hills, Mountains, Plains or Underground. He gains a +1 bonus on attack and damage rolls against creatures native to that terrain type, and gains a +2 bonus on Survival skill checks made in that terrain.&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;As before, I've chosen the professions based on iconic character concepts from &lt;b&gt;Planetary Romance&lt;/b&gt; novels. These are not intended to reflect common character options from a fantasy setting, although you could expand the list in that direction if you so desired. It's important to me that I could identify at least one character in a &lt;b&gt;Planetary Romance&lt;/b&gt; novel as fitting a given profession before I included it on the list. As always, please let me know what you think.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-4271227313180548605?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/4271227313180548605/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=4271227313180548605' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4271227313180548605'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4271227313180548605'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/sword-planet-expert.html' title='Sword &amp; Planet: The Expert...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-8420627484734045592</id><published>2011-07-08T07:00:00.005-05:00</published><updated>2011-07-08T07:00:03.835-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='character class'/><category scheme='http://www.blogger.com/atom/ns#' term='Warrior'/><title type='text'>Sword &amp; Planet: The Warrior...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;This is the first of three posts that describe the basics of the character classes I'm proposing for a &lt;b&gt;Planetary Romance&lt;/b&gt; campaign. This particular post describes the &lt;b&gt;Warrior&lt;/b&gt;, this being a character who resolves challenges through the use of physical force and endurance. In the end, almost every protagonist of a &lt;b&gt;Planetary Romance&lt;/b&gt; series is a Warrior.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;The Warrior&lt;/b&gt;&lt;br /&gt;As a Warrior, you are a true combatant, a force to be reckoned with on the field of battle. You may come from a number of professions, but when push comes to shove, your skill at arms saves the day.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Prime Attribute&lt;/b&gt;: Constitution, Strength&lt;br /&gt;&lt;b&gt;Starting Hit Dice&lt;/b&gt;: 3d10, +(3x Con modifier)&lt;br /&gt;&lt;b&gt;Hit Dice/Level&lt;/b&gt;: 1d10/level (gains 3 hp/level after 7th)&lt;br /&gt;&lt;b&gt;Armor/Weapons Permitted&lt;/b&gt;: All/All.&lt;br /&gt;&lt;b&gt;Saving Throw Bonus&lt;/b&gt;: Warriors gain a +2 bonus on Constitution-based saving throws.&lt;br /&gt;&lt;b&gt;Skills&lt;/b&gt;: 2 + Int modifier&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Table: The Warrior&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Level&lt;/th&gt;&lt;th&gt;HD&lt;/th&gt;&lt;th&gt;BAB&lt;/th&gt;&lt;th&gt;DEF&lt;/th&gt;&lt;th&gt;Special&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;3d10&lt;/td&gt;&lt;td&gt;+3&lt;/td&gt;&lt;td&gt;+7&lt;/td&gt;&lt;td&gt;Profession, Weapon Mastery (+1 atk, +0 dmg)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;4d10&lt;/td&gt;&lt;td&gt;+4&lt;/td&gt;&lt;td&gt;+7&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;5d10&lt;/td&gt;&lt;td&gt;+5&lt;/td&gt;&lt;td&gt;+7&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;6d10&lt;/td&gt;&lt;td&gt;+6&lt;/td&gt;&lt;td&gt;+8&lt;/td&gt;&lt;td&gt;Weapon Mastery (+1 atk, +2 dmg)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;7d10&lt;/td&gt;&lt;td&gt;+7&lt;/td&gt;&lt;td&gt;+8&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;8d10&lt;/td&gt;&lt;td&gt;+8&lt;/td&gt;&lt;td&gt;+8&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;7&lt;/td&gt;&lt;td&gt;9d10&lt;/td&gt;&lt;td&gt;+9&lt;/td&gt;&lt;td&gt;+9&lt;/td&gt;&lt;td&gt;Weapon Mastery (+2 atk, +2 dmg)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;8&lt;/td&gt;&lt;td&gt;9d10+3&lt;/td&gt;&lt;td&gt;+10&lt;/td&gt;&lt;td&gt;+9&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;9&lt;/td&gt;&lt;td&gt;9d10+6&lt;/td&gt;&lt;td&gt;+11&lt;/td&gt;&lt;td&gt;+9&lt;/td&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;10&lt;/td&gt;&lt;td&gt;9d10+9&lt;/td&gt;&lt;td&gt;+12&lt;/td&gt;&lt;td&gt;+10&lt;/td&gt;&lt;td&gt;Weapon Mastery (+2 atk, +4 dmg)&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Special&lt;/b&gt;&lt;br /&gt;The Warrior's core special ability is Weapon Mastery.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Weapon Mastery&lt;/b&gt;: At 1st level, the Warrior selects one weapon group from the following list: Axes, Bows, Claw Weapons, Crossbows, Flails and Chains, Heavy Blades, Light Blades, Maces and Clubs, Personal Firearms, Picks and Hammers, Polearms, Slings and Thrown Weapons, or Spears and Lances. When using a weapon that belongs to this group, the Warrior gains a +1 bonus to attack rolls. This bonus increases to +2 at 7th level. At 4th level, the Warrior gains a +2 bonus to damage with a successful attack from a weapon of his chosen group. This bonus increases to +4 at 10th level.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Profession&lt;/b&gt;: At 1st level, the Warrior selects one of the following professions. He immediately gains the profession's special ability, as weill as the profession's skill as a bonus skill.&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Equestrian&lt;/b&gt;: The Equestrian is a skilled rider most at home in the saddle. Despite the name, the Equestrian's mounts are not necessarily horses or even horse-like, depending on the setting.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Martial Artist&lt;/b&gt;: The Martial Artist is skilled at unarmed combat, and continuously hones his body to its peak physical condition.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Mercenary&lt;/b&gt;: The Mercenary sells his weapon talents to those willing and able to pay for them, and is skilled at holding the line against attackers.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Outlander&lt;/b&gt;: The Outlander is typically a tribal or nomadic warrior more comfortable with the wilds than the confines of civilization. Most Outlanders are accomplished hunters.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Pilot&lt;/b&gt;: The Pilot is a master of his ship, whether the setting uses airships, sailing ships or dune ships (that "sail" across the surface of a silt-like desert on skids and/or runners.)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Tactician&lt;/b&gt;: The Tactician is highly skilled at massive battles, and inspires courage to those around him.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;b&gt;Table: Warrior Professions&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Profession&lt;/th&gt;&lt;th&gt;Skill&lt;/th&gt;&lt;th&gt;Special&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Equestrian&lt;/td&gt;&lt;td&gt;Riding&lt;/td&gt;&lt;td&gt;&lt;b&gt;Mounted Combat&lt;/b&gt;: Once per round, the Equestrian can negate an attack against his mount by making a Riding check against the attack roll.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Martial Artist&lt;/td&gt;&lt;td&gt;Athletics&lt;/td&gt;&lt;td&gt;&lt;b&gt;Unarmed Combat&lt;/b&gt;: The Martial Artist can use his body as a weapon, inflicting 1d6 with a successful unarmed melee attack.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Mercenary&lt;/td&gt;&lt;td&gt;Streetwise&lt;/td&gt;&lt;td&gt;&lt;b&gt;First Strike&lt;/b&gt;: Once per round, the Mercenary receives a free melee attack against an opponent that moves into the range of his melee weapon. This attack is resolved immediately, before the opponent finishes his action.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Outlander&lt;/td&gt;&lt;td&gt;Survival&lt;/td&gt;&lt;td&gt;&lt;b&gt;Hunter&lt;/b&gt;: On a successful melee attack against a non-humanoid creature more than twice the size of the Outlander, he gains an amount of bonus damage equal to his level.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Pilot&lt;/td&gt;&lt;td&gt;Piloting&lt;/td&gt;&lt;td&gt;&lt;b&gt;Shipborn&lt;/b&gt;: The Pilot gains a +1 DEF when fighting on a ship, and ignores any movement penalties for fighting on a slippery or pitching deck.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Tactician&lt;/td&gt;&lt;td&gt;Tactics&lt;/td&gt;&lt;td&gt;&lt;b&gt;Inspire Courage&lt;/b&gt;: Once per rest, the Tactician can spend an action to inspire his comrades. For the next five rounds, all characters within thirty feet of the Tactician gain a +1 bonus to saving throws, attacks and melee damage.&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;I've chosen the professions based on iconic character concepts from &lt;b&gt;Planetary Romance&lt;/b&gt; novels. These are not intended to reflect common character options from a fantasy setting, although you could expand the list in that direction if you so desired. For me, however, I wanted to stick with concepts that were closer to the source of inspiration. Please let me know what you think.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-8420627484734045592?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/8420627484734045592/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=8420627484734045592' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8420627484734045592'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8420627484734045592'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/sword-planet-warrior.html' title='Sword &amp; Planet: The Warrior...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2140192951650535341</id><published>2011-07-06T07:00:00.002-05:00</published><updated>2011-07-06T07:00:02.793-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='World of Samardan'/><category scheme='http://www.blogger.com/atom/ns#' term='names'/><category scheme='http://www.blogger.com/atom/ns#' term='languages'/><title type='text'>Planetary Romance: Some Short Word Lists...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;As an example of &lt;b&gt;Planetary Romance&lt;/b&gt; world development, I have decided to follow my basic advice from my previous post and construct some words for the updated &lt;b&gt;World of Samardan&lt;/b&gt; mini-setting I'm developing as an example of this genre. The following small word lists will prove useful in naming places, creatures and people, as well as add flavor and consistency to the setting.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Note On Pronunciation&lt;/b&gt;&lt;br /&gt;Consonants are pronounced as they are in English. Vowels are pronounced as they are in Spanish, and are never doubled. (The words in parentheses below refer to the general shape/position of the mouth, tongue and lips, if it helps.)&lt;br /&gt;&lt;br /&gt;a: as in "father" (open, central, not rounded)&lt;br /&gt;e: as in "ten men" (open-mid, front, not rounded)&lt;br /&gt;i: as in "ski" (close, front, not rounded)&lt;br /&gt;o: as in "note" (close-mid, back, rounded or semi-rounded)&lt;br /&gt;u: as in "truth" (close, back, rounded) &lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Body Parts, Monstrous&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;English&lt;/th&gt;&lt;th&gt;Samardan&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;claw, talon&lt;/td&gt;&lt;td&gt;kun&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;fang, tooth&lt;/td&gt;&lt;td&gt;dant&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;feather&lt;/td&gt;&lt;td&gt;resh&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;hair (pelt)&lt;/td&gt;&lt;td&gt;kal&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;hoof&lt;/td&gt;&lt;td&gt;pesun&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;horn&lt;/td&gt;&lt;td&gt;kar&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;shell&lt;/td&gt;&lt;td&gt;dafan&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;stinger&lt;/td&gt;&lt;td&gt;tanga&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;tail&lt;/td&gt;&lt;td&gt;lang&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;wing&lt;/td&gt;&lt;td&gt;krel&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Creature Classes&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;English&lt;/th&gt;&lt;th&gt;Samardan&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;amphibian&lt;/td&gt;&lt;td&gt;barma&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;bird&lt;/td&gt;&lt;td&gt;oneth&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;fish&lt;/td&gt;&lt;td&gt;pesh&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;insect&lt;/td&gt;&lt;td&gt;kit&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;mammal&lt;/td&gt;&lt;td&gt;burun&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;reptile&lt;/td&gt;&lt;td&gt;pacha&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Colors&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;English&lt;/th&gt;&lt;th&gt;Samardan&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;color&lt;/td&gt;&lt;td&gt;hu&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;black&lt;/td&gt;&lt;td&gt;hel&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;blue&lt;/td&gt;&lt;td&gt;sul&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;brown&lt;/td&gt;&lt;td&gt;bur&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;gray, grey&lt;/td&gt;&lt;td&gt;dusar&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;green&lt;/td&gt;&lt;td&gt;aber&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;orange (color)&lt;/td&gt;&lt;td&gt;jus&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;purple&lt;/td&gt;&lt;td&gt;thul&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;red&lt;/td&gt;&lt;td&gt;arun&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;white&lt;/td&gt;&lt;td&gt;zuwel&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;yellow&lt;/td&gt;&lt;td&gt;pil&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Natural World&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;English&lt;/th&gt;&lt;th&gt;Samardan&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;bay&lt;/td&gt;&lt;td&gt;wan&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;beach, shore&lt;/td&gt;&lt;td&gt;kosh&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;cave&lt;/td&gt;&lt;td&gt;nadra&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;cliff&lt;/td&gt;&lt;td&gt;kif&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;cloud&lt;/td&gt;&lt;td&gt;gayen&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;desert&lt;/td&gt;&lt;td&gt;serer&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;earth (land, ground)&lt;/td&gt;&lt;td&gt;dan&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;grasslands, plains, savannah&lt;/td&gt;&lt;td&gt;kampos&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;fire&lt;/td&gt;&lt;td&gt;agon&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;forest&lt;/td&gt;&lt;td&gt;mader&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;hill&lt;/td&gt;&lt;td&gt;digara&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;island&lt;/td&gt;&lt;td&gt;jazira&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;lake&lt;/td&gt;&lt;td&gt;tal&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;lightning&lt;/td&gt;&lt;td&gt;chana&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;moon (dancing twins)&lt;/td&gt;&lt;td&gt;rasakamari&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;moon (general term)&lt;/td&gt;&lt;td&gt;kamar&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;moon (red)&lt;/td&gt;&lt;td&gt;arunkamar&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;moon (white)&lt;/td&gt;&lt;td&gt;zuwelkamar&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;mountain&lt;/td&gt;&lt;td&gt;gara&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;rain&lt;/td&gt;&lt;td&gt;barich&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;river&lt;/td&gt;&lt;td&gt;gwach&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;sea, ocean&lt;/td&gt;&lt;td&gt;yam&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;sky&lt;/td&gt;&lt;td&gt;sama&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;snow&lt;/td&gt;&lt;td&gt;him&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;star&lt;/td&gt;&lt;td&gt;tar&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;storm&lt;/td&gt;&lt;td&gt;jayu&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;sun&lt;/td&gt;&lt;td&gt;sor&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;swamp, marsh&lt;/td&gt;&lt;td&gt;mer&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;thunder&lt;/td&gt;&lt;td&gt;don&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;valley&lt;/td&gt;&lt;td&gt;balem&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;volcano&lt;/td&gt;&lt;td&gt;agongara&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Quantity/Size, Relative&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;English&lt;/th&gt;&lt;th&gt;Samardan&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;biggest, greatest&lt;/td&gt;&lt;td&gt;gran&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;bigger, greater&lt;/td&gt;&lt;td&gt;bar&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;smaller, lesser&lt;/td&gt;&lt;td&gt;mal&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;smallest, least&lt;/td&gt;&lt;td&gt;di&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;half&lt;/td&gt;&lt;td&gt;pal&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Titles, Common&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;English&lt;/th&gt;&lt;th&gt;Samardan&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;low noble&lt;/td&gt;&lt;td&gt;Pansanu&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;medium noble&lt;/td&gt;&lt;td&gt;Koranu&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;high noble&lt;/td&gt;&lt;td&gt;Doganu&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;sovereign&lt;/td&gt;&lt;td&gt;Rajanu&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;member of martial peerage, knight&lt;/td&gt;&lt;td&gt;Jen&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;member of mystical peerage, sage&lt;/td&gt;&lt;td&gt;Sen&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;Whew! I suppose that looks like a lot of nonsense. Well, it does, until you use it. Here are some examples of how we can put these simple lists to use:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Place Names&lt;/b&gt;&lt;br /&gt;Suppose I need to name a small fishing village known for the brilliant blue fish they catch off their coast. Instead of calling the village Bluefish, I can now name it Sulpesh. Because I know the root words, I have a clue as to something about the location, and once the players learn enough of the setting, they could, as well.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;People Names&lt;/b&gt;&lt;br /&gt;The name Cornelius means "horn sun," deriving from Latin cornu "horn" and Greek helios "sun". The same name in the &lt;b&gt;World of Samardan&lt;/b&gt; would be Karsor.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Creature Names&lt;/b&gt;&lt;br /&gt;Let's say that you wanted to use a wooly mammoth against your PCs, but didn't want to call it a wooly mammoth. Instead, we could use "greatest"+"pelt"+"fang"+"mammal" to get Grankaldantburun. Optionally, we could look up the meaning of the word mammoth, which apparently comes from Russian roots meaning "earth horn", and go with Dankar. Personally, I'm good with either Kaldant or Dankar, myself.&lt;br /&gt;&lt;br /&gt;You can also use the "environment" descriptors to distinguish between two similar beasts that occupy different regions. The dankar of the plains, which is the smaller and less aggressive of the two (although that isn't saying much), would be the Kamposdankar, while the larger and more ferocious mountainous dankar would be better classified as the Garadankar.&lt;br /&gt;&lt;br /&gt;All we need is a few more short word lists for some specific adjectives and such, and we'd have a pretty solid naming language (and no real need to move much beyond that.)&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2140192951650535341?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2140192951650535341/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2140192951650535341' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2140192951650535341'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2140192951650535341'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/planetary-romance-some-short-word-lists.html' title='Planetary Romance: Some Short Word Lists...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-3884471847827977908</id><published>2011-07-04T13:49:00.001-05:00</published><updated>2011-07-04T13:52:19.685-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='titles'/><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='World of Samardan'/><category scheme='http://www.blogger.com/atom/ns#' term='conlang'/><title type='text'>Planetary Romance: On the Use of a Conlang...</title><content type='html'>Good Afternoon, All:&lt;br /&gt;&lt;br /&gt;One of the defining elements of early &lt;b&gt;Planetary Romance&lt;/b&gt; series is the introduction of small glossaries of unusual words, purportedly in the native tongue of the planet. Avid readers of the genre might recall items liked those mentioned in this &lt;a href="http://www.erblist.com/abg/"&gt;Barsoomian Glossary&lt;/a&gt;, this &lt;a href="http://www.angelfire.com/biz/DrJohn/glossary.html"&gt;Glossary of Persons, Places and Things in the Sage of Prescot of Antares&lt;/a&gt;, or this &lt;a href="http://www.gor.net/things/terms.html"&gt;Glossary of Gorean Terms&lt;/a&gt;. It seems to me that any true &lt;b&gt;Planetary Romance&lt;/b&gt; setting should follow in these popular examples, and come up with at least a minimal constructed language glossary for their setting. In a &lt;a href="http://flynnwd.blogspot.com/2010/06/constructed-languages.html"&gt;previous post on constructed languages&lt;/a&gt; from last year, I mentioned that I had begun the creation of a constructed language for my old &lt;b&gt;World of Samardan&lt;/b&gt; setting. Personally, I enjoy creating conlangs (constructed languages), but given the depth that you can take such efforts, you could easily lose your world-building development time as you focus on your conlang development. Toward that end, I'd like to offer the following information for those who wish to pursue such a task and still keep their sanity (and that of their players).&lt;br /&gt;&lt;br /&gt;First, there are only a few areas you really need to invented words in order to create the illusion of another world. Taking from the experts, we can see that those areas pretty much focus on:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;titles of nobility,&lt;/li&gt;&lt;li&gt;animals/creatures,&lt;/li&gt;&lt;li&gt;basic numbers,&lt;/li&gt;&lt;li&gt;measurements of time and distance, and finally&lt;/li&gt;&lt;li&gt;place names,&lt;/li&gt;&lt;li&gt;people names,&lt;/li&gt;&lt;li&gt;the occasional oath.&lt;/li&gt;&lt;/ul&gt;You don't need to be able to recite the Tower of Babel text or the Lord's Prayer in your newly invented tongue. That's going a little overboard, in my opinion (although I've done enough work on Samardan's trade tongue to get close in some regards, so I speak from experience.)&lt;br /&gt;&lt;br /&gt;In closing this particular post, I'll leave you with an example of the work I did for &lt;b&gt;World of Samardan&lt;/b&gt;, the most commonly used titles of nobility.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Common Titles (Original Version - World of Samardan)&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Sen&lt;/b&gt;: One who is a mentor, teacher, sage or a member of mystic peerage.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Pansanu&lt;/b&gt;: One who holds the noble title of Lord.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Jun&lt;/b&gt;: One who is a member of a martial order or peerage; a knight.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Kulin&lt;/b&gt;: One who holds the noble title of Baron.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Korin&lt;/b&gt;: One who holds the noble title of Marquis.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Stran&lt;/b&gt;: One who holds the noble title of Count.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Razha&lt;/b&gt;: One who holds the noble title of Duke.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Nabil&lt;/b&gt;: One who holds the position of a Minister for a kingdom.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Balidin&lt;/b&gt;: One who holds the noble title of King.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Amandin&lt;/b&gt;: One who holds the noble title of Emperor.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;b&gt;Note&lt;/b&gt;: The feminine form of these titles is derived by applying the feminine -&lt;em&gt;ba&lt;/em&gt; suffix to the end of the title. Example, a woman belonging to an exclusively-female martial order of peerage would be addressed by the title of Junba, while a Queen of Pain would bear the title of Balidinba.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Yes, it was confusing at first, and I'd recommend dropping your titles of nobility to three (low, medium and high) or four (low, medium, high, king/emperor) to avoid that in your own settings. However, once the players picked up on it, we were able to use the more common examples they encountered very easily, and it added a lot of flavor to the setting. It also removed much of the standard European cultural bias that went with the more traditional titles.&lt;br /&gt;&lt;br /&gt;This is just something to think about.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-3884471847827977908?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/3884471847827977908/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=3884471847827977908' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3884471847827977908'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3884471847827977908'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/planetary-romance-on-use-of-conlang.html' title='Planetary Romance: On the Use of a Conlang...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-6526848781725662839</id><published>2011-07-04T07:00:00.051-05:00</published><updated>2011-07-04T07:00:02.326-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='general'/><category scheme='http://www.blogger.com/atom/ns#' term='holiday'/><title type='text'>Happy Independence Day!</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;I'd just like to take a moment to honor my nation's Independence Day celebration. Given that Americans enjoy their motion pictures, and I am no exception, I will likely honor the holiday with one of my nation's many great movies centered on our Fourth of July holiday. I'm inclined to watch &lt;b&gt;Independence Day&lt;/b&gt;, &lt;b&gt;Die Hard 3&lt;/b&gt; or &lt;b&gt;Live Free Or Die Hard&lt;/b&gt;. (We all have our own little traditions.) Ordinarily, I'd also plan to watch the fireworks tonight, but the drought here in Central Texas has been so bad that we have a burn ban that is causing most of the local cities and towns to cancel their public fireworks display.&lt;br /&gt;&lt;br /&gt;But that's beside the point, which is to honor the efforts of veterans over two centuries ago who fought for freedom so that they and their descendants could live in a country free of tyranny, where we hold to the self-evident truth that all men are created equal under the eyes of the law, that we are endowed by our Creator (who or whatever that might be) with certain unalienable Rights, among these being Life, Liberty and the pursuit of Happiness. So, please join me in toasting those veterans of two centuries ago whose efforts created this country and forever impacted the history of our world through their heroic actions and deeds. Salute!&lt;br /&gt;&lt;br /&gt;Happy Independence Day,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-6526848781725662839?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/6526848781725662839/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=6526848781725662839' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6526848781725662839'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6526848781725662839'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/happy-independence-day.html' title='Happy Independence Day!'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2587381440871507959</id><published>2011-07-01T07:00:00.001-05:00</published><updated>2011-07-01T07:00:02.540-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='basic rules'/><category scheme='http://www.blogger.com/atom/ns#' term='skills'/><title type='text'>Sword &amp; Planet: First Thoughts on Skills...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;In my overview of the character creation process, I indicated that I would be using skills in these suggestions. In essence, a skill check is simply an ability check, with a bonus for being trained in the use of the skill. It's the same system as I currently use in &lt;b&gt;MyD20 Lite&lt;/b&gt;, which is:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Skill Check&lt;/b&gt;: d20 + CLM + Stat Mod + 5 (for being trained) &gt;= Difficulty&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;CLM (Class Level Modifier) is equal to half your character level, rounded down. Since I'm effectively making 3rd level characters into 1st level, that translates the CLM for &lt;b&gt;Sword &amp; Planet&lt;/b&gt; games to equal one plus half your character level, rounded down. I'll put that on the chart next to XP for easy reference.&lt;br /&gt;&lt;br /&gt;The Difficult ratings for MyD20 allow for a lot of variety, but I think it can be simplified a little more for a &lt;b&gt;Sword &amp; Planet&lt;/b&gt; game.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Table: Skill Difficulties By Task Description&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Description&lt;/th&gt;&lt;th&gt;Difficulty&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Simple&lt;/td&gt;&lt;td&gt;10 (or Auto)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Average&lt;/td&gt;&lt;td&gt;15&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Difficult&lt;/td&gt;&lt;td&gt;20&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Very Difficult&lt;/td&gt;&lt;td&gt;25&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Nigh Impossible&lt;/td&gt;&lt;td&gt;30&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;Of course, we will need to consolidate the skill list to only those things that a "man of action" should need. Any skill that requires downtime without leading to potential adventure needs to go, and such can be assumed by the GM based on character background and ability checks. Let's focus on stuff we can use that makes adventures move forward. With that in mind, I present the following short list of skills to choose from.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Acrobatics (DEX)&lt;br /&gt;Athletics (STR)&lt;br /&gt;Bluff (CHA)&lt;br /&gt;Craft (INT)&lt;br /&gt;Healing (WIS)&lt;br /&gt;Legerdemain (DEX)&lt;br /&gt;Lore (INT)&lt;br /&gt;Perception (WIS)&lt;br /&gt;Persuasion (CHA)&lt;br /&gt;Piloting (DEX)&lt;br /&gt;Riding (DEX)&lt;br /&gt;Stealth (DEX)&lt;br /&gt;Streetwise (CHA)&lt;br /&gt;Survival (CON)&lt;br /&gt;Tactics (INT)&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Some of these could be collapsed even further, but I think I'm good with the list above. One of the biggest changes I've made, as you can see, is to move Survival from a Wisdom-based skill to a Constitution-based skill. Most Survival situations tend to deal more with endurance than insight, and I wanted to have at least one skill that was based on Constitution.&lt;br /&gt;&lt;br /&gt;I've also shrunk all of the knowledge-type skills into one overriding skill called Lore. In most of the &lt;b&gt;Planetary Romance&lt;/b&gt; novels I've read, those that had a lot of knowledge tended to be well-educated in many things, not just one topic in particular. In other words, if the author needed someone to provide information, it was the same character each time, even if the topics weren't really related except that they required extensive book-learning to pick up.&lt;br /&gt;&lt;br /&gt;I've combined flying, sailing and land-based vehicle control into the single skill of Piloting, because most settings tend to emphasize one over the other two, and so one skill killed three birds, so to speak. Again, if a character (such as the hero of the tales) were talented in one, he was often talented in them all. Alternately, you could combine land-based vehicles such as wagons and chariots with Riding, and keep Piloting for water and air-based craft, since both typically use similar navigation techniques.&lt;br /&gt;&lt;br /&gt;Intimidation, taunting and diplomacy all fall under the general category of Persuasion. Streetwise is kept separate to reflect the general ability to carouse and gather information, as well as "street smarts", which I think is distinctive enough in terms of character concepts to deserve its own skill. You could always combine the two if you feel differently, though.&lt;br /&gt;&lt;br /&gt;I figure that I'm going to give skills out as follows:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Table: Number of Skills by Character Class&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Class&lt;/th&gt;&lt;th&gt;Skills&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Expert&lt;/td&gt;&lt;td&gt;4 + INT modifier&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Mystic&lt;/td&gt;&lt;td&gt;2 + INT modifier&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;&lt;td&gt;2 + INT modifier&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;Bear in mind that, at the moment, I'm looking at having one of the skills being selected when a character takes a Profession. Alternately, I can allow the Profession to give a bonus skill and still allow more customization for characters with an extra skill option. So long as it doesn't take forever to build a character. It always seems that the more choices a player has, the longer it takes to create a character. I think every group has that one guy who agonizes over every choice and takes forever. I hate to aim such that I take that guy into account, but I think it's a good goal to keep in mind if I want this to be quick and easy, so we can get to gaming that much more quickly.&lt;br /&gt;&lt;br /&gt;At any rate, this is the Skills section, briefly covered. Next up, I should probably go over the classes in a little detail, as well as the Professions I envision adding to them as options. Then I'll cover some basics regarding Equipment (including firearms of various sorts), cover Powers for Mystics and then jump in with some &lt;b&gt;World of Samardan&lt;/b&gt; background pieces to cover the races as a lead-in to the mini-setting. At least, that's my intentions regarding rules.&lt;br /&gt;&lt;br /&gt;Or should I just jump into the world, and cover the rules as I need them?&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2587381440871507959?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2587381440871507959/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2587381440871507959' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2587381440871507959'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2587381440871507959'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/07/sword-planet-first-thoughts-on-skills.html' title='Sword &amp; Planet: First Thoughts on Skills...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-1315518799374281472</id><published>2011-06-29T07:00:00.002-05:00</published><updated>2011-06-29T07:00:04.426-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='combat'/><title type='text'>Sword &amp; Planet: First Thoughts On Combat...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;The combat system of D&amp;D works well enough for most things, and having used it before in my &lt;b&gt;World of Samardan&lt;/b&gt; campaign of years past, I know it is functional. However, there are ways you can tinker with the system to better reflect the &lt;b&gt;Planetary Romance&lt;/b&gt; genre. Below are a list of some common problems in a &lt;b&gt;Sword &amp; Planet&lt;/b&gt; style game, and my proposed solutions for addressing them.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Problem: I'm Too Brittle At First Level&lt;/b&gt;&lt;br /&gt;It's hard to be a hero at first level, when a single shot, lucky or otherwise, could potentially knock your character down and out of the game. If your character's hit point total lies within the conventional damage of most weapons, then your hero could easily fall. At that point, it depends on who hits first.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Solution&lt;/b&gt;: Who said &lt;b&gt;Sword &amp; Planet&lt;/b&gt; first level had to be D&amp;D's first level? Nobody. When I started my &lt;b&gt;World of Samardan&lt;/b&gt; campaign, all characters began play at third level. Since I can write the rules for this one, I'd probably record character levels such that the benefits of third level (hit dice, attack bonuses, etc.) are given at first level, and increments each level as the character advances. In other words, characters at first level would have three hit dice, and they'd max out at nine hit dice at seventh level.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;b&gt;Problem: Unnamed NPCs Won't Go Down Quickly&lt;/b&gt;&lt;br /&gt;Part of the genre involves wading through mooks (goons, Extras, cannon fodder, meat shields, commoners, etc.) to get to the big fight scenes against the champion of the evil decadent monarch and save the princess. Sadly, that's often hard to do in D&amp;D. The higher level the character, even NPCs, the longer it takes to wade through them, because they have a ton of hitpoints.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Solution&lt;/b&gt;: Use the &lt;a href="http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm"&gt;Vitality and Wound Points&lt;/a&gt; system outlined in WOTC's 3E Unearthed Arcana. This has been demonstrated to be quite effective in WOTC's original &lt;b&gt;D20 Star Wars&lt;/b&gt; system, &lt;b&gt;Spycraft&lt;/b&gt;, and &lt;b&gt;Traveller T20&lt;/b&gt;. Since we'll likely be using Old School monster stats (with a few modifications here and there), we'll have to come up with an alternative for Constitution scores for monsters (probably will either assume a base 10 modified by size or use some kind of simple calculation such as 8+HD.)&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;b&gt;Problem: No One Wears Any Armor&lt;/b&gt;&lt;br /&gt;Many &lt;b&gt;Planetary Romance&lt;/b&gt; novels describe the locals as either naked or wearing little more than a translucent veil or a harness to carry things. Armor is often unknown and thus unworn, despite the fact that people seemingly get into sword fights all the time. In D&amp;D, though, going without armor makes it very easy for you to be hit as characters advance in levels.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Solution&lt;/b&gt;: Use the &lt;a href="http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm"&gt;Defense Bonus&lt;/a&gt; system outlined in WOTC's 3E Unearthed Arcana. We've seen this implemented in &lt;b&gt;D20 Modern&lt;/b&gt; and &lt;b&gt;True20&lt;/b&gt;, and works very well for covering settings where armor is not common. As a house rule, I suggest that characters get the best of either their armor bonus (if they wear any) or their class defense bonus, instead of letting them stack. It just works out better, in my experience.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Finally, I really enjoy the option known as &lt;a href="http://www.d20srd.org/srd/variant/adventuring/playersRollAllTheDice.htm"&gt;Players Roll All The Dice&lt;/a&gt;, in which players always roll the dice to avoid being hit in combat, etc. In other words, any time I would normally roll a D20 against them, such as saving throws, attacks or spell resistance, they get to roll it instead. I like it because it keeps the players focused on the game when it isn't their turn, and gives them a sense of control over what is happening to their characters. (Oh, and it makes big combats go faster since there are multiple people rolling to resolve large group actions instead of just myself processing the attacks.) The jury is still out on that particular option, though.&lt;br /&gt;&lt;br /&gt;What do you think? What would you do differently?&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-1315518799374281472?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/1315518799374281472/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=1315518799374281472' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1315518799374281472'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1315518799374281472'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/sword-planet-first-thoughts-on-combat.html' title='Sword &amp; Planet: First Thoughts On Combat...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-4710273038201580398</id><published>2011-06-27T07:00:00.005-05:00</published><updated>2011-06-27T07:00:00.835-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mystic'/><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='character class'/><category scheme='http://www.blogger.com/atom/ns#' term='Expert'/><category scheme='http://www.blogger.com/atom/ns#' term='Warrior'/><title type='text'>Sword &amp; Planet: Thoughts on Classes...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;When regarding character classes for a &lt;b&gt;Planetary Romance&lt;/b&gt; setting, it quickly becomes obvious that the usual Fighter/Cleric/Magic-User/Thief selections detract from the setting and generally do not make sense when considering the source material and common characteristics of the genre. This puts us in the position of having to come at character classes from a different perspective. My personal favorite, in regards to character archetypes, are those espoused by the &lt;a href="http://www.d20srd.org/srd/variant/classes/genericClasses.htm"&gt;Generic Classes&lt;/a&gt; from WOTC's Unearthed Arcana. For purposes of discussion here, I'm going to call them Warrior, Expert and Mystic.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;The Warrior&lt;/b&gt;&lt;br /&gt;The Warrior is essentially the basic combatant of the trio of generic classes. Based on his selection of skills and profession, he can represent any of a number of diverse character concepts such as a crusader, a duelist, a hunter, a soldier or a tribesman. He prefers to address challenges through physical confrontation. His Prime Requisites are Constitution and Strength.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Expert&lt;/b&gt;&lt;br /&gt;The Expert can be a jack-of-all-trades or a master of a limited area of expertise. Based on his selection of skills and profession, he can focus on diplomatic matters, stealth, combat, wilderness survival, thievery, or any of a number of critical tasks. He prefers to address challenges through the application of skill and agility. His Prime Requisites are Dexterity and Intelligence.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Mystic&lt;/b&gt;&lt;br /&gt;The Mystic is a practitioner of mentalism and mysticism, and has an array of magical powers at her beck and call. Based on his selection of skills and profession, he can be a healer or an enchanter, a shaman or a cultist. He prefers to address challenges through magical means. His Prime Requisites are Charisma and Wisdom.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Before I go into any great depth regarding these three classes, I wanted to capture some of my thoughts on the character creation process, and the rules system in general.&lt;br /&gt;&lt;br /&gt;At its core, the system that I would propose using is heavily inspired by various retro-clones, with a number of innovations as required to meet the needs of the genre. Many of the underlying suggestions for changes and such that I'm going to present may appear fairly radical. That's simply because they are. Very little of what I'm going to suggest will be new. However, these suggestions will often be fairly common variants in terms of rules or approaches that may lead people into areas they are not comfortable with, rules-wise. Let me state up front that I understand discomfort may happen, and there's no compelling reason that you have to do things the way I'm going to present them. You can always take what you like from the suggestions I am offering, and leave the rest behind. After all, for this mini-project, that's what I'm doing. Now, with that said, it's time to delve into character creation a little.&lt;br /&gt;&lt;br /&gt;My overall concept of character creation is simple:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Character Creation Steps&lt;/b&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&lt;b&gt;Generate Ability Scores&lt;/b&gt;: Roll 3d6 six times and record them in order: Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom. (Or whatever order you want to arrange the stats in; I just went alphabetical for a change of pace.)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Choose Race&lt;/b&gt;: Select your character's race from those offered by the setting.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Choose Character Class&lt;/b&gt;: Decide if you are playing a Warrior, an Expert or a Mystic.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Choose Profession&lt;/b&gt;: Choose your character's profession. (This was inspired by &lt;b&gt;FantasyCraft&lt;/b&gt; and &lt;b&gt;Stars Without Number&lt;/b&gt;.)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Choose Skills&lt;/b&gt;: Choose your character's skills.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Choose Powers (Mystics only)&lt;/b&gt;: Choose your character's starting powers from the Mystic power list.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Choose Equipment&lt;/b&gt;: Choose your character's equipment.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Determine Basic Stats&lt;/b&gt;: Determine your character's basic stats, like height, weight, personality, saves, etc.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Choose A Name&lt;/b&gt;: Name your character something appropriate to the setting.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Begin Play&lt;/b&gt;: Go forth, save a princess, adventure and earn some experience.&lt;/li&gt;&lt;/ol&gt;&lt;/blockquote&gt;&lt;br /&gt;The concept of Professions was intended to replace subclasses, character kits, variant class features, 3E feats, prestige classes, paragon paths, what-have-you. In essence, you choose a Profession, which determines one of your skill selections and grants you a special class feature. That way, characters of the same class could still have slightly different abilities, but you don't have to spend a lot of time during character creation making a ton of different choices for your character (unless, of course, you have to choose powers as a Mystic.) I really don't want more than five or six different Professions per class, and will likely take my cue from the characters in various &lt;b&gt;Planetary Romance&lt;/b&gt; novels I've read. The goal here is to give some diversity without burdening the player with too many options, thus avoiding "option paralysis" and spending an entire gaming session building a character.&lt;br /&gt;&lt;br /&gt;So, what do you think of what you've heard so far? Do you have any thoughts, comments or suggestions you'd like to offer at this time? Before we can get too much further in character creation, though, I do want to take a few minutes to go over some combat system changes first. That, however, can wait until my next post.&lt;br /&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-4710273038201580398?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/4710273038201580398/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=4710273038201580398' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4710273038201580398'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4710273038201580398'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/sword-planet-thoughts-on-classes.html' title='Sword &amp; Planet: Thoughts on Classes...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-3098115342084494747</id><published>2011-06-24T07:00:00.006-05:00</published><updated>2011-06-25T14:36:50.865-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><title type='text'>Sword &amp; Planet: An Overview...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;I'd like to spend some time talking about &lt;b&gt;Planetary Romance&lt;/b&gt; or &lt;b&gt;Sword &amp; Planet&lt;/b&gt; gaming, as it is a favorite genre of mine. (Indeed, I once wrote a 72,000 word novel in this genre, but alas, I never went back to edit and publish it.) To begin our discussions here, I thought it best to start by defining the genre and identifying some common characteristics that would have to be addressed in a setting designed for this genre.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Planetary Romance is a type of science fiction or science fantasy story in which the bulk of the action consists of adventures on one or more exotic alien planets, characterized by distinctive physical and cultural backgrounds. Some Planetary Romances take place against the background of a future culture where travel between worlds by spaceship is commonplace; others, particularly the earliest examples of the genre, do not, and invoke flying carpets, astral projection, or other methods of getting between planets. In either case, it is the planetside adventures which are the focus of the story, not the mode of travel." - From the &lt;a href="http://en.wikipedia.org/wiki/Planetary_romance"&gt;Planetary Romance entry in Wikipedia&lt;/a&gt;.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;The following are classic tropes or characteristics of the &lt;b&gt;Planetary Romance&lt;/b&gt; genre. Within these trappings, however, adventures are typically of those formats already familiar to most gamers' experience: urban, wilderness, dungeons, ruins, political intrigue, mystery, etc.&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Space Princesses&lt;/b&gt;. Although Planetary Romance is based on the concept of Chivalric Romance, a vast majority of novels in the genre revolve around saving a space princess, the most beautiful woman on two worlds, from whatever dire straights in which she has managed to find herself trapped. She is often gorgeous, alluring, independent, intelligent and, all in all, the ideal woman, except that she keeps getting into trouble and requires saving. Most PCs have trouble with exploring romance within a roleplaying environment, but if this element can be captured in a game, it is well worth it.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Pulp Action&lt;/b&gt;. Growing out of the adventure novels and pulp romances of the turn of the 20th century, Planetary Romance are filled with pulp action, such as swashbuckling adventure, imprisonment, forced gladiatorial combat, daring escapes, monster-killings, and duels with villains.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Exotic Locales&lt;/b&gt;. Most often filled with untamed wilderness, Planetary Romance features exotic locations on another world.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Alien Interactions&lt;/b&gt;. The cultures of the planet are often varied, and much of the literature explores cultural clashes between two distinct groups, or between the hero and a specific culture.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Hostile Savages&lt;/b&gt;. A significant amount of the planet's common population are typically hostile savages living a tribal or nomadic existence, making the wilderness between "civilized lands" very dangerous for the average man. Despite this, the women are often highly attractive, and the men are fiercesome warriors.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Decadent Monarchies&lt;/b&gt;. Pockets of civilization, often decaying, exist as isolated city-states ruled by despotic monarchs.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Mysticism &amp; Mentalism&lt;/b&gt;. The pulp concept of magic, centering around mysticism and mentalism, often makes an appearance in Planetary Romance. While telepathy, divination, enchantment and even illusions make their appearance in some Sword &amp; Planet series, you will rarely (if ever) see examples of evocation, transmutation, necromancy and conjuration magic. (Necromancy and conjuration, in particular, tend to pull you into a Sword &amp; Sorcery mode, which can happen in some PR series, but isn't a strong representation of the genre as  a whole.)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Lost Technology&lt;/b&gt;. In some examples of the genre, the remnants of some lost technology from a prior civilization still remains in use among the decadent pockets of civilization. These range from "radium pistols" and "crystal ray guns" to flying ships and anachronistic power supplies.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Medieval Weaponry&lt;/b&gt;. Despite the possible presence of firearms or other high-tech weapons, most disputes among common men are settled by swords and occasionally other medieval weaponry. This is the tie-in that allows most fantasy players to more quickly adjust to a Planetary Romance setting, because it is in many ways similar to a Low Fantasy setting.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Alien Interactions&lt;/b&gt;. The cultures of the planet are often varied, and much of the literature explores cultural clashes between two distinct groups, or between the hero and a specific culture.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Action Heroes&lt;/b&gt;. While the main characters do not have to be heroes per se (and in some cases were criminals or anti-heroes intentionally), they do undertake heroic actions. When given a choice between acting in haste or acting with deliberation, success often goes to the one that acts quickly and decisively.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Compentent Characters&lt;/b&gt;. Heroes are just plain better than the average Joe on the street, as are the major villains they face. The main villains are generally competent, and thus a challenge. Their minions, though, are often pretty easy to take down one-on-one.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Individual Focus&lt;/b&gt;. Planetary Romance settings tend to focus on the trials and tribulations of individuals instead of those of the world. Villains don't want to destroy or take over the world; instead, they want much more personal and localized goals.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Weird Monsters&lt;/b&gt;. Most of the monsters encountered in a Planetary Romance setting are unusual, having multiple pairs of limbs, large death-dealing natural weapons, and similar characteristics. They are almost always larger, meaner and stranger than anything commonly seen on Earth, but without the magical powers associated with many creatures of mythology.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Dinosaurs Live&lt;/b&gt;. Despite the unusual nature of the wildlife on the planet, creatures recognizable as dinosaurs exist and terrorize the countryside. Some are even likely to be domesticated and used as livestock or mounts.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Arena Combat&lt;/b&gt;. Gladiatorial games and arena combat often have a place in most Planetary Romance settings. Even major duels and challenges against leaders take on this kind of atmosphere.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Chess Variants&lt;/b&gt;. Almost every major Planetary Romance series introduces some local variant of Chess, a tactical simulation similar to but often more complex than the game we know here on Earth. At least once over the course of the series, the hero plays in a living version of this game, fighting opponents to the death.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Knocked Unconscious&lt;/b&gt;. Characters in this genre are rarely slain when fighting multiple humanoids. Often, they are simple beaten down and knocked unconscious rather than slaughtered out right, only to find themselves later in another situation from which they have to extricate themselves.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;I found the following &lt;a href="http://en.wikipedia.org/wiki/Sword_and_planet#Form"&gt;quote&lt;/a&gt; to be particularly descriptive of the initial stories set in such a campaign, and give us a good blueprint for the first few adventures to take place in such a setting:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Burroughs established a set of conventions that were followed fairly closely by most other entries in the Sword and Planet genre. The typical first book in a sword and planet series uses some or all of the following plot points:&lt;br /&gt;&lt;br /&gt;A tough but chivalrous male protagonist, from Earth of a period not too distant from our own, finds himself transported to a distant world. The transportation may be via astral projection, teleportation, time travel, or any similar form of scientific magic, but should not imply that travel between worlds is either easy or common. The Earthman thus finds himself the sole representative of his own race on an alien planet. This planet is at a pre-modern, even barbaric stage of civilization, but may here and there have remarkable technologies that hint at a more advanced past. There is no obligation for the physical properties or biology of the alien planet to follow any scientific understanding of the potential conditions of habitable worlds; in general, the conditions will be earth-like, but with variations such as a different-colored sun or different numbers of moons. A lower gravity may be invoked to explain such things as large flying animals or people, or the superhuman strength of the hero, but will otherwise be ignored. (A Princess of Mars, however, when it was first written did loosely follow the most optimistic theories about Mars - e.g., those of Percival Lowell who imagined a dying, dried-up Mars watered by a network of artificial canals.)&lt;br /&gt;&lt;br /&gt;Not long after discovering his predicament, the Earthman finds himself caught in a struggle between two or more factions, nations, or species. He sides, of course, with the nation with the prettiest woman, who will sometimes turn out to be a princess. Before he can set about seriously courting her, however, she is kidnapped by a fiendish villain or villains. The Earthman, taking up his sword (the local weapon of choice, which he has a talent with), sets out on a quest to recover the woman and wallop the kidnappers. On the way, he crosses wild and inhospitable terrain, confronts savage animals and monsters, discovers lost civilizations ruled by cruel tyrants or wicked priests, and will repeatedly engage in swashbuckling sword-fights, be imprisoned, daringly escape and rescue other prisoners, and kill any men or beasts who stand in his way. At the end of the story he will defeat the villain and free the captive princess, only to find another crisis emerging that will require all his wit and muscle, but will not be resolved until the next thrilling novel in the adventures of...!."&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;My original &lt;b&gt;Sword &amp; Planet&lt;/b&gt; campaign was based in the &lt;b&gt;World of Samardan&lt;/b&gt;, after which my personal publishing imprint is named. I imagine I'll use that world as the basis for the sandbox setting I'll develop as we discuss this genre in more exhausting detail. By the time I reach the end of this discussion, I hope to have some basic core rules for a gaming system established, as well as a region on Samardan for people to game in. We'll see how things go. If you have any questions or comments, please feel free to share them.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-3098115342084494747?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/3098115342084494747/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=3098115342084494747' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3098115342084494747'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3098115342084494747'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/sword-planet-overview.html' title='Sword &amp; Planet: An Overview...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-1011942696904465341</id><published>2011-06-22T07:00:00.003-05:00</published><updated>2011-06-22T07:00:07.438-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='dungeon diagram'/><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><category scheme='http://www.blogger.com/atom/ns#' term='mapping'/><category scheme='http://www.blogger.com/atom/ns#' term='dungeon'/><category scheme='http://www.blogger.com/atom/ns#' term='campaign development'/><title type='text'>Caverns of Lakoma: A Dungeon Diagram...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;To conclude my series of posts on &lt;b&gt;Caverns of Lakoma&lt;/b&gt; dungeon design, I needed to produce a map for Level One. As I may have mentioned, I suck at dungeon maps, and so I found myself in a quandary. In the end, I decided to utilize a principle described in a recent Gnome Stew article: &lt;a href="http://www.gnomestew.com/gming-advice/prep-lite-maps"&gt;Prep-Lite Maps&lt;/a&gt;. This is also similar to the diagram dungeon as presented in Sine Nomine Publishing's &lt;b&gt;Red Tide&lt;/b&gt;. In essence, I built a flowchart of important rooms, and will simply make up any unimportant rooms as I have need. This is the result:&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-uAvfuXCKbMg/TgFa52vEAoI/AAAAAAAABOg/-dpVwMBh_Jk/s1600/Lakoma_01.png" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="320" width="293" src="http://3.bp.blogspot.com/-uAvfuXCKbMg/TgFa52vEAoI/AAAAAAAABOg/-dpVwMBh_Jk/s320/Lakoma_01.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;For those that would like to have all of the information on the &lt;b&gt;Egyptian Great Plains&lt;/b&gt; gathered in one place, have no fear. I've created a simple PDF with the basics. Please review it and let me know if I need to add anything to it. You can find it here:&lt;br /&gt;&lt;a href="https://sites.google.com/site/flynnsfiles/my-gaming-files/EGP_example.pdf?attredirects=0&amp;d=1"&gt;Egyptian Great Plains Minimalist Sandbox Campaign Setting&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Thank you all for hanging in through this discussion, and I look forward to any additional input you might have on my quest for improving my minimalist campaign preparation process.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-1011942696904465341?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/1011942696904465341/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=1011942696904465341' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1011942696904465341'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1011942696904465341'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/caverns-of-lakoma-dungeon-diagram.html' title='Caverns of Lakoma: A Dungeon Diagram...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-uAvfuXCKbMg/TgFa52vEAoI/AAAAAAAABOg/-dpVwMBh_Jk/s72-c/Lakoma_01.png' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2720447221413063151</id><published>2011-06-20T07:00:00.002-05:00</published><updated>2011-06-20T07:00:11.000-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='planetary romance'/><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><category scheme='http://www.blogger.com/atom/ns#' term='campaign development'/><title type='text'>Sword &amp; Planet: After the Egyptian Great Plains is Complete...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;Sorry, I am going to make one more post to delay the final map update for the &lt;b&gt;Caverns of Lakoma&lt;/b&gt;, and then I'll be able to wrap up the &lt;b&gt;Egyptian Great Plains&lt;/b&gt; series of posts. I'm still trying to find time to work out the final map. I've got a simple flowchart done, and if push comes to shove, I'll post that on Wednesday. Hopefully, though, I have an actual map ready by then. And now, let's move on to the distraction for the day...&lt;br /&gt;&lt;br /&gt;In the spirit of my favorite genre of science fiction, planetary romance, I've been contemplating doing a series of posts on the development of a Sword &amp; Planet game/setting. We have a lot of people doing work on such a thing, but I haven't heard much in the last few months, save for &lt;b&gt;Urutsk: World of Mystery&lt;/b&gt; (and the occasional rumblings elsewhere.) In my discussions, I'd like to talk about the rules of a system that might fit that kind of game (talking D&amp;D/retro-inspired, instead of &lt;b&gt;Savage Worlds&lt;/b&gt;, which could also work, but might not be as interesting to most of you). I'd also like to discuss basics behind a setting, and then do some prep work like I've done with the &lt;b&gt;Egyptian Great Plains&lt;/b&gt; idea, with the intent of creating a nice Sword &amp; Planet campaign for the future.&lt;br /&gt;&lt;br /&gt;Anyway, I am open to suggestions, of course, but this is what occupied my thoughts most of this last weekend.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2720447221413063151?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2720447221413063151/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2720447221413063151' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2720447221413063151'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2720447221413063151'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/sword-planet-after-egyptian-great.html' title='Sword &amp; Planet: After the Egyptian Great Plains is Complete...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-4849682828055595135</id><published>2011-06-17T07:00:00.001-05:00</published><updated>2011-06-17T07:00:13.061-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='Shadow Syndicate'/><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><category scheme='http://www.blogger.com/atom/ns#' term='Red Tide'/><title type='text'>Inspired by Red Tide: The Shadow Syndicate Encounters...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;I suck at maps, particularly dungeon maps. That's why I don't have Level One of the &lt;b&gt;Caverns of Lakoma&lt;/b&gt; ready for posting today. Instead, I'm going to touch on another topic related to fantasy world-building and sandbox preparation. &lt;b&gt;Sine Nomine Publishing&lt;/b&gt;, creator of the wonderful &lt;b&gt;Stars Without Number&lt;/b&gt;, also published a fantasy setting called &lt;b&gt;Red Tide&lt;/b&gt;, which offers a lot of resources for minimal prep work in running a sandbox fantasy campaign.&lt;br /&gt;&lt;br /&gt;One of the resources I particularly enjoyed in &lt;b&gt;Red Tide&lt;/b&gt; was the section that described twenty different NPC groups. Each group's description was a single page, on which was enough information to cover what you would need to use that particular group in your sandbox campaign with minimal effort. Each entry was formatted as follows:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&lt;b&gt;Illustration&lt;/b&gt;. A small eighth-of-a-page illustration of a typical member of the group appears in the upper left-hand corner of the page.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Brief description&lt;/b&gt;. Under the illustration, there's a paragraph describing the NPC group in a nutshell.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Three groups&lt;/b&gt;. In the final section on the first column, Mr Crawford provides three different groups of escalating power levels: Weak (levels 1-3), Average (levels 4-6) and Strong (levels 7-9). Each simply lists the members of such a group, and provides some basic treasure for the group.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Stat Blocks&lt;/b&gt;. The top third to half of the second column contains a simplified list of monster stats for the different members of the groups defined previously.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Complications Table&lt;/b&gt;. The bottom of the second column on the page is filled with a chart of 6 up to 12 different complications that add flavor to a given encounter (or series of encounters) with this NPC group.&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;In terms of group strength, I did a relatively quick analysis, and determined the following:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Weak&lt;/b&gt;: Weak parties tend to cover a range of 5-13 HD (average of 7, median of 7), and possess 2d6x10 gp in coin and/or goods. (This assumes a gold standard.)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Average&lt;/b&gt;: Average parties typically cover a range of 21-45 HD (average of 33, median of 34). Their treasure troves seem to average around 2d4x1000 gp, 1d3 Gems, 1d3 Jewelry, two consumable items (50% chance each), and one magic item (50% chance). Treasure may vary, but that seems to work well overall.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Strong&lt;/b&gt;: Strong parties fill a range of 31-96 HD (average of 72, median of 74). Their treasure includes 2d6x1000 gp, 2d4 Gems, 1d4+1 Jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;This is such an easy format to use, I'm surprised no one came up with this idea before. I could easily see putting together a selection of these encounters for my own campaigns, one for each group or organization in the setting. It reminds me in some ways of one of the Forgotten Realms books, &lt;b&gt;Lords of Darkness&lt;/b&gt;, in which stats for members of an organization were given for levels 1 through 10, except &lt;b&gt;Red Tide&lt;/b&gt;'s approach works better from the perspective of minimalist prep. It's a lot less work to achieve what would effectively be the same gaming experience at the table.&lt;br /&gt;&lt;br /&gt;For example, let's say I wanted to create a One-Pager for an organization in the &lt;b&gt;Hammersong’s Legacy Campaign Setting&lt;/b&gt;. Looking through the book, I easily see that I'm going to need to define some encounters for the Shadow Syndicate. Here's what I came up with...&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Illustration&lt;/b&gt;&lt;br /&gt;Since this is a personal project, I don't feel the need to add an illustration to my One-Pager. If I did, though, it would probably be that of a highly tattooed vagabond skulking in an alleyway with a dagger in hand.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Brief Description&lt;/b&gt;&lt;br /&gt;New to the city of Fellgorge, the Shadow Syndicate is a brotherhood of thieves that is moving in on the territories formerly controlled by Fellgorge's native rogues’ guilds. Little is known of these mysterious intruders, although rumors run rampant with speculation. Whatever their origins, the Shadow Syndicate is well funded and operating with purpose and direction. Members of the Shadow Syndicate are organized in Pacts, who are led by Overseers. Pacts are grouped under a specific Lord of the Syndicate as Families, and Overseers form small councils that advice the Lord of the Family. The Lords form the governing body of the Shadow Syndicate called the Court of Shadows, who make policy decisions and settle disputes between various members. All that is known of the Syndicate's goals is that the Shadow Syndicate seeks to control all illicit activity in Fellgorge, and is not above intimidation, coercion, assault and even assassination to accomplish their goals. Their efforts are opposed by the local law enforcement as well as the local rogues’ guilds that are being displaced from their neighborhoods.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Three Groups&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Weak&lt;/b&gt;: 5 Common Thugs, 1 Overseer. 2d6x10 silver in coin and/or goods. (I use a silver standard in my campaigns.)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Average&lt;/b&gt;: 15 Common Thugs, 5 Overseers, 1 Master Overseer. 2d4x1000 gp, 1d3 Gems, 1d3 Jewelry, two consumable items (50% chance each), and one magic item (50% chance).&lt;/li&gt;&lt;li&gt;&lt;b&gt;Strong&lt;/b&gt;: 30 Common Thugs, 10 Overseers, 2 Master Overseers, 1 Lord's Man. 2d6x1000 gp, 2d4 Gems, 1d4+1 Jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;b&gt;Stat Blocks&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Common Thug&lt;/b&gt;: AC 8 [11]; HD 1d6 hp; Atk: by weapon (1d6); ST: 18; SP: double damage with surprise; MV: 12; CL/XP: 1/15.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Overseer&lt;/b&gt;: AC 7 [12]; HD 2; Atk: by weapon (1d6); ST: 16; SP: double damage with surprise; MV: 12; CL/XP: 3/60.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Master Overseer&lt;/b&gt;: AC 6 [13]; HD 5; Atk: by weapon (1d6); ST: 12; SP: triple damage with surprise; MV: 12; CL/XP: 6/400.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Lord's Man&lt;/b&gt;: AC 4 [15]; HD 8; Atk: by weapon (1d6); ST: 8; SP: triple damage with surprise; MV: 12; CL/XP: 9/1,100.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;b&gt;Complications Table&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;1d6&lt;/th&gt;&lt;th&gt;Complication&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;This band of Syndicate members is seeking to capture potential slaves to sell in distant markets. They already have 1d6 (Weak), 2d6 (Average) or 3d6 (Strong) prisoners.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;This band of Syndicate members are pushing a protection racket, and looking for people to turn into examples.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;This band of Syndicate members are smuggling items of great importance, and don’t want to leave behind any witnesses.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;The Master Overseer of this group is actually a Manasan infiltrator (use the stats from the &lt;b&gt;Hammersong’s Legacy Campaign Setting&lt;/b&gt; book.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;This band of Syndicate members has been acting against a local Rogues’ guild, and will appear in the encounter in some form or fashion.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;In the midst of an encounter with this band of Syndicate members, the local city guard will arrive and mistake the party for members of the Syndicate as well.&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;Hope This Helps,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-4849682828055595135?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/4849682828055595135/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=4849682828055595135' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4849682828055595135'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4849682828055595135'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/inspired-by-red-tide-shadow-syndicate.html' title='Inspired by Red Tide: The Shadow Syndicate Encounters...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-4505587220664679093</id><published>2011-06-15T07:00:00.003-05:00</published><updated>2011-06-15T07:00:17.614-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Caverns of Lakoma'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><title type='text'>Caverns of Lakoma: Features and Rooms...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;I've been working a little bit on various rooms that I'll be placing on my map. Basically, I've organized my notes below in groups based on factions. These notes are not complete, and do not include empty rooms. I figure I won't need to detail unimportant rooms, since I can provide some information on the map itself. Also, these are simply a first run-through, using the answer I posted earlier this week as my guide. As always, if you have any comments or suggestions, I would love to hear them.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;h3&gt;Caverns of Lakoma Features&lt;/h3&gt;&lt;b&gt;Ceiling Height&lt;/b&gt;: passages ~7 ft, carved chambers ~9 ft, natural caverns 8+1d12 ft, unless otherwise indicated.&lt;br /&gt;&lt;b&gt;Illumination&lt;/b&gt;: Rooms occupied by living humanoids are lit by torches, while the rest are unlit, unless otherwise indicated.&lt;br /&gt;&lt;b&gt;Doors&lt;/b&gt;: Most doors are large stone wheels that require significant strength and effort to move.&lt;br /&gt;&lt;b&gt;Murder Holes&lt;/b&gt;: Spears driven through murder holes, or burning oil poured on invaders. Defenders above have almost total cover against invaders in the hallway below.&lt;br /&gt;&lt;b&gt;Lakoma Plague&lt;/b&gt;: Lots of signs of a plague-ridden community exist: piles of bones and dried bodies, painting on the walls, burned out sections.&lt;br /&gt;&lt;b&gt;Other Features&lt;/b&gt;: 3 in 6 chance that a man-made room has a small fist-sized ventilation shaft leading up to the outside (and possibly down to a lower level).&lt;br /&gt;&lt;br /&gt;&lt;h3&gt;Rooms&lt;/h3&gt;The following are important rooms that need to be placed on the map.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Humanoid Raiders&lt;/b&gt;&lt;br /&gt;Stables: Large cavern with stalls; smells of musk, waste and spoiled food. 15 &lt;b&gt;mounts&lt;/b&gt;, 3 &lt;b&gt;humanoid tenders&lt;/b&gt; that seek to raise alarm against any invaders. Tenders have 2d6 silver each.&lt;br /&gt;Livestock Pens: Large cavern with multiple small pens; smells of waste and spoiled food. 30 small &lt;b&gt;goats&lt;/b&gt;, 3 &lt;b&gt;humanoid tenders&lt;/b&gt; that seek to raise alarm against any invaders. Tenders have 2d6 silver each.&lt;br /&gt;Storage Room: Earthenware pots, bundles of trade goods.&lt;br /&gt;River Crossing: Rope bridge, loud roar of water passing. 2 &lt;b&gt;tribal warriors&lt;/b&gt; protect east side. Passing requires balance and slow movement to avoid falling in. River flows through lower levels before leaving cave complex.&lt;br /&gt;Living Area: Numerous family chambers, public items scattered haphazardly. 6 &lt;b&gt;tribesmen&lt;/b&gt;, 2 &lt;b&gt;tribal warriors&lt;/b&gt; defending 20 wives, 40 children. 1d3 gems, 1d3 jewelry, 2000ss in goods and coin.&lt;br /&gt;Shaman's Quarters: Numerous totems, unusual hides. 3 &lt;b&gt;tribesmen&lt;/b&gt;, 1 &lt;b&gt;tribal shaman&lt;/b&gt;, &lt;b&gt;Arihapelo the Dragon&lt;/b&gt;. They act with caution. Arihapelo bears two potions of healing (cure light wounds), ring of fire resistance.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Cabalists/Demonic Cultists&lt;/b&gt;&lt;br /&gt;Dining Hall: Carved summoning circle, filled with binding herbs. &lt;b&gt;Halion&lt;/b&gt; (seducer demon). Bargains for freedom "to return home". May grant one wish if released.&lt;br /&gt;Barracks: Bedrolls lay scattered on the floor, smells of sickly sweet incense. 6 &lt;b&gt;fanatic cultists&lt;/b&gt;, 2 &lt;b&gt;minor demons&lt;/b&gt;, 1 &lt;b&gt;cabalist&lt;/b&gt; who attack on sight. Cultists have 3d6 silver each. Cabalist carries potion of healing (cure light wounds).&lt;br /&gt;Well Room: Shaft in ceiling and floor (appears as well in ruins above, lowers to river below), roar of flowing water. 3 &lt;b&gt;fanatical cultists&lt;/b&gt;, 1 &lt;b&gt;minor demon&lt;/b&gt; who attack on sight, 1 &lt;b&gt;fanatical cultist&lt;/b&gt; flees to raise alarm. Cultists have 3d6 silver each.&lt;br /&gt;Kitchen: Two firepits, large clay pots with dessicated vegetables. 1 &lt;b&gt;cabalist&lt;/b&gt;, 2 &lt;b&gt;minor demons&lt;/b&gt; and &lt;b&gt;Mubarak Khalil&lt;/b&gt;. Capture intruders to use as sacrifices. Mubarak carries 1d3 gems, 1d3 jewelry and the &lt;i&gt;Rod of Infernal Dominion&lt;/i&gt; (summons demons once per day). Cabalist carries 4d10 silver.&lt;br /&gt;Ramshackle Cell: Tattered wooden wall and door across living quarters. 2 &lt;b&gt;merchants&lt;/b&gt; (1 wounded), 3 &lt;b&gt;tribesmen&lt;/b&gt; unarmed and waiting to be sacrificed.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Restless Undead&lt;/b&gt;&lt;br /&gt;Great Hall: Multiple columns to support ceiling, smell of death in the air. 2 &lt;b&gt;ghasts&lt;/b&gt;, 3 &lt;b&gt;ghouls&lt;/b&gt; prevent passage to the next lower level from this room.&lt;br /&gt;Haunted Hallway: Ghostly images of seriously ill women, children and elderly collapsed on the floor reach out toward the party for aid. Fear effect.&lt;br /&gt;Storage Room: Partially sealed in, stones knocked outward. &lt;b&gt;"The Chieftain"&lt;/b&gt; resides here. Beaten gold war mask (1500 silver).&lt;br /&gt;Living Quarters: Bones on litters stacked high against walls. 3 &lt;b&gt;ghouls&lt;/b&gt;, 1 &lt;b&gt;ghast&lt;/b&gt; seek to feast on living flesh. Silver and gold trinkets worth 3d4x10 silver total among remains.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Random Other Stuff&lt;/b&gt;&lt;br /&gt;Dining Hall: Barricade from old tables, hanging skeletal corpses. 3 &lt;b&gt;bone-gnawers&lt;/b&gt;. 2d4x100 silver among remains.&lt;br /&gt;Small Cavern: Tribesman corpse, long dead; sunlight from shaft above. 1 &lt;b&gt;snake swarm&lt;/b&gt;. Corpse has 3d6 silver.&lt;br /&gt;Living Quarters: Burned out, charred bones. 5 &lt;b&gt;giant rats&lt;/b&gt;, protecting their lair. 1 jeweled dagger (175 silver), 5d6 silver worth of simple shiny things.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;If you have any other suggestions to include here, I'm more than open to them. One of the keys to minimal prep is to use resources that are available to you, and suggestions are definitely a resource to be used as you see fit.&lt;br /&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-4505587220664679093?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/4505587220664679093/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=4505587220664679093' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4505587220664679093'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4505587220664679093'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/caverns-of-lakoma-features-and-rooms.html' title='Caverns of Lakoma: Features and Rooms...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2727148807567954986</id><published>2011-06-13T07:00:00.002-05:00</published><updated>2011-06-13T07:00:13.530-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Caverns of Lakoma'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><category scheme='http://www.blogger.com/atom/ns#' term='dungeon'/><title type='text'>Caverns of Lakoma: Walking Through Design Elements...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;Using my list of good dungeon design elements that I had compiled earlier, I began to analyze my initial concept for the &lt;b&gt;Caverns of Lakoma&lt;/b&gt;. As I went through each item, it inspired more thoughts and development, until I had a nice foundation for the first level of the dungeon. The following captures the core of that initial process.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Create a short background, no more than 2-3 sentences.&lt;/b&gt;&lt;br /&gt;The Lakoma people carved an underground city over four levels deep from a pre-existing natural cave system. When they died from a plague brought by the Bedari, the spirits of the Lakoma remained behind to wander the halls listlessly. Over a decade ago, humanoids rediscovered the caves and have begun to use it as a base of operations. In recent months, diabolists traveling in exile discovered one of the hidden entrances, and now fight both the humanoids and the undead for a place within the &lt;b&gt;Caverns of Lakoma&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Use the three factions rule. PC actions will tend to have long term consequences if factions are involved.&lt;/b&gt;&lt;br /&gt;The three factions of the &lt;b&gt;Caverns of Lakoma&lt;/b&gt; are: Lakoma spirits and undead, a tribe of humanoid raiders and a small cult of diabolists.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Create at least three named NPCS that can server as potential allies, good villains, and provide other opportunities for negotiations and roleplaying interaction. Each NPC should have an interesting personality trait.&lt;/b&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&lt;b&gt;"The Chieftain"&lt;/b&gt;: A revenant who, in his living years, was once the chieftain of the Lakoma. He will not rest so long as non-Lakoma walk the halls of his underground city.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Arihapelo the Dragon&lt;/b&gt;: The leader of the tribe of humanoid raiders. The only force stronger in Arihapelo's life than his intense greed is his fierse pride.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Mubarak Khalil&lt;/b&gt;: The leader of the exiled cultists. Mubarak prefers the company of demons to that of mortals, and treats his followers as little more than slaves and potential sacrifices.&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;&lt;b&gt;Define relations between the NPCs in a sentence or two.&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;"The Chieftain" hates both Arihapelo and Mubarak, and wants them both dead or gone.&lt;/li&gt;&lt;li&gt;Arihapelo wants to see Mubarak enslaved and his demons dismissed from the city, and wants to use "The Chieftain" to locate other treasures within the city.&lt;/li&gt;&lt;li&gt;Mubarak seeks to magically bind "The Chieftain," and desires the treasures and magic held by Arihapelo.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;b&gt;Have multiple goals, to increase the diversity of experiences that can be had in the dungeon.&lt;/b&gt;&lt;br /&gt;On this level:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Rescue someone who is about to be sacrificed from diabolists.&lt;/li&gt;&lt;li&gt;Recover stolen goods held by Arihapelo's raiders.&lt;/li&gt;&lt;li&gt;Put the spirit of "The Chieftain" to rest.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;b&gt;Have a secret that the players can figure out about the dungeon itself, or some similar concept.&lt;/b&gt;&lt;br /&gt;Perhaps the Lakoma tribe bound a great evil spirit in the depths of their city, and that's part of the reason their spirits cannot rest. Hmmm. It's a classic, been done to death, really, but there's a reason it works. I'll have to keep playing with this one.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Use interesting terrain to make things more memorable and more challenging.&lt;/b&gt;&lt;br /&gt;Between the chimneys and chutes, the columns to support larger rooms, and the murder holes, about the only thing I really need now is an underground river with a rickety old rope bridge across it.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Provide a mix of intelligent opposition, to vary the player experience. At least one encounter should provide a tactical challenge, and thus become interesting through their choice of actions.&lt;/b&gt;&lt;br /&gt;The different factions and how they interact with one another should provide the basis for some tactical challenges. Specifics will evolve as the room layout falls into place.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;If monsters are not intelligent, make them interesting. Slimes are more interesting than low-level undead because we've seen so many of those.&lt;/b&gt;&lt;br /&gt;The warping effects of the Great Evil trapped below should give me a great excuse to introduce some interesting unintelligent monsters here.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Provide at least one setup that can be exploited in combat by tactically minded players, such as a bottleneck, a ledge, a bridge, a fortified position, etc.&lt;/b&gt;&lt;br /&gt;See the rope bridge idea mentioned above.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Provide an opportunity to spy on enemies for the stealthily minded players, such as a murder hole, a grate, a tiny tunnel, a scrying ball, etc.&lt;/b&gt;&lt;br /&gt;See murder holes mentioned above.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Introduce memorable magic items. A rod of thunder and lightning is better than a +1 sword.&lt;/b&gt;&lt;br /&gt;Perhaps a Seven Spirit Bag or something similar with an appropriately Native American flavor? I'll dig around in my old &lt;b&gt;Legends &amp; Lore&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Provide stuff to interact with for players who like to experiment. Add suggestions for possible reactions.&lt;/b&gt;&lt;br /&gt;I'm honestly at a loss for what to put here. I will have to consider this element separately. About the only thing that comes to mind at first blush would be a trapped demon who bargains with them in an attempt to game freedom.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Introduce traps that address the potential for classic PC sneakiness, such as using amulets to emulate membership in one of the factions, to encourage thought and consequences.&lt;/b&gt;&lt;br /&gt;Aside from the use of robes and masks to infiltrate the diabolists, I can't think of much in this direction off the top of my head. This might make for another interesting blog topic in the future.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Provide an opportunity for long-term change to the player characters, such as earning a title of nobility, finding a magic throne or fountain that permanently changes someone, etc.&lt;/b&gt;&lt;br /&gt;Aside from the demon that could grant wishes, I can easily imagine the Great Evil trapped on the bottom floor providing opportunities for long-term change, such as membership in a secret society that fights the minions of the Trapped One, mutations via warping energies, and so on.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Provide useful room descriptions (probably using the format for &lt;b&gt;Lairs&lt;/b&gt; from our earlier discussion on Hex Content templates). Use bolded text sparingly, to help with reading the important elements of an entry.&lt;/b&gt;&lt;br /&gt;This will be evident in the text I create to describe the rooms. This one is pretty much a technical issue, not a creative one.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Usable map, with in-map notes to make it easier to run at the table.&lt;/b&gt;&lt;br /&gt;Easy enough to work out, as the elements come together. Again, this is a technical issue as opposed to a creative one.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Multiple entrances and exits. (Think tunnels, shafts, chimneys and crawlways.)&lt;/b&gt;&lt;br /&gt;For starters, we have:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;A ventilation shaft leading to the top of the mesa, disguised as wells for a ruined settlement above.&lt;/li&gt;&lt;li&gt;A natural cave entrance.&lt;/li&gt;&lt;li&gt;Two steep sloped passages connecting to the second level.&lt;/li&gt;&lt;/ul&gt;&lt;/blockquote&gt;&lt;br /&gt;Despite the first run through on the list, it's obvious that I have a few areas to work on:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Opportunities for PC experimentation&lt;/li&gt;&lt;li&gt;Opportunities for PC sneakiness&lt;/li&gt;&lt;li&gt;The Map&lt;/li&gt;&lt;li&gt;The Room Write-Ups&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;My next post or two on this subject should wrap up the &lt;b&gt;Caverns of Lakoma&lt;/b&gt; first level write-up, as I go into these elements and build up the One Page Dungeon for my notes on the &lt;b&gt;Egyptian Great Plains&lt;/b&gt; mini-setting.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2727148807567954986?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2727148807567954986/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2727148807567954986' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2727148807567954986'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2727148807567954986'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/caverns-of-lakoma-walking-through.html' title='Caverns of Lakoma: Walking Through Design Elements...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-6603007227024569422</id><published>2011-06-10T07:00:00.002-05:00</published><updated>2011-06-10T07:00:16.393-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Caverns of Lakoma'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><category scheme='http://www.blogger.com/atom/ns#' term='dungeon'/><title type='text'>Caverns of Lakoma: Some Background Notes...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;While the Pueblo Indians and their cliff-side dwellings were the initial inspiration for the &lt;b&gt;Caverns of Lakoma&lt;/b&gt; (with a nod toward the old Judges Guild module &lt;b&gt;Caverns of Thracia&lt;/b&gt;, I was intrigued to discover that there were once actual underground cities in Turkey. I particularly enjoyed reading of &lt;a href="http://en.wikipedia.org/wiki/Derinkuyu_Underground_City"&gt;Derinkuyu&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Kaymakl%C4%B1_Underground_City"&gt;Kaymakli&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/%C3%96zkonak_Underground_City"&gt;Ozkonak&lt;/a&gt;. Apparently, though, there are many more of these underground cities in that region, and so these are going to inform my creation of the &lt;b&gt;Caverns of Lakoma&lt;/b&gt;. While many of these cities are much larger than the four levels I'm using for my caverns, there are still plenty of details that are just too awesome not to include. Below is a short synopsis of the information I think is relevant to the setting I want to create as the final piece of &lt;b&gt;Adventure Material&lt;/b&gt; needed before the &lt;b&gt;Egyptian Great Plains&lt;/b&gt; sandbox setting is ready to begin use.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Caverns of Lakoma&lt;/b&gt;&lt;br /&gt;The &lt;b&gt;Caverns of Lakoma&lt;/b&gt; were originally based on a natural cavern system, before the Lakoma tribe discovered them and moved in, excavating as they went. While the caverns could house as many as 10,000 people, the Lakoma numbered only a thousand or so at the height of their civilization.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Features&lt;/b&gt;&lt;br /&gt;Heavy stone doors seal off sections of the underground city. These have a hole in the center to view the other side, or to allow the doors to be rolled open or closed through the use of a bar inserted within. In some cases, the passages beyond the stone doors sometimes have murder holes and narrow chambers above them used for dumping hot oil on their enemies. Discreet entrances give way to elaborate subterranean systems with air shafts, waste shafts, wells, chimneys and connecting passageways. The upper levels were used for living quarters while the lower levels were used for storage, wine making, flour grinding and worship in simple chapels. Everywhere, walls have been blackened from the use of torches.&lt;br /&gt;&lt;br /&gt;Passages tend to be fairly narrow affairs, steeply inclined to lead from one level to the next. Only one vertical stairwell exists in the complex, connecting the third and fourth floors.&lt;br /&gt;&lt;br /&gt;Long, narrow tubes often connected rooms to different levels, primarily for ventilation but with the added benefit of communication. Unfortunately, these small shafts also allow snakes, rodents and insect vermin to travel throughout the underground village as well.&lt;br /&gt;&lt;br /&gt;The first floor contains stables, cellars, storage rooms, etc. Both natural caves and a ventilation shaft that appears as a well amidst ruins on the surface.&lt;br /&gt;&lt;br /&gt;The second floor contains an amphitheater where rituals were once held, and several underground tombs which contain dessicated bodies mummified by the dry conditions. Many wall paintings depict the spirits and gods worshiped by the Lakoma.&lt;br /&gt;&lt;br /&gt;The third floor consists of mostly living quarters, kitchens and grain storage.&lt;br /&gt;&lt;br /&gt;The fourth floor is primarily storage, particularly through the use of earthenware jars.&lt;br /&gt;&lt;br /&gt;More inspirational material, particularly pictures of the interior of Derinkuyu, can be found &lt;a href="http://secretlexicon.blogspot.com/2010/03/cappadocia-turkey-derinkuyu-underground.html"&gt;here&lt;/a&gt;, &lt;a href="http://chelu.eu/Blog/?p=726"&gt;here&lt;/a&gt; and &lt;a href="http://www.megalithic.co.uk/article.php?sid=17645"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;History&lt;/b&gt;&lt;br /&gt;The Lakoma had not yet reached their prime when they were struck down by disease, a ravaging illness brought to their lands by travelers from a distant shore. Many tribes were hit hard by the disease, but the close quarters of the underground city proved devastating to the Lakoma. For over a century, the &lt;b&gt;Caverns of Lakoma&lt;/b&gt; lay abandoned, save for a number of plague-ridden undead driven to haunt the halls of the city. Humanoid raiders moved into the caverns a few decades back, waging a battle with the undead as they expanded into the abandoned city. Two years ago, a cabal of diabolists seeking a location to perform their profane rites discovered an entrance into the caverns, and have claimed a portion of the ruins for themselves.&lt;br /&gt;&lt;br /&gt;This simple history provides me with three factions to develop: plague-ridden undead and spirits doomed to haunt the city until the end of days, the humanoid raiders that have forged a home for themselves here, and the diabolists and their demon servants/masters. This should give me plenty of fodder for adventure opportunities and site design.&lt;br /&gt;&lt;br /&gt;Next post, I will start working through the various elements of &lt;b&gt;dungeon design&lt;/b&gt;, putting it all together to create the first level of a colorful site for exploration.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-6603007227024569422?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/6603007227024569422/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=6603007227024569422' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6603007227024569422'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6603007227024569422'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/caverns-of-lakoma-some-background-notes.html' title='Caverns of Lakoma: Some Background Notes...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-8227394670382741251</id><published>2011-06-08T07:00:00.005-05:00</published><updated>2011-06-08T07:00:01.771-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Caverns of Lakoma'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><category scheme='http://www.blogger.com/atom/ns#' term='dungeon'/><title type='text'>Caverns of Lakoma: Let's Explore Dungeon Design...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;One of the last elements that needs to be done for prepping &lt;b&gt;Adventure Material&lt;/b&gt; for the &lt;b&gt;Egyptian Great Plains&lt;/b&gt; mini-setting would be the creation of the first level of the dungeon location I called the &lt;b&gt;Caverns of Lakoma&lt;/b&gt;. As the Caverns may set the tone for the rest of the campaign, I want to make sure that I make it as well-rounded as possible. I have a fairly rudimentary list of suggestions for dungeon design in the &lt;b&gt;MyD20 Lite Referee's Guide&lt;/b&gt; draft. There is also a great list of suggestions for One Page Dungeons to be found in this post on &lt;a href="http://www.emacswiki.org/alex/2010-02-05_Quality_Dungeons"&gt;Quality Dungeons&lt;/a&gt;, which gives me pause for thought. I think I'll talk my way through this particular dungeon design here on &lt;a href="http://flynnwd.blogspot.com"&gt;In Like Flynn&lt;/a&gt;, and discuss each element in turn, to see how it would impact the design of the &lt;b&gt;Caverns of Lakoma&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;First, I want to compile a list of elements that make up a quality dungeon experience. There should be a number of similarities, simply because the list from &lt;b&gt;MyD20 Lite&lt;/b&gt; was inspired by discussions of the first One Page Dungeon contest. Here's the new list, which will likely make it into the Referee's Guide in some form or fashion:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;ul&gt;&lt;li&gt;Create a short background, no more than 2-3 sentences.&lt;/li&gt;&lt;li&gt;Use the three factions rule. PC actions will tend to have long term consequences if factions are involved.&lt;/li&gt;&lt;li&gt;Create at least three named NPCS that can server as potential allies, good villains, and provide other opportunities for negotiations and roleplaying interaction. Each NPC should have an interesting personality trait.&lt;/li&gt;&lt;li&gt;Define relations between the NPCs in a sentence or two.&lt;/li&gt;&lt;li&gt;Have multiple goals, to increase the diversity of experiences that can be had in the dungeon.&lt;/li&gt;&lt;li&gt;Have a secret that the players can figure out about the dungeon itself, or some similar concept.&lt;/li&gt;&lt;li&gt;Use interesting terrain to make things more memorable and more challenging.&lt;/li&gt;&lt;li&gt;Provide a mix of intelligent opposition, to vary the player experience. At least one encounter should provide a tactical challenge, and thus become interesting through their choice of actions.&lt;/li&gt;&lt;li&gt;If monsters are not intelligent, make them interesting. Slimes are more interesting than low-level undead because we’ve seen so many of those.&lt;/li&gt;&lt;li&gt;Provide at least one setup that can be exploited in combat by tactically minded players, such as a bottleneck, a ledge, a bridge, a fortified position, etc.&lt;/li&gt;&lt;li&gt;Provide an opportunity to spy on enemies for the stealthily minded players, such as a murder hole, a grate, a tiny tunnel, a scrying ball, etc.&lt;/li&gt;&lt;li&gt;Introduce memorable magic items. A rod of thunder and lightning is better than a +1 sword.&lt;/li&gt;&lt;li&gt;Provide stuff to interact with for players who like to experiment. Add suggestions for possible reactions.&lt;/li&gt;&lt;li&gt;Introduce traps that address the potential for classic PC sneakiness, such as using amulets to emulate membership in one of the factions, to encourage thought and consequences.&lt;/li&gt;&lt;li&gt;Provide an opportunity for long-term change to the player characters, such as earning a title of nobility, finding a magic throne or fountain that permanently changes someone, etc.&lt;/li&gt;&lt;li&gt;Provide useful room descriptions (probably using the format for &lt;b&gt;Lairs&lt;/b&gt; from our earlier discussion on Hex Content templates. Use bolded text sparingly, to help with reading the important elements of an entry.&lt;/li&gt;&lt;li&gt;Usable map, with in-map notes to make it easier to run at the table.&lt;/li&gt;&lt;li&gt;Multiple entrances and exits. (Think tunnels, shafts, chimneys and crawlways.)/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;/blockquote&gt;And as a reminder, here's the description for the &lt;b&gt;Caverns of Lakoma&lt;/b&gt;:&lt;blockquote&gt;&lt;b&gt;0406 Caverns of Lakoma&lt;/b&gt;: A system of caverns four levels deep, these had been expanded into an underground village by the Lakoma tribe until they fell to a great magical curse and the caverns were abandoned. &lt;i&gt;For more information, see the Caverns of Lakoma notes&lt;/i&gt;.&lt;/blockquote&gt;&lt;br /&gt;With my next post, I'll start working on the background of the cavern system, and identify the three core factions that will be present, at least on this first level of caves and such.&lt;br /&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-8227394670382741251?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/8227394670382741251/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=8227394670382741251' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8227394670382741251'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8227394670382741251'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/caverns-of-lakoma-lets-explore-dungeon.html' title='Caverns of Lakoma: Let&apos;s Explore Dungeon Design...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-6323691300887672633</id><published>2011-06-07T23:19:00.000-05:00</published><updated>2011-06-07T23:19:45.381-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='DCCRPG'/><title type='text'>DCCRPG Beta now available!</title><content type='html'>Good Evening, All:&lt;br /&gt;&lt;br /&gt;This is just a quick note to let everyone know that the DCCRPG Beta rules are now available for download. (I was number 122 to do so. Woohoo!)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.goodman-games.com/DCCRPGbeta.html"&gt;http://www.goodman-games.com/DCCRPGbeta.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-6323691300887672633?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/6323691300887672633/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=6323691300887672633' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6323691300887672633'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6323691300887672633'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/dccrpg-beta-now-available.html' title='DCCRPG Beta now available!'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-1525197357431743590</id><published>2011-06-06T07:00:00.000-05:00</published><updated>2011-06-06T07:00:07.911-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='starships'/><category scheme='http://www.blogger.com/atom/ns#' term='Savage Worlds'/><category scheme='http://www.blogger.com/atom/ns#' term='conversion'/><category scheme='http://www.blogger.com/atom/ns#' term='Traveller'/><title type='text'>Traveller to Savage Worlds: Starships &amp; Spacecraft Conversion...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;With two of my players out for the summer, the others of my gaming group decided that they would like to play in a short mini-campaign based on my old &lt;b&gt;Traveller&lt;/b&gt; adventures. Taking a few moments (okay, closer to a day and a half), I came up with a set of &lt;b&gt;Savage Worlds&lt;/b&gt; conversions for &lt;b&gt;Traveller's&lt;/b&gt; spacecraft and starships.&lt;br /&gt;&lt;br /&gt;Here are the basic tables I designed for conversion, inspired by the numbers found in &lt;b&gt;Slipstream&lt;/b&gt;:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Table: Tonnage Conversion&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Tonnage&lt;/th&gt;&lt;th&gt;Toughness&lt;/th&gt;&lt;th&gt;Size&lt;/th&gt;&lt;th&gt;Handling&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Under 100&lt;/td&gt;&lt;td&gt;12(2)&lt;/td&gt;&lt;td&gt;Small&lt;/td&gt;&lt;td&gt;+1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;100&lt;/td&gt;&lt;td&gt;14(3)&lt;/td&gt;&lt;td&gt;Medium&lt;/td&gt;&lt;td&gt;+0&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;200&lt;/td&gt;&lt;td&gt;16(4)&lt;/td&gt;&lt;td&gt;Medium&lt;/td&gt;&lt;td&gt;+0&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;400&lt;/td&gt;&lt;td&gt;18(5)&lt;/td&gt;&lt;td&gt;Medium&lt;/td&gt;&lt;td&gt;+0&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;600&lt;/td&gt;&lt;td&gt;20(6)&lt;/td&gt;&lt;td&gt;Large&lt;/td&gt;&lt;td&gt;-1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;800&lt;/td&gt;&lt;td&gt;22(7)&lt;/td&gt;&lt;td&gt;Large&lt;/td&gt;&lt;td&gt;-1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1000&lt;/td&gt;&lt;td&gt;24(8)&lt;/td&gt;&lt;td&gt;Large&lt;/td&gt;&lt;td&gt;-1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2000&lt;/td&gt;&lt;td&gt;26(9)&lt;/td&gt;&lt;td&gt;Large&lt;/td&gt;&lt;td&gt;-1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4000&lt;/td&gt;&lt;td&gt;28(10)&lt;/td&gt;&lt;td&gt;Huge&lt;/td&gt;&lt;td&gt;-2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6000&lt;/td&gt;&lt;td&gt;30(11)&lt;/td&gt;&lt;td&gt;Huge&lt;/td&gt;&lt;td&gt;-2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;8000&lt;/td&gt;&lt;td&gt;32(12)&lt;/td&gt;&lt;td&gt;Huge&lt;/td&gt;&lt;td&gt;-2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;10000&lt;/td&gt;&lt;td&gt;34(13)&lt;/td&gt;&lt;td&gt;Huge&lt;/td&gt;&lt;td&gt;-2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;20000&lt;/td&gt;&lt;td&gt;36(14)&lt;/td&gt;&lt;td&gt;Gargantuan&lt;/td&gt;&lt;td&gt;-3&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;40000&lt;/td&gt;&lt;td&gt;38(15)&lt;/td&gt;&lt;td&gt;Gargantuan&lt;/td&gt;&lt;td&gt;-3&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;60000&lt;/td&gt;&lt;td&gt;40(16)&lt;/td&gt;&lt;td&gt;Gargantuan&lt;/td&gt;&lt;td&gt;-3&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;80000&lt;/td&gt;&lt;td&gt;42(17)&lt;/td&gt;&lt;td&gt;Gargantuan&lt;/td&gt;&lt;td&gt;-3&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;100000&lt;/td&gt;&lt;td&gt;44(18)&lt;/td&gt;&lt;td&gt;Gargantuan&lt;/td&gt;&lt;td&gt;-3&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;200000&lt;/td&gt;&lt;td&gt;46(19)&lt;/td&gt;&lt;td&gt;Gargantuan&lt;/td&gt;&lt;td&gt;-3&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;400000&lt;/td&gt;&lt;td&gt;48(20)&lt;/td&gt;&lt;td&gt;Gargantuan&lt;/td&gt;&lt;td&gt;-3&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;600000&lt;/td&gt;&lt;td&gt;50(21)&lt;/td&gt;&lt;td&gt;Gargantuan&lt;/td&gt;&lt;td&gt;-3&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;800000&lt;/td&gt;&lt;td&gt;52(22)&lt;/td&gt;&lt;td&gt;Gargantuan&lt;/td&gt;&lt;td&gt;-3&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1000000&lt;/td&gt;&lt;td&gt;54(23)&lt;/td&gt;&lt;td&gt;Gargantuan&lt;/td&gt;&lt;td&gt;-3&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Table: Weapon Conversion&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Weapon&lt;/th&gt;&lt;th&gt;Damage&lt;/th&gt;&lt;th&gt;Range&lt;/th&gt;&lt;th&gt;ROF&lt;/th&gt;&lt;th&gt;Notes&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Laser, 1-2&lt;/td&gt;&lt;td&gt;2d6&lt;/td&gt;&lt;td&gt;3/6/12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 6&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Laser, 3-5&lt;/td&gt;&lt;td&gt;3d6&lt;/td&gt;&lt;td&gt;3/6/12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 6&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Laser, 6-11&lt;/td&gt;&lt;td&gt;4d6&lt;/td&gt;&lt;td&gt;3/6/12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 6&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Laser, 12+&lt;/td&gt;&lt;td&gt;5d6&lt;/td&gt;&lt;td&gt;3/6/12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 6&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Laser, 50-ton Bay&lt;/td&gt;&lt;td&gt;6d6&lt;/td&gt;&lt;td&gt;3/6/12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 6&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Laser, 100-ton Bay&lt;/td&gt;&lt;td&gt;8d6&lt;/td&gt;&lt;td&gt;3/6/12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 6&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Particle Accelerator, 1-2&lt;/td&gt;&lt;td&gt;2d8&lt;/td&gt;&lt;td&gt;3/6/12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 7&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Particle Accelerator, 3-5&lt;/td&gt;&lt;td&gt;3d8&lt;/td&gt;&lt;td&gt;3/6/12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 7&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Particle Accelerator, 6-11&lt;/td&gt;&lt;td&gt;4d8&lt;/td&gt;&lt;td&gt;3/6/12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 7&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Particle Accelerator, 12+&lt;/td&gt;&lt;td&gt;5d8&lt;/td&gt;&lt;td&gt;3/6/12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 7&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Particle Accelerator, 50-ton Bay&lt;/td&gt;&lt;td&gt;6d8&lt;/td&gt;&lt;td&gt;3/6/12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 7&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Particle Accelerator, 100-ton Bay&lt;/td&gt;&lt;td&gt;8d8&lt;/td&gt;&lt;td&gt;3/6/12&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 7&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Missile Rack, 1-2&lt;/td&gt;&lt;td&gt;2d10&lt;/td&gt;&lt;td&gt;6/12/24&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 8; Shots 12; Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Missile Rack, 3-5&lt;/td&gt;&lt;td&gt;3d10&lt;/td&gt;&lt;td&gt;6/12/24&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 8; Shots 12; Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Missile Rack, 6-11&lt;/td&gt;&lt;td&gt;4d10&lt;/td&gt;&lt;td&gt;6/12/24&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 8; Shots 12; Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Missile Rack, 12+&lt;/td&gt;&lt;td&gt;5d10&lt;/td&gt;&lt;td&gt;6/12/24&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 8; Shots 12; Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Missile Rack, 50-ton Bay&lt;/td&gt;&lt;td&gt;6d10&lt;/td&gt;&lt;td&gt;6/12/24&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 8; Shots 12; Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Missile Rack, 100-ton Bay&lt;/td&gt;&lt;td&gt;8d10&lt;/td&gt;&lt;td&gt;6/12/24&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;AP 8; Shots 12; Reload 1&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;Using these tables, I came up with the following conversions, which I offer for those who might be interested in using them for their own &lt;b&gt;Traveller&lt;/b&gt; conversions:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Close Escort (Type CE)&lt;/b&gt;: Size 400 tons (Medium); Maneuver 4; Jump 4; Computer Model/6; Cargo 2 tons; Toughness 18(5); Crew 4+8; Handling: +0; Cost: MCr356; Notes: Armored, Atmospheric, Gig; Weapons: 2x triple laser turrets (Dmg 3d6, Rng 3/6/12, ROF 1, AP 6), 2x triple particle beam turrets (Dmg 3d8, Rng 3/6/12, ROF 1, AP 7).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Corsair (Type P)&lt;/b&gt;: Size 400 tons (Medium); Maneuver 3; Jump 2; Computer Model/2; Cargo 160 tons; Toughness 18(5); Crew 5+5; Handling: +0; Cost: MCr180; Notes: Low berths (20); Weapons: 4x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Express Boat (Type X)&lt;/b&gt;: Size 100 tons (Medium); Maneuver --; Jump 4; Computer Model/4; Cargo 1 ton; Toughness 14(3); Crew 1+1; Handling: +0; Cost: MCr70; Notes: None; Weapons: None.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Express Boat Tender (Type XT)&lt;/b&gt;: Size 1000 tons (Large); Maneuver 1; Jump 1; Computer Model/3; Cargo 60 tons; Toughness 22(7); Crew 6+7; Handling: +0; Cost: MCr275; Notes: Low berths(20), Ship bay (600 tons); Weapons: None.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Free Trader (Type A2)&lt;/b&gt;: Size 200 tons (Medium); Maneuver 1; Jump 2; Computer Model/1bis; Cargo 61 tons; Toughness 16(4); Crew 6+7; Handling: +0; Cost: MCr66; Notes: Air/raft, Atmospheric, Low berths(4); Weapons: None.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Fighter&lt;/b&gt;: Size 10 tons (Small); Maneuver 6; Jump --; Computer Model/1; Cargo 1 ton; Toughness 12(2); Crew 1; Handling: +1; Cost: MCr18; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6) or 1x triple missile turret (Dmg 3d10, Rng 6/12/24, ROF 1, AP 8).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Free Trader (Type A)&lt;/b&gt;: Size 200 tons (Medium); Maneuver 1; Jump 1; Computer Model/1; Cargo 82 tons; Toughness 16(4); Crew 4+8; Handling: +0; Cost: MCr37; Notes: Atmospheric, Low berths(20); Weapons: None.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Gig&lt;/b&gt;: Size 20 tons (Small); Maneuver 6; Jump --; Computer Model/1; Cargo 2 tons; Toughness 12(2); Crew 2+4; Handling: +1; Cost: MCr28; Notes: Low berths (3); Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Jump Shuttle (Type JS)&lt;/b&gt;: Size 200 tons (Medium); Maneuver 3 (or 1 with SDB); Jump 2 (x3, Jump 1 with SDB and x2); Computer Model/1bis; Cargo 2 tons; Toughness 16(4); Crew 3; Handling: +0; Cost: MCr94; Notes: None; Weapons: None.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Lab Ship (Type L)&lt;/b&gt;: Size 400 tons (Medium); Maneuver 1; Jump 2; Computer Model/2; Cargo 24 tons; Toughness 18(5); Crew 5+15; Handling: +0; Cost: MCr161; Notes: Labs (100 tons), Pinnace; Weapons: None.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Launch (or Lifeboat)&lt;/b&gt;: Size 20 tons (Small); Maneuver 1; Jump --; Computer Model/1; Cargo 13 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr18; Notes: None; Weapons: 1x single missile turret (Dmg 2d10, Rng 6/12/24, ROF 1, AP 8).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Mercenary Cruiser (Type C)&lt;/b&gt;: Size 800 tons (Large); Maneuver 3; Jump 3; Computer Model/5; Cargo 80 tons; Toughness 22(7); Crew 9+20; Handling: +0; Cost: MCr237; Notes: Air/raft, Modular cutter (x2, with ATV Modules); Weapons: None.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Modular Cutter&lt;/b&gt;: Size 50 tons (Small); Maneuver 4; Jump --; Computer Model/1; Cargo 2.5 tons; Toughness 12(2); Crew 2+1; Handling: +1; Cost: MCr28; Notes: 30-ton Module bay; Weapons: 2x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).&lt;br /&gt;Modules:&lt;br /&gt;ATV module: includes either a wheeled or a tracked ATV, masses 30 tons. MCrl.8.&lt;br /&gt;Fuel module: 30 tons of fuel tankage. MCrl.&lt;br /&gt;Open module: Customizable frame with 30 tons of excess space which can be allocated to passenger couches, fuel, cargo, cabins or staterooms. MCr2. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Patrol Cruiser (Type T)&lt;/b&gt;: Size 400 tons (Medium); Maneuver 4; Jump 3; Computer Model/3; Cargo 50 tons; Toughness 18(5); Crew 6+12; Handling: +0; Cost: MCr221; Notes: Atmospheric, G-Carrier, Low berths (4), Ship's Boat; Weapons: 2x triple laser turrets (Dmg 3d6, Rng 3/6/12, ROF 1, AP 6), 2x triple missile turrets (Dmg 3d10, Rng 6/12/24, ROF 1, AP 8).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Pinnace&lt;/b&gt;: Size 40 tons (Small); Maneuver 5; Jump --; Computer Model/1; Cargo 22 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr20; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Safari Ship (Type K)&lt;/b&gt;: Size 200 tons (Medium); Maneuver 1; Jump 2; Computer Model/1bis; Cargo 2 tons; Toughness 16(4); Crew 6+8; Handling: +0; Cost: MCr69; Notes: Air/raft, Atmospheric, Caging Area (10 tons), Marine Caging Area (13 tons), Life Boat, Trophy Room (10 tons); Weapons: None.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Scout/Courier (Type S)&lt;/b&gt;: Size 100 tons (Medium); Maneuver 2; Jump 2; Computer Model/1bis; Cargo 3 tons; Toughness 14(3); Crew 1+3; Handling: +0; Cost: MCr29; Notes: Air/raft, Atmospheric; Weapons: None.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Seeker (Type J)&lt;/b&gt;: Size 100 tons (Medium); Maneuver 2; Jump 2 (although only enough fuel normally for Jump 1); Computer Model/1bis; Cargo 3 tons; Toughness 14(3); Crew 1+3; Handling: +0; Cost: MCr24; Notes: Air/raft, Atmospheric, Half-sized staterooms, Ore Bays (x2, 20 tons each), Prospecting Buggy; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Ship's Boat&lt;/b&gt;: Size 30 tons (Small); Maneuver 6; Jump --; Computer Model/1; Cargo 14 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr16; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Shuttle&lt;/b&gt;: Size 95 tons (Small); Maneuver 3; Jump --; Computer Model/1; Cargo 71 ton; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr33; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Slow Boat&lt;/b&gt;: Size 30 tons (Small); Maneuver 3; Jump --; Computer Model/1; Cargo 20 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr15; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Slow Pinnace&lt;/b&gt;: Size 40 tons (Small); Maneuver 2; Jump --; Computer Model/1; Cargo 32 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr18; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Subsidized Liner (Type M)&lt;/b&gt;: Size 600 tons (Large); Maneuver 1; Jump 3; Computer Model/3; Cargo 129 tons; Toughness 20(6); Crew 9+25; Handling: +0; Cost: MCr237; Notes: Launch, Low berths (20); Weapons: None.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Subsidized Merchant (Type R)&lt;/b&gt;: Size 400 tons (Medium); Maneuver 1; Jump 1; Computer Model/1; Cargo 200 tons; Toughness 18(5); Crew 5+16; Handling: +0; Cost: MCr101; Notes: Atmospheric, Launch, Low berths (9); Weapons: None.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;System Defense Boat (Type SB)&lt;/b&gt;: Size 400 tons (Medium); Maneuver 6; Jump --; Computer Model/5fib; Cargo 5 tons; Toughness 18(5); Crew 10; Handling: +0; Cost: MCr777; Notes: Atmospheric, Heavily Armored; Weapons: 2x triple laser turrets (Dmg 3d6, Rng 3/6/12, ROF 1, AP 6), 2x triple missile turrets (Dmg 3d10, Rng 6/12/24, ROF 1, AP 8).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Yacht (Type Y)&lt;/b&gt;: Size 200 tons (Medium); Maneuver 1; Jump 1(x2); Computer Model/1; Cargo 11 tons; Toughness 16(4); Crew 4+9; Handling: +0; Cost: MCr51; Notes: Air/raft, ATV, Double Sized Noble Suite, Ship's Boat; Weapons: None.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Hope This Helps,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-1525197357431743590?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/1525197357431743590/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=1525197357431743590' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1525197357431743590'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1525197357431743590'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/traveller-to-savage-worlds-starships.html' title='Traveller to Savage Worlds: Starships &amp; Spacecraft Conversion...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2880406900896598968</id><published>2011-06-03T07:00:00.001-05:00</published><updated>2011-06-03T07:00:22.098-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><title type='text'>Sandbox Preparation: And Now The Map...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;To wrap up the initial steps of minimal &lt;b&gt;sandbox preparation&lt;/b&gt;, I have provided the following map of the &lt;b&gt;Egyptian Great Plains&lt;/b&gt; setting. It was designed using Hexographer, which I heartily recommend to anyone who, like myself, has problems creating their own maps. (We all can't be Rob Conley.)&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://sites.google.com/site/flynnsfiles/my-gaming-files/Egyptian.png?attredirects=0&amp;d=1" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="798" width="537" src="https://sites.google.com/site/flynnsfiles/my-gaming-files/Egyptian.png?attredirects=0&amp;d=1" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I've taken the liberty of marking the rest of this map with the other locations I'd mentioned in a previous post. It makes for an interesting locale, if a little unbalanced in terms of locations of our points of interest. Still, I like what I see, and am pleased. What are your thoughts?&lt;br /&gt;&lt;br /&gt;Now, the only thing left to do before this can roll into play is to develop the first level of the dungeon known as the &lt;b&gt;Caverns of Lakoma&lt;/b&gt;. I'll start that next week, and take some time to explore some dungeon design principles along the way.&lt;br /&gt;&lt;br /&gt;More Later,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2880406900896598968?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2880406900896598968/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2880406900896598968' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2880406900896598968'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2880406900896598968'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/sandbox-preparation-and-now-map.html' title='Sandbox Preparation: And Now The Map...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2255566162119842334</id><published>2011-06-01T07:00:00.004-05:00</published><updated>2011-06-01T07:44:24.625-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><title type='text'>Sandbox Preparation: Adventure Material, All In A Day's Ride...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;This post should wrap up the initial work on &lt;b&gt;Adventure Material&lt;/b&gt; for my example on &lt;b&gt;Minimal Sandbox Preparation&lt;/b&gt; using the &lt;b&gt;Egyptian Great Plains&lt;/b&gt; setting. In essence, what I'm doing here is applying the templates I've discussed previously to the individual entries within two hexes (one day's travel) around the &lt;b&gt;Home Base&lt;/b&gt;, Ashaba.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Important Locations within a Day's Travel of Ashaba&lt;/b&gt;&lt;br /&gt;&lt;b&gt;0304 Carrion Fields&lt;/b&gt;: Scavengers feast on bloated, charred bovalo bodies lying in numerous circular burned patches the size of fireballs. Each beast's horn has been cut from its facial frill.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;0406 Caverns of Lakoma&lt;/b&gt;: A system of caverns four levels deep, these had been expanded into an underground village by the Lakoma tribe until they fell to a great magical curse and the caverns were abandoned. &lt;i&gt;For more information, see the Caverns of Lakoma notes&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;0503 Wendigo Lair&lt;/b&gt;: Collapsed adobe building smells of death and decay. 4 wendigos. Aggressively attack. Four adventurers' packs, potion of healing, 5 medium gems, 30 silver.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;0505 Ashaba (Small City, Pop. 8000)&lt;/b&gt;: Dictatorship; Reaction To Outsiders: Indifferent; Resources: Slaves; Important NPCs: Nekhba, Nomarch of Ashaba (beautiful human female aristocrat), Renotep, High Priest of Meritesh (elderly human male priest of Meritus), Gahemun, Master Slaver (obese human male rogue). Lying along the Guidid Iteru (Badari for “new big river”), the small city of Ashaba is an oasis of civilization on the frontier of the Badari settlements in the New World.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;0605 Wolfrider War Party&lt;/b&gt;: Wooded copse, abandoned campsite invite use. 10 warriors, led by Running Bovalo (scarred human male warrior). Ambush travellers, particularly merchants. Seventy pounds of trade goods worth 750 silver, and 150 silver in coin.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;0606 Animal Pit Traps&lt;/b&gt;: Three large spiked pit traps, twenty feet deep, placed along game trails. If undiscovered, could cause falling damage, plus possible spear damage.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;0705 Temple of the Sun (Temple, Pop. 40)&lt;/b&gt;: Theocracy; Reaction To Outsiders: Friendly; Resources: Divine spellcasting; Important NPCs: Shaket, High Priestess of Vanuroth (fanatical human female priest of Vanuros), Mukantimana, Oracle of the Sun (sphinx). The oracle Mukantimana dwells in this remote shrine to the Sun Lord, offering prophetic insight to those who answer her riddles.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;The only other obvious piece of work that needs to be done here would be to create the first level of caverns of Lakoma, the dungeon located at 0505. The other levels can wait until the players decide to investigate and explore that area, or can be developed as you have time after the game has begun. However, for simply preparing the setting to begin sandbox play, we should be almost ready to go.&lt;br /&gt;&lt;br /&gt;Our next step, of course, is the &lt;b&gt;Regional Map&lt;/b&gt;. By this point in time, it may practically draw itself!&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2255566162119842334?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2255566162119842334/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2255566162119842334' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2255566162119842334'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2255566162119842334'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/06/sandbox-preparation-adventure-material.html' title='Sandbox Preparation: Adventure Material, All In A Day&apos;s Ride...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2323568916163961742</id><published>2011-05-30T07:00:00.001-05:00</published><updated>2011-05-30T07:00:14.351-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><title type='text'>Sandbox Preparation: Adventure Material, Basic Details...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;Continuing on with &lt;b&gt;Adventure Material&lt;/b&gt; development, I have to take a look at the amount of material I will need to begin the campaign. In order to keep this a small project (this is, after all, about &lt;b&gt;Minimal Sandbox Preparation&lt;/b&gt;), I elected to pursue a smaller area for development. Being a fan of &lt;b&gt;Traveller&lt;/b&gt;, my first reaction was to go with a subsector map, a hex map that measures 8 columns across by 10 rows down. By putting Ashaba in the middle of the map, that basically gives me an area to play that covers about two-three days travel from the center (depending on direction). That should give me plenty of room for the initial explorations of the characters, and if this method turns out to be faster for me, I can easily develop adjacent subsector-sized regions as they are needed.&lt;br /&gt;&lt;br /&gt;Despite the fact that we really only need to develop a few areas around the players' home base city of Ashaba, I used NBOS Software's free &lt;a href="www.nbos.com/products/ipad/ipad.htm"&gt;Inspiration Pad Pro&lt;/a&gt; to develop the contents for the hexes for the entire region. I did this to demonstrate the range and frequency of results that I got from the process, mostly as a way of field-testing the random chart I'd created. Here's my result set, replacing an Empty result in hex 0505 with Ashaba:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Hex&lt;/th&gt;&lt;th&gt;Contents&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0101&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0102&lt;/td&gt;&lt;td&gt;Lair: Common Animal&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0103&lt;/td&gt;&lt;td&gt;Lair: Humanoid&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0104&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0105&lt;/td&gt;&lt;td&gt;Color&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0106&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0107&lt;/td&gt;&lt;td&gt;Site: Dungeon (1 level)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0108&lt;/td&gt;&lt;td&gt;Settlement: Homestead or Plantation&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0109&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0110&lt;/td&gt;&lt;td&gt;Lair: Common Animal&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0201&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0202&lt;/td&gt;&lt;td&gt;Lair: Supernatural Creature&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0203&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0204&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0205&lt;/td&gt;&lt;td&gt;Settlement: Homestead or Plantation&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0206&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0207&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0208&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0209&lt;/td&gt;&lt;td&gt;Terrain Effect: Arcane&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0210&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0301&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0302&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0303&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0304&lt;/td&gt;&lt;td&gt;Color&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0305&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0306&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0307&lt;/td&gt;&lt;td&gt;Lair: Humanoid&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0308&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0309&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0310&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0401&lt;/td&gt;&lt;td&gt;Settlement: Homestead or Plantation&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0402&lt;/td&gt;&lt;td&gt;Lair: Supernatural Creature&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0403&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0404&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0405&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0406&lt;/td&gt;&lt;td&gt;Site: Dungeon (4 levels)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0407&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0408&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0409&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0410&lt;/td&gt;&lt;td&gt;Terrain Effect: Divine&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0501&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0502&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0503&lt;/td&gt;&lt;td&gt;Lair: Supernatural Creature&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0504&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0505&lt;/td&gt;&lt;td&gt;Ashaba (Home Base)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0506&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0507&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0508&lt;/td&gt;&lt;td&gt;Lair: Common Animal&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0509&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0510&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0601&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0602&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0603&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0604&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0605&lt;/td&gt;&lt;td&gt;Lair: Humanoid&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0606&lt;/td&gt;&lt;td&gt;Terrain Effect: Man-made&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0607&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0608&lt;/td&gt;&lt;td&gt;Color&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0609&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0610&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0701&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0702&lt;/td&gt;&lt;td&gt;Lair: Supernatural Creature&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0703&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0704&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0705&lt;/td&gt;&lt;td&gt;Settlement: Monastery or Shrine or Temple&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0706&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0707&lt;/td&gt;&lt;td&gt;Site: Tower (3 levels)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0708&lt;/td&gt;&lt;td&gt;Color&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0709&lt;/td&gt;&lt;td&gt;Lair: Humanoid&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0710&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0801&lt;/td&gt;&lt;td&gt;Lair: Supernatural Creature&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0802&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0803&lt;/td&gt;&lt;td&gt;Lair: Common Animal&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0804&lt;/td&gt;&lt;td&gt;Site: Dungeon (5 levels)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0805&lt;/td&gt;&lt;td&gt;Color&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0806&lt;/td&gt;&lt;td&gt;Color&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0807&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0808&lt;/td&gt;&lt;td&gt;Terrain Effect: Natural and Arcane&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0809&lt;/td&gt;&lt;td&gt;Site: Dungeon (1 level)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;0810&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;This gives me a short list of 33 entries that will need to be developed over the course of the campaign, assuming characters hit all of them.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Important Regional Locations&lt;/b&gt;&lt;br /&gt;0102 Lair: Common Animal&lt;br /&gt;0103 Lair: Humanoid&lt;br /&gt;0105 Color&lt;br /&gt;0107 Site: Dungeon (1 level)&lt;br /&gt;0108 Settlement: Homestead or Plantation&lt;br /&gt;0110 Lair: Common Animal&lt;br /&gt;0202 Lair: Supernatural Creature&lt;br /&gt;0205 Settlement: Homestead or Plantation&lt;br /&gt;0209 Terrain Effect: Arcane&lt;br /&gt;0304 Color&lt;br /&gt;0307 Lair: Humanoid&lt;br /&gt;0401 Settlement: Homestead or Plantation&lt;br /&gt;0402 Lair: Supernatural Creature&lt;br /&gt;0406 Site: Dungeon (4 levels)&lt;br /&gt;0410 Terrain Effect: Divine&lt;br /&gt;0503 Lair: Supernatural Creature&lt;br /&gt;0505 Ashaba (Home Base)&lt;br /&gt;0508 Lair: Common Animal&lt;br /&gt;0605 Lair: Humanoid&lt;br /&gt;0606 Terrain Effect: Man-made&lt;br /&gt;0608 Color&lt;br /&gt;0702 Lair: Supernatural Creature&lt;br /&gt;0705 Settlement: Monastery or Shrine or Temple&lt;br /&gt;0707 Site: Tower (3 levels)&lt;br /&gt;0708 Color&lt;br /&gt;0709 Lair: Humanoid&lt;br /&gt;0801 Lair: Supernatural Creature&lt;br /&gt;0803 Lair: Common Animal&lt;br /&gt;0804 Site: Dungeon (5 levels)&lt;br /&gt;0805 Color&lt;br /&gt;0806 Color&lt;br /&gt;0808 Terrain Effect: Natural and Arcane&lt;br /&gt;0809 Site: Dungeon (1 level)&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;However, the locations that require &lt;b&gt;Adventure Material&lt;/b&gt; before we can begin playing are those within a day's travel of Ashaba. That cuts the list down significantly:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Important Starting Locations&lt;/b&gt;&lt;br /&gt;0304 Color&lt;br /&gt;0406 Site: Dungeon (4 levels)&lt;br /&gt;0503 Lair: Supernatural Creature&lt;br /&gt;0505 Ashaba (Home Base)&lt;br /&gt;0605 Lair: Humanoid&lt;br /&gt;0606 Terrain Effect: Man-made&lt;br /&gt;0705 Settlement: Monastery or Shrine or Temple&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Not bad. It's not quite the distribution that we designed for, but such is the nature of random generation. The nice part is that we were fortunate to a sample of every category type in this selection. (Okay, truth be told, I swapped two of them out from just outside the two hex range around 0505 with hexes within the range, so that I could include an example of each hex category in the final results, but it was only a matter of shifting the content up or down one hex.) At a minimum, these are the hex locations that we'll need to develop. I will tackle these in my next post.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2323568916163961742?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2323568916163961742/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2323568916163961742' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2323568916163961742'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2323568916163961742'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/sandbox-preparation-adventure-material.html' title='Sandbox Preparation: Adventure Material, Basic Details...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-3209091692662560981</id><published>2011-05-27T07:00:00.004-05:00</published><updated>2011-05-27T07:00:05.714-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='template'/><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><title type='text'>Sandbox Preparation: Hex Content Category Templates...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;In regards to writing up the content of my sandbox, I find that having a sample template for each element really helps. However, in examining my &lt;b&gt;Sandbox Preparation&lt;/b&gt; techniques, I find that I really don't have any minimalist templates that I can follow. With that in mind, as I begin to fill in my hexes, I wanted to stop a moment to consider developing a system of minimalist notation that will help me, and keep my notes small and concise. Thus, I have looked over each category of hex content, as discussed in my previous post, and suggested a base format that I would like to follow.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Color&lt;/b&gt;&lt;br /&gt;As an example of a Color description that I think works well, here's something from pg 298 of the &lt;a href="www.necromancergames.com/pdf/lenap/lenap.pdf"&gt;Lenap Chapter&lt;/a&gt; used as a preview for Necromancer Games' &lt;b&gt;Wilderlands of High Fantasy&lt;/b&gt; campaign setting (pg 5 of the PDF):&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;0804 The Lost God: The ruins of an altar to a lost god stands on a hummock. If a prayer is said at the altar, a beam of light will point to the nearest shelter, and no random encounters will occur for the night.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;In further support, two pages later, you can find another example:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;1623 Abandoned Cottage: A small cottage in a grove is infested with insects. A stone calendar stands on a small table of granite within.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;From these two examples, you can see that the concept here is to describe a Color hex in two sentences, preferably taking up no more than two lines in the final document I create for my setting. It should be evocative, but concise. If there's a conflict, concise wins.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Suggested Color Template&lt;/b&gt;:&lt;br /&gt;&lt;b&gt;Hex Nbr&lt;/b&gt; &lt;b&gt;Location Name&lt;/b&gt;: One or two sentences that describe the location.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;b&gt;Lairs&lt;/b&gt;&lt;br /&gt;I feel that there are two ways to handle Lairs in a sandbox write-up. You can use the traditional approach (two-three sentences that set up the encounter, define the participants and provide the treasure), or you can borrow from the &lt;b&gt;One Page Dungeon&lt;/b&gt; format. With the One Page Dungeon, you are deliberately trying to describe an encounter (i.e. a room) in a brief sentence or series of sentence fragments that covers all the details in one simply line of text on the page, two at the most. Back in the day, as we old gaming fogies occasionally say, a paper publication called &lt;b&gt;Dungeon Magazine&lt;/b&gt; used to define the following elements as necessary for describing an encounter:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;The adventure itself consists of a series of planned encounters keyed to a map, timeline, or flowchart. Each encounter can include any or all of the following sections: Read-aloud Text, General Description, Creature(s), Tactics, Trap(s), Treasure, Development, and Ad-Hoc XP Adjustment. Do not include sections that are unnecessary for a given encounter. For instance, an area devoid of traps does not require a Trap section.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Looking at those elements, I think the list itself presents an immediate suggestion for a template to use in describing lairs. I've modified the list above somewhat, in keeping with the philosophy that we are trying to record the minimal information needed to run a campaign from these notes. Each element below is a sentence fragment (preferably less than ten words each), rather than a complete sentence, to help cut down on space and improve information density. For monster stats, I prefer to define those in a roster somewhere, and not in this particular write-up. That way, I can use the same campaign in multiple gaming systems with maximum re-usability. Here is my initial thoughts on the Lair template format:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Suggested Lair Template&lt;/b&gt;:&lt;br /&gt;&lt;b&gt;Hex Nbr&lt;/b&gt; &lt;b&gt;Location/Lair Name&lt;/b&gt;: Description fragment. Creature(s). Tactics. Trap(s). Treasure.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;You may find it worthwhile to develop a small table of options for tactics, so you can minimize that section to a few words. As an example, I offer the following:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Table: Encounter Tactics&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Category&lt;/th&gt;&lt;th&gt;Actions&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Aggressive&lt;/td&gt;&lt;td&gt;Incredibly irritable; will often attack other creatures on sight&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Hostile&lt;/td&gt;&lt;td&gt;Treats others belligerently and attacks if it can reasonably succeed&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Cautious&lt;/td&gt;&lt;td&gt;Avoids contact with other creatures whenever possible&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Neutral&lt;/td&gt;&lt;td&gt;Only attacks other creatures in defense of themselves or their own kind&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Friendly&lt;/td&gt;&lt;td&gt;Very friendly, curious; Will seek to interact with others, if not threatened&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Settlements&lt;/b&gt;&lt;br /&gt;There are almost as many ways to describe a settlement as there are gaming systems (and sometimes even those can see multiple formats for descriptions and/or stat blocks.) Toward that end, I simply perused a number of settlement descriptions for various systems with a little Google Fu, and noted the details that seemed important in each of them: Name, settlement size, population, available assets, spellcaster capacity, ruler/authority figure, government form, defenses, resources, tech level, alignment, law level, important NPCs, important locations, important organizations and so forth. Looking over that impressive array of items, I began to pick and choose only those elements that would add to my ability to portray the setting consistently. If I didn't feel it applied to the way I run my games, I dropped it from my list. Finally, I arranged the remaining elements into a simple series of sentence fragments, much like the Lair format above. My goal here is to bring it all down to as few lines as possible in my notes and still be effective. Here's my first suggestion for a Settlement template format:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Suggested Settlement Template&lt;/b&gt;:&lt;br /&gt;&lt;b&gt;Hex Nbr&lt;/b&gt; &lt;b&gt;Settlement Name (Size, Pop. XXX)&lt;/b&gt;: Government; Reaction to Outsiders: XXX (use reaction descriptors such as Hostile, Unfriendly, Indifferent, Friendly, Helpful); Resources: XXX (only the highest resource should be listed); Important NPCs: name (descriptor gender race profession), name (descriptor gender race profession), name (descriptor gender race profession) (Only list the top three or four). A single sentence description may follow, to increase the flavor and capture any important notes or elements that should be included here.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;While the population is mostly flavor for me, I like having that number to banter around. Most of the remaining information I'd need can be determined from Settlement size and NPCs, at least in regards to assets, spellcasting capacity, etc.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Sites&lt;/b&gt;&lt;br /&gt;Sites are often described in their own document, such as a One Page Dungeon or a stack of them. With that in mind, all we need here is a basic one sentence (or even sentence fragment) description of the site, and perhaps a sentence reminding us of where to look for detailed information. This wouldn't make it very different from the Color format, I'm sure.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Suggested Site Template&lt;/b&gt;:&lt;br /&gt;&lt;b&gt;Hex Nbr&lt;/b&gt; &lt;b&gt;Site Name&lt;/b&gt;: One sentence describing the site, including number of floors and most outstanding characteristic about it. &lt;i&gt;For more information, see&lt;/i&gt; &lt;b&gt;[Name/Location of Site details document(s)]&lt;/b&gt;.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;b&gt;Terrain Effects&lt;/b&gt;&lt;br /&gt;To me, terrain effects are a lot like hazards and traps, and should contain the same type of information, even if the format is different. In essence, we should make sure that we've described the basic nature of the terrain effect, the impact on the character and what can mitigate or negate the terrain effect.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Suggested Terrain Effect Template&lt;/b&gt;:&lt;br /&gt;&lt;b&gt;Hex Nbr&lt;/b&gt; &lt;b&gt;Location/Terrain Effect Name&lt;/b&gt;: One sentence describes the terrain effect. One sentence identifies character impact and possible mitigation or negation of the effect.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;b&gt;The Last Word... Today&lt;/b&gt;&lt;br /&gt;My final words on today's topic is that, like all other systems used for information tracking, these suggested formats may shift and change as I use them more frequently. If I find myself not using certain pieces of information, I can drop that from my format. If I discover that I need information that I haven't recorded, I'll modify my templates to include it going forward. Of course, comments are always welcome, and shared insight might help me make changes while I'm still in the exploration phase. My goals for this project are simple, and anything that helps me improve the usability of these notes is welcome.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-3209091692662560981?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/3209091692662560981/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=3209091692662560981' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3209091692662560981'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3209091692662560981'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/sandbox-preparation-hex-content.html' title='Sandbox Preparation: Hex Content Category Templates...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-6559096077648462500</id><published>2011-05-25T07:00:00.001-05:00</published><updated>2011-05-25T07:00:00.548-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='prep work'/><category scheme='http://www.blogger.com/atom/ns#' term='campaign development'/><title type='text'>Sandbox Preparation: The Content of Hexes...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;In order to develop &lt;b&gt;Adventure Material&lt;/b&gt; for a sandbox setting, most people assume that we need to detail the contents of note for a variety of hexes on the map. Others, however, propose that all you have to do is prepare a small "slush pile" of lairs and dungeons, and then assign them locations as the player-characters travel about the map. As it is my personal opinion that a true sandbox assigns such details to locations before the setting even encounters player-characters, I fall in the first crowd. However, I do feel that the "slush pile" approach has its place in a sandbox setting, and I will discuss that point at the end of this post.&lt;br /&gt;&lt;br /&gt;The elements that commonly appear in a sandbox setting fall into a few distinct categories. There are exceptions, I'm sure, but for the sake of minimal sandbox preparation, we think we can easily restrict our efforts to the following:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Sites&lt;/b&gt;: Sites are the bread-and-butter of most sandbox settings. These are the large locales calling for adventure: the dungeons, the towers and the ruins that potential provide many nights of gaming fun, and also require the most preparation.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Lairs&lt;/b&gt;: Lairs are best described as expanded encounters. Generally intended to last for one evening or less, lairs rarely contain more than three individual encounter locations, and often only describe elements that lend themselves to a single combat. The bulk of the entries found in most sandbox settings tend to be lairs, and often only require a few sentences to detail (assuming you have the monster stats elsewhere, or you play an RPG system where the stats are fairly minimal.) Only the most detailed of these examples require significant development beyond a minor paragraph.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Settlements&lt;/b&gt;: Settlements represent civilization and a degree of protection from wilderness-inspired adventuring, while opening urban and political gaming opportunities, if you are so inclined. For most sandbox settings, these notable townships, villages, shires and camps simply represent places to refill your expendable equipment, and possibly a lair-like encounter in addition. The level of detail you would want to put into your settlements depends on the importance of these elements to your overall campaign concept and the feel you want your game to have. However, I wouldn't think you'd need to do more for a minimum preparation than you've already done with your "Home Base."&lt;/li&gt;&lt;li&gt;&lt;b&gt;Terrain Effects&lt;/b&gt;: Terrain effects cover those strange and unusual elements that don't rate as an encounter per se, but cause some impact on the characters as they pass through the hex. These could include dangerous flora, radiation, null magic zones (or wild magic zones), rifts to other dimensions or planes of existence, holy or unholy Sites, perpetual winter storms or monsoon weather, and so on. These are simply gateways to further adventure, if the PCs decide to investigate these effects, their source and potentially even their correction. For the most part, a simple paragraph should add enough definition of the situation to meet our needs of minimal preparation.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Color&lt;/b&gt;: These hex results simply exist to provide color for the campaign setting. Like terrain effects, color elements can serve as gateways to further adventure, but color elements rarely impact the characters in any way, save to promote the flavor of the setting. A simple place name, or at most, a sentence or two should cover any prep work you'd need to address the contents of such a hex.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;In regards to the five categories listed above, Sites obviously require a lot of work to fully prepare, while Settlements, Lairs and Terrain Effects require very little in the way of stats to be ready for play. Hexes of the Color category require a sentence or two, and that's all. Since we're not looking at publishing this, but simply looking at making something we can use in the middle of a game, we definitely want to keep our work to a minimum and easily usable. The easiest way to do this, in terms of getting work done so we can get to gaming, is to define only the first level of any Site, and leave the rest of the work for later, should the PCs decide to come explore that Site. Anything more than that is going to waste your time and delay your ability to start gaming. You can always go back and flesh out the rest of a Site after the game has begun, as you have both time and desire. However, for the purposes of developing a sandbox setting with minimal effort and maximum benefits, you should never feel compelled to prepare more than the first level of a Site before the campaign has begun.&lt;br /&gt;&lt;br /&gt;With the above in mind, how do we decide what goes into each hex of your sandbox, if anything? Ideally, if you have a concept that you want to fully develop, you'd hand-place all of the elements you want to see, relying on your vision of the campaign to help you in these regards. Most of us aren't that in tune with our settings in the beginning, so we often fall back on one of my favorite Old School tactics: the random chart.&lt;br /&gt;&lt;br /&gt;In order to create a random table for filling in the contents of the hexes of your sandbox setting, you need to give some thought as to the frequency and category of the various encounters and scenes you want to see as part of your exploration. What follows is an exploration of my thought process on developing a random chart or table to determine hex content.&lt;br /&gt;&lt;br /&gt;First, we need a standard to determine frequency. Looking at ChicagoWiz's criteria for the minimal development of his sandbox settings, he developed the first level of a dungeon and three lairs. That's a total of four encounters withing a day's travel of the PCs' home. If each hex is half a day's travel (which is the scale I now like to use, after exploring other options), then there are four planned encounters within two hexes of home (which constitutes a fifth hex with content, for purposes of this discussion.) If I count the number of hexes within that range, we're looking at a total of 19 hexes (the hex that Home is sitting in, plus six for the first ring, plus twelve for the second ring of hexes.) Five hexes with content, divided by 19 hexes total, gives us a rough percentage of 26.3%. This is very close to 1 in 4, 2 in 8, 3 in 12 and 5 in 20, which opens us up to random tables based on any of these basic dice. Since we have one Site (the dungeon) in 19 hexes, we get a rough percentage of appearance equal to 5.26%. That seems to settle the matter for me, indicating that we should use a d20 for this particular random table, as there's a 1 in 20 chance of a Site appearing per hex. (Alternately, we could use the d66 table format from &lt;b&gt;Traveller&lt;/b&gt;, which I've utilized before in this blog, but let's use the d20 this time around.)&lt;br /&gt;&lt;br /&gt;Players are fickle beasts, as you may well know. Whenever a Referee describes an area, they immediate begin to think that an encounter is about to occur. After all, if an area is important enough to describe, then there must be something there to fight. Given that tendency among players, and the desire to reduce their frustration as a Referee (the game is supposed to be fun for everyone, after all), I don't want to have a random table that has a higher percentage of Settlements, Terrain Effects and Color combined than we have Lairs and Sites combined. We've already determined that Sites occur 1 in 20 times, and Lairs are three times more prolific, based on our use of ChicagoWiz's values, which gives us a 3 in 20 chance for Lairs. Our final piece of information from our initial frequency analysis relates to the fact that our Home base, being a Settlement, takes up one hex out of the 19, so Settlements have a 1 in 20 chance (the same as a Site). Since Lairs plus Dungeons equals 4 out of 20, then Settlements plus Terrain Effects plus Color should also equal 4 out of 20, and by the process of elimination, empty hexes occur 12 out of 20 times. 4 in 20, minus the 1 in 20 for Settlements, leaves us with 3 in 20, to be divided between Terrain Effects and Color. Let's say that we want to have more Color elements than Terrain Effects, simply because we want to minimize the amount of prep work that needs to be done, and Color elements are easier to create (and usually require less typing) than Terrain Effects. With that in mind, we now know that Color hexes have a 2 in 20 chance of showing up, while Terrain Effects have a 1 in 20 chance of showing up.&lt;br /&gt;&lt;br /&gt;After all that long-winded discussion, we now have the basis for a random chart for filling our hexes. The results of this table are below:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Table: Hex Contents&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;d20&lt;/th&gt;&lt;th&gt;Contents&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1-12&lt;/td&gt;&lt;td&gt;Empty&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;13-14&lt;/td&gt;&lt;td&gt;Color&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;15&lt;/td&gt;&lt;td&gt;Terrain Effect&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;16&lt;/td&gt;&lt;td&gt;Settlement&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;17-19&lt;/td&gt;&lt;td&gt;Lair&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;20&lt;/td&gt;&lt;td&gt;Site&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;You could easily develop additional tables to provide further detail for each category (aside from Empty, of course, and perhaps Color). I wouldn't do that unless you are concerned about possible writer's block or temporary paralysis of the imagination. Well, now that I mention it, seeing as how I am occasionally so inflicted (and because I like random tables), I think I'll offer the following simple set of subtables as a potential source of inspiration when needed.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Subtable: Terrain Effect Type&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;d6&lt;/th&gt;&lt;th&gt;Type&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;Man-made&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;Natural&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;Arcane&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;Divine&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;Extraplanar/Alien&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;Roll twice and combine results (ignoring additional 6 results&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Subtable: Settlement Type&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;d6&lt;/th&gt;&lt;th&gt;Type&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;Homestead or Plantation&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;Permanent Camp or Shire&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;Village&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;Town or Small City&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;Monastery or Shrine or Temple&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;Wizard's Tower&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Subtable: Lair Type&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;d6&lt;/th&gt;&lt;th&gt;Type&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;Common Animal&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;Common Animal&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;Humanoid&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;Humanoid&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;Supernatural Creature&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;Supernatural Creature&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Subtable: Site Type&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;d6&lt;/th&gt;&lt;th&gt;Type&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1&lt;/td&gt;&lt;td&gt;Dungeon (5 Room Dungeon)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;Dungeon (1 level)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;Dungeon (2d4 levels)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;Tower (2d4 levels)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;Ruins (1d6 buildings)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;Ruins (2d6 buildings)&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;Now that I have some tables to roll on, I feel ready to prepare some adventure material for my minimal sandbox campaign setting. In my next post, I'll continue with some specific examples, and then it's on to the &lt;b&gt;Map&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;As always, if you have any comments or suggestions on the content of this post, please feel free to post them here.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-6559096077648462500?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/6559096077648462500/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=6559096077648462500' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6559096077648462500'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6559096077648462500'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/sandbox-preparation-content-of-hexes.html' title='Sandbox Preparation: The Content of Hexes...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-642025388141062681</id><published>2011-05-23T07:00:00.011-05:00</published><updated>2011-05-23T07:00:05.654-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='bad quotes'/><category scheme='http://www.blogger.com/atom/ns#' term='campaign development'/><title type='text'>Sandbox Preparation: Home (or All Your Base Are Belong To Us)...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;As I resume my series on &lt;b&gt;Sandbox Preparation&lt;/b&gt;, my next point of attention is the player-character's &lt;b&gt;Home&lt;/b&gt;, their base of operations at the beginning of the campaign. Using a random generator to create several Egyptian place names to peruse, I finally decided on Ashaba. As for how much detail I would need in order to start gaming in my &lt;b&gt;Egyptian Great Plains&lt;/b&gt; setting, I turn back to my original overview on sandbox prep to see what the extremes are.&lt;br /&gt;&lt;br /&gt;On the overly minimalist side, I simply need to know the name of the township (per Zack S, of course), and maybe some NPCs (per ChicagoWiz). On the other end of the scale (per Rob C), I need a map, 3-5 encounters, 6-12 important locations, a roster of NPCs and/or notable monsters in the area (with stats, if needed), and a list of rumors. Looking at the Settlement template I used for &lt;b&gt;Hammersong's Legacy&lt;/b&gt;, I would need a brief description, notes on the population, government details, defense details, notes on businesses, and important groups in the city. That's a lot of options, so to determine what I need at a minimum to run a good game in Ashaba.&lt;br /&gt;&lt;br /&gt;Taking a moment to evaluate each element listed above in turn, I feel that I absolutely need the following items, and consider the rest to be all gravy, worthy of note but not necessary to actually run a game using the data we're creating:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Name&lt;/b&gt;: Obviously, even settlement needs a name, so you know where you are.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Roster&lt;/b&gt;: I like having a small roster of important people, and maybe a little bit about them. At most, we're talking &lt;a href=http://www.pandius.com/npcbuild.html"&gt;Seven Sentence NPCs&lt;/a&gt;, nothing more. In fact, it might be better to use Gnome Stew's &lt;a href="http://www.gnomestew.com/gming-advice/prep-lite-wireframe-how-to"&gt;Wireframe Prep Lite&lt;/a&gt; approach, if you are comfortable with it. As for me, I can get away with one basic sentence, so long as it gives me enough detail to work with.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Locales&lt;/b&gt;: I'd like to have three or four places of importance identified within the city, simply to give goals, add flavor and provide background.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Character Roles&lt;/b&gt;: How does each major character role within the city? By taking a moment to make some notes about that, you come up with enough background to address your basic gaming needs for a beginning campaign.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;Okay, so let's put this short list to work for us in regards to the campaign's initial base of operations.&lt;br /&gt;&lt;br /&gt;First, we need a name. As I mentioned before, using a random name generator, I came up with Ashaba. Step One is done.&lt;br /&gt;&lt;br /&gt;Second, we need a roster of NPCs. That requires a little thought about Ashaba. Looks like we need a trip to Wikipedia, to research how the society of &lt;a href="http://en.wikipedia.org/wiki/Ancient_Egypt"&gt;Ancient Egyptian&lt;/a&gt; cities were structured. Based on some quick reading, Ashaba is the seat of an isolated and relatively backwater "nome" or administrative region, who is governed by a "nomarch" that answers to the Pharaoh's Vizier. Temples form the backbone of the economy, so we will likely need a High Priest among our roster. Social structure in Ancient Egypt was fairly stratified, which means that most players will likely have characters that are mercenaries that come to Abasha looking for work. From my reading, I can see that I'd like to create a noble family aside from the nomarch and the High Priest mentioned earlier, who is probably into the slave trade. I may need to come up with a few more as I go through Steps Three and Four, but for the moment, I see the following:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;People of Ashaba&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Nekhba, Nomarch of Ashaba&lt;/b&gt;: Appointed by the Vizier of the Badari Pharoah to serve as the provincial governess of the region, Nekhba is a beautiful yet arrogant noblewoman with grandiose political aspirations.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Renotep, High Priest of Meritesh (Meritus)&lt;/b&gt;: A devout follower of the Great Lord, the elderly, pious High Priest Renotep attempts to keep Nekhba's extravagances in check.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Gahemun, Master Slaver&lt;/b&gt;: Once a gladiator in the arena that had won his freedom, Gahemun is now an obese, greedy slave merchant that has bought his way into nobility with gifts and bribes to the Pharoah and Vizier.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;And with five minutes of work, Step Two is through.&lt;br /&gt;&lt;br /&gt;Third, we need to create a short list of 3-4 locales within the city. These are selected simply to create an Egyptian flavor. We already know that there's a palace or palacial estate for the nomarch, at least one temple for our High Priest and perhaps an arena. To bring in more Egyptian flavor, I think I'd like to see a pyramid as a tomb for the first nomarch (who is said to have died from poison, but it is only rumored that it was at Nekhba's hand), and a second one (reserved for Nekhba) is being built by slaves. Of course, there's always the need for market places, and Ashaba should have several, but one is more of a hot bed for adventurers and adventure potential than the rest.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Locales of Ashaba&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Great Temple of Meritesh&lt;/b&gt;: The Great Temple of Meritesh is one of the largest structures in Ashaba, where High Priest Renotep and his fellow clergy minister to the needs of the Ashaban people.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Pyramids of the Dawn&lt;/b&gt;: Although this small pyramid complex only contains one completed tomb (the Pyramid of Amenses), the Nomarch has slaves hard at work building a second pyramid to be reserved for her. The rest of the grounds are laid out in accordance with traditions dictated by the priests of Thanatos.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Guidid Iteru Souk&lt;/b&gt;: Located along the banks of the great Guidid Iteru ("new big river"), this open-air market place offers native Ashabans and mercenaries the opportunity to trade with native Plainsmen and Wolfriders.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;I found Google and Thesaurus.com particularly helpful in coming up with names and flavorful elements. With that, Step Three is behind me.&lt;br /&gt;&lt;br /&gt;For Step Four, I need to consider Character Roles. In some gaming systems, that would equate to character classes. From my perspective, I agree, although I try to stick with general categories instead of specific classes, because I may use this material with a classless system such as &lt;b&gt;Savage Worlds&lt;/b&gt;. For the most part, though, we should consider the role of the following in our newly formed city of Ashaba: Warriors, Rogues, Mages, Priests, Aristocrats and Outlanders.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Character Roles in Ashaba&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Warriors&lt;/b&gt;: Several opportunities for warriors present themselves immediately within the concept of Ashaba as we've created it here. The bulk of adventurers would likely be mercenaries that have come up the Guidid Iteru in search of employment against the local natives. Fighting types could also be holy warriors (temple guards, divine champions and the like) or soldiers (Ashaban militia or personal guards for nobility). Finally, warrior characters could come from either of the two predominant native cultures, the Plainsmen or the Wolfriders.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Rogues&lt;/b&gt;: Every market place has its thieves, and the souks of Ashaba are no different. Slavers imply that there's a need for thugs. The possibility of political in-fighting indicates that assassins would be interesting. Escaped slaves and possibly freedom fighters may also make good rogue concepts, as well as explorers and tomb robbers.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Mages&lt;/b&gt;: Obviously, there's no strong precedence for mages in either Native American or Ancient Egyptian cultures, but we can easily fall back on our Sword &amp; Sorcery roots, such as the Conan stories. Sorcerers, ritualists and necromancers would all have a place in the arcane shadows of an Ancient Egyptian setting, while spiritualists and trickster-types might be good candidates for a more native inspiration.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Priests&lt;/b&gt;: Spirituality and religion have very strong roles in both of our inspirational sources. For me, it is easy to picture priests, oracles and diviners in the great halls of Nekhba's palace, while shamans and healers wander among the tribes of the Great Plains. Secret cultists may also be found, hiding among the stones of the half-built temples or the wilderness beyond the city's reach.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Aristocrats&lt;/b&gt;: Given the role of the aristocracy in Ancient Egyptian culture, there's plenty of opportunity for political adventuring. Thus, noble characters would be welcome, as would sages and scribes, who also hold significant social positions. Retainers and slaves are much lower on the social ladder, but fit within those elements. Among the natives, the tribal chiefs and war leaders make for another avenue that aristocratic characters might pursue.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Outlanders&lt;/b&gt;: Many of the outlander concepts based on Native American tribesmen have already been mentioned. However, there's also room for lone explorers, hunters, crazy hermits, exiled oracles, bandits and others that live on the fringe of civilization or beyond. As the campaign grows, I'd likely add a few of these to the general roster, but other than making that note, I'm not developing any conceptually beyond this consideration.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;Thinking about these character role concepts, I can go through my list of locales and my roster of NPCs, seeing how these match up. Of course, this is usually the point where my imagination starts to run wild and I develop more than the minimum I need. With that in mind, I'll stick with the above, despite the fact that I really want to put a few more items down on each list.&lt;br /&gt;&lt;br /&gt;Within this particular post, I've intentionally explored the concept of a Home Base with a minimal level of development. While much more is possible, I think I could easily run a campaign using the above notes, and really flesh out Ashaba in play. So, what are your thoughts here? Would you need something more in terms of city details to empower you as a GM to run a game set in Ashaba and the surrounding area? Would you leave anything out? What would you do differently?&lt;br /&gt;&lt;br /&gt;Next post, I'll focus on &lt;b&gt;Adventure Material&lt;/b&gt;, saving the &lt;b&gt;Regional Map&lt;/b&gt; for last. I find that it's easier to build a map that lends itself to your goals if you already have material gathered before you create the map and lock everything in place. Once that's done, we should have a sandbox created with minimal preparation that lends itself to play.&lt;br /&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-642025388141062681?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/642025388141062681/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=642025388141062681' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/642025388141062681'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/642025388141062681'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/sandbox-preparation-home-or-all-your.html' title='Sandbox Preparation: Home (or All Your Base Are Belong To Us)...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-5585622318039602862</id><published>2011-05-20T07:00:00.001-05:00</published><updated>2011-05-20T07:00:05.241-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='list'/><category scheme='http://www.blogger.com/atom/ns#' term='general'/><title type='text'>My 350th Post: My Top Five Wishlist of OSR Projects...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;Today is my 350th post on &lt;b&gt;In Like Flynn&lt;/b&gt;, and I just wanted to take a minute to thank you all for reading the blog and contributing through the comments as you are so moved. I'm slowly working on wrapping up a few of my outstanding projects on this blog, and I'm looking forward to both &lt;b&gt;MyD20 Referee's Guide&lt;/b&gt; and &lt;b&gt;Stellar Quest&lt;/b&gt; being completed before the year is out. As I wrap up my outstanding projects, I'm sure I'll be creating a few new ones to help take up my time and lend focus to my creative energies, with a particular emphasis on items that I can use in my current and future campaigns.&lt;br /&gt;&lt;br /&gt;There are a few projects that I'd love to see done, but alas, I lack the skill or focus to accomplish them to the degree I'd like to see them done. Below is my &lt;b&gt;Top Five Wishlist of OSR Projects&lt;/b&gt; I'd like to see. If anyone wants to pick one of these up and run with it, I'd be a big fan of your efforts, I'm sure. If these have already been done, please feel free to point me in the right direction in the comments of this post.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;My Personal Top Five Wishlist of OSR Projects&lt;/b&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&lt;b&gt;City Map Geomorphs&lt;/b&gt;: With the tremendous amount of focus I've seen lately on dungeon geomorphs, I personally would love to see someone work up a set of City-based geomorphs for some great urban adventuring.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Online Gaming Encounter Map Collection&lt;/b&gt;: I still want to do some online gaming, but I lack the maps to do so well. I would love to see someone put together a collection of basic maps for use in a Sandbox campaign. I have a few ideas of elements I'd like to see (basic wilderness maps for each terrain type, some basic building maps, some basic ruins, etc), but I've never found the time to put together a collection. Heck, even a blog post or three with links pointing me to examples I can download myself would be okay in these regards.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Simple Treasure System&lt;/b&gt;: I'd love to see a simple treasure system that meets my personal needs, capturing the basic flavor of D&amp;D without being overwhelmed by too much detail. A one-page or two-page system would be ideal, but somehow, I think that's a little unlikely. The smaller, the better, though, so long as it is complete. I'm trying to write my own, but I find it somewhat overwhelming in the amount of detail. What I've got in the current draft of the &lt;b&gt;MyD20 Lite Referee's Guide&lt;/b&gt; works, but it's not as elegant as I'd like it to be.&lt;/li&gt;&lt;li&gt;&lt;b&gt;One-Pager Collection&lt;/b&gt;: Speaking of one-pagers, I'd love to see a collection of one-page systems for covering a diverse range of topics. I've really enjoyed the efforts I've seen on various blogs and websites, and I think there's room for a lot more. Ideally, I'd love to find enough out there to inspire me to rewrite &lt;b&gt;MyD20 Lite&lt;/b&gt; as a series of one-page subsystems that work together to accomplish what I'm looking for in a D&amp;D game with a minimalist approach that is truly "lite".&lt;/li&gt;&lt;li&gt;&lt;b&gt;Science Fiction/Traveller One-Page Adventures&lt;/b&gt;: There are many examples of fantasy-based One-Page Dungeons out there for Referees to use in their games, but there are very few Sci-Fi examples. I'd love to see more Sci-Fi OPDs out there. I may eventually tackle this myself, but for the moment, I'd love to see what others come up with.&lt;/li&gt;&lt;/ol&gt;&lt;/blockquote&gt;&lt;br /&gt;So, what would be on your version of the &lt;b&gt;Top Five Wishlist of OSR Projects&lt;/b&gt;? Maybe if you post about it, someone will read it and decide to take up the challenge. I have to admit that's what I'm hoping for. *grin*&lt;br /&gt;&lt;br /&gt;Once again, thank you all for your continued reading and support, and we will return to my series on &lt;b&gt;Sandbox Preparation&lt;/b&gt; with the next post.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-5585622318039602862?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/5585622318039602862/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=5585622318039602862' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/5585622318039602862'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/5585622318039602862'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/my-350th-post-my-top-five-wishlist-of.html' title='My 350th Post: My Top Five Wishlist of OSR Projects...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-6101534801662562381</id><published>2011-05-18T07:00:00.001-05:00</published><updated>2011-05-18T07:00:05.437-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='random chart'/><category scheme='http://www.blogger.com/atom/ns#' term='campaign development'/><title type='text'>Sandbox Preparation: Some Random Encounter Tables...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;Because it will help me in filling out details in terms of lairs, details and other setting details, I'm pulling together a small list of encounter types that would be common to the &lt;b&gt;Egyptian Great Plains&lt;/b&gt; setting. As I'm mentioned before, the common animal encounters will primarily come from Pleistocene animals that once roamed the region. That's what formed the basis of the Common Animal table below. I've also looked at animals common to the Great Plains today, to fill in a few niches that may have been left open. In some cases, I've substituted fantasy equivalents for certain creatures, just to keep the fantasy feel of the setting alive. Finally, in one case, I've replaced the common American bison (the buffalo, as we grew up calling it here) with a creature from Dougal Dixon's &lt;a href="http://en.wikipedia.org/wiki/The_New_Dinosaurs:_An_Alternative_Evolution"&gt;The New Dinosaurs: An Alternative Evolution&lt;/a&gt;, specifically the Monocorn (although I use the name "bovalo" to refer to the creature as a reminder of the niche it fills in the setting.) The resulting Common Animals table follows:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Table: Common Animal Encounters&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;2d6&lt;/th&gt;&lt;th&gt;Creature&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;Smilodon (Sabre-toothed Tiger)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;Mastodon (Wooly Mammoth)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;Dire Bear (Grizzly Bear)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;Snake, Poisonous (50%)/Constrictor (50%)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;Osquip Swarm (day)/Bat Swarm (night)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;7&lt;/td&gt;&lt;td&gt;Bovalo&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;8&lt;/td&gt;&lt;td&gt;Jackalope&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;9&lt;/td&gt;&lt;td&gt;Dire Porcupine&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;10&lt;/td&gt;&lt;td&gt;Dire Wolf&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;11&lt;/td&gt;&lt;td&gt;Glyptodon (Dire Armadillo)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;12&lt;/td&gt;&lt;td&gt;Dire Lizard (50%)/Dire Crocodile (50%)&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;In regards to more supernatural encounters, I dug through a few websites on both Native American and Egyptian mythology (and maybe one or two borrowed from Persian mythology, just for fun), and came up with the following list of supernatural creatures. As the setting develops, this list may change, of course, but this should do for starters.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Table: Supernatural Creature Encounters&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;2d6&lt;/th&gt;&lt;th&gt;Creature&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;Phoenix (50%)/Thunderbird (50%)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;Mummy&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;Vampire&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;Ghost&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;Wendigo&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;7&lt;/td&gt;&lt;td&gt;Sasquatch&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;8&lt;/td&gt;&lt;td&gt;Griffin&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;9&lt;/td&gt;&lt;td&gt;Manticore&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;10&lt;/td&gt;&lt;td&gt;Giant&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;11&lt;/td&gt;&lt;td&gt;Djinni&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;12&lt;/td&gt;&lt;td&gt;Sphinx&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;My third list of possibilities includes the humanoids that the player-characters are likely to encounter over the course of the campaign. These are the most common encounters, of course, and are inspired by a variety of influences. Some of the races are chosen because of their resemblance to Egyptian god images, while others are selected because they help define the type of roles that PCs are likely to find themselves in or interacting with. Given that horses pretty much came to North America with the post-Columbian European explorers, I've elected to let my nomadic tribesmen in this example ride Dire Wolves, as they are the most mount-like of the Common Animals. Thus, I call them Wolfriders. The tribesmen that dwell in villages and raise crops are called Plainsmen. I've also elected to call my pseudo-Egyptian culture the Badari Dynasty, based on the &lt;a herf="http://flynnwd.blogspot.com/2010/10/world-within-major-political-entities.html"&gt;Cultures of the World Within&lt;/a&gt; post I made last October. At any rate, here's the basic list I came up with (and I am open to suggestions, particularly here):&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Table: Common Humanoid Encounters&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;2d6&lt;/th&gt;&lt;th&gt;Creature&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;2&lt;/td&gt;&lt;td&gt;Human Cultists (Various)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;3&lt;/td&gt;&lt;td&gt;Human Slaves/Refugees (Badari)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;4&lt;/td&gt;&lt;td&gt;Human Slavers/Raiders (Badari)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;5&lt;/td&gt;&lt;td&gt;Human Merchant Caravan (Badari)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;6&lt;/td&gt;&lt;td&gt;Human Patrol (Badari)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;7&lt;/td&gt;&lt;td&gt;Human Nomads (Wolfriders)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;8&lt;/td&gt;&lt;td&gt;Human Hunting/War Party (Plainsmen)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;9&lt;/td&gt;&lt;td&gt;Gnoll Mercenaries&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;10&lt;/td&gt;&lt;td&gt;Vulturan Slavers (50%)/Mercenaries (50%)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;11&lt;/td&gt;&lt;td&gt;Non-Human Mercenaries, Other&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;12&lt;/td&gt;&lt;td&gt;Non-Human Slaves/Refugees, Other&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;I would likely modify the above list to better suit the racial selections of the player-characters, once the campaign got under way. However, for the purposes of helping to generate background details, it helps to paint the right kind of picture for this particular setting.&lt;br /&gt;&lt;br /&gt;It is important to note that encounter tables are not mandatory. These simply capture some of my thought process on figuring out what kinds of creatures and scenarios I'd envision for this campaign setting. Since I'm already doing the work of making these lists, I figured I wouldn't waste that effort and so created the random encounter tables along the way. (Otherwise, I might end up having to do the work twice, should I decide that I need encounter tables again at some later date.) For a more generic fantasy campaign setting, you could very easily just use pre-existing random encounter tables, or just put the Monster Manual on the table as the monster resource for your sandbox setting as you move through the remainder of the creative process.&lt;br /&gt;&lt;br /&gt;At some point, I will likely need to create stats for some of the creatures listed above (such as the bovalo, the jackalope, the wendigo and so on). Alternately, I may just take the stats of existing monsters and simply "reskin" them descriptively to meet my needs. I'll burn that bridge later, as time allows. As it stands, I probably spent an hour doing research on Wikipedia and Google, and slapping the above together. It probably took me longer to organize and write this post, with interruptions and all, than it did to research what I wanted to include in the &lt;b&gt;Egyptian Great Plains&lt;/b&gt; campaign.&lt;br /&gt;&lt;br /&gt;Hope This Helps,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-6101534801662562381?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/6101534801662562381/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=6101534801662562381' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6101534801662562381'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6101534801662562381'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/sandbox-preparation-some-random.html' title='Sandbox Preparation: Some Random Encounter Tables...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-8531956671956755854</id><published>2011-05-16T07:00:00.001-05:00</published><updated>2011-05-16T07:00:00.816-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='campaign development'/><title type='text'>Sandbox Preparation: The Concept...</title><content type='html'>Good Morning:&lt;br /&gt;&lt;br /&gt;To begin our little experiment in minimal sandbox preparation, I thought it would help to take a few minutes to focus on the &lt;b&gt;Concept&lt;/b&gt; behind the setting we'll be building here. As will be common, I will likely spend more time writing these posts up than I will on the actual work performed on the task within.&lt;br /&gt;&lt;br /&gt;I have always found inspiration from "fringe" elements of history, such as the &lt;a href="http://en.wikipedia.org/wiki/Pre-Columbian_trans-oceanic_contact"&gt;thoughts of non-American cultures contacting America before Columbus arrived&lt;/a&gt;. In one such theory, ancient Egyptians (and/or the Phoenicians) had contact with America and traded regularly with the natives. These theories are based on a number of interesting tidbits of evidence, but let's face it, after three thousand years, not a lot is left to prove it one way or the other. However, as an interesting setting and one that I'd actually use, this tidbit offers a great campaign setting idea.&lt;br /&gt;&lt;br /&gt;So, for our setting idea, let's look at a land where an Egyptian culture has settled along a large river, displacing the natives. Using the Mississippi River in our thought exercise here, we can picture large pyramids and other Egyptian elements in cities along a great river. Ancient tombs and cities of the dead provide the ruins for exploration. Tribal natives, having much in common culturally with Native Americans, would occupy some of the wilderness beyond the settled "Egyptian" lands. And for extra flavor, I could use a lot of the prehistoric animals of the Pleistocene that were common to the Great Plains region to add a savage wildness to the setting itself. (Heck, I can even throw in some dinosaurs if I wanted to.) Supernatural elements, such as monsters and the like, could derive from both Egyptian and Native American sources. Bearing in mind that this is supposed to be a game, I'm not going to spend a tremendous amount of time trying to make this an accurate portrayal, of course, but distinctive flavor makes a setting memorable. I don't know yet whether this will work or not, from a playability point of view, but for the moment, I find the idea quite intriguing.&lt;br /&gt;&lt;br /&gt;Of course, while I'm going to pursue the Egyptian-Great Plains concept for this particular exercise, the various theories on pre-Columbian contact with the Americas presents other options for campaign setting development as well:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Chinese and West Coast or Mayan Native Americans&lt;/li&gt;&lt;li&gt;Japanese and Zuni Native Americans&lt;/li&gt;&lt;li&gt;Muslims and East Coast or Mayan Native Americans&lt;/li&gt;&lt;li&gt;Phoenicians and Great Plains or East Coast or Mayan Native Americans&lt;/li&gt;&lt;li&gt;Vikings and East Coast Native Americans&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;In the case of the Oriental cultures in contact with the local native tribesmen, this would be an excellent opportunity to use &lt;b&gt;Oriental Adventures&lt;/b&gt; or &lt;b&gt;Ruins &amp; Ronin&lt;/b&gt; in a frontier setting. In all cases, you have the choice of looking at the non-native culture as just beginning to colonize these areas, as being settled and established as an extension of their own homeland, or as being an empire in their own right and potentially having broken away from the lands that originally sent the colonists to this frontier land so long ago. (You can also see other examples of this kind of setting development in Rob Conley’s &lt;b&gt;Points of Light II&lt;/b&gt;, released by Goodman Games.)&lt;br /&gt;&lt;br /&gt;So, what do you think of this basic concept for our example setting? Any thoughts, comments or suggestions you would like to share?&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-8531956671956755854?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/8531956671956755854/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=8531956671956755854' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8531956671956755854'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8531956671956755854'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/sandbox-preparation-concept.html' title='Sandbox Preparation: The Concept...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-1716963606377297898</id><published>2011-05-13T07:00:00.002-05:00</published><updated>2011-05-13T13:06:51.572-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='campaign development'/><title type='text'>Sandbox Preparation: Some Building Blocks...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;As we continue to explore the art of sandbox preparation, I thought I would explore my own personal design process, as influenced by the elements listed in my previous post, and see what I could come up with. Before I get too far along here, though, I should probably list my goals for this particular thought experiment.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;My Sandbox Preparation Goals&lt;/b&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&lt;b&gt;Concise&lt;/b&gt;: I want a process that requires minimal effort to produce and is concise in its concept and details, so I can do just enough work to create a fun environment and then get to gaming. After all, if the players are waiting to game, no one (except perhaps myself) is having any fun.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Improv-Friendly&lt;/b&gt;: I want a process that creates enough material that it is friendly to my personal improv skills. I may not be able to do a lot of work between sessions, so some of my core tasks should be front-loaded.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Quick&lt;/b&gt;: I want something that doesn't take me long to do, so that I can feel a sense of accomplishment from the creative effort and then get to gaming! (Note a recurring theme here?)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Repeatable&lt;/b&gt;: I want a process that can be easily reproduced and repeated by others, over a wide range of ideas, without pidgeon-holing anyone into a variation of the same campaign setting duplicated over and over again as a by-product of the creation process.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Documentation&lt;/b&gt;: I want a process that produces usable documentation, so that I can easily use the results in-game.&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;The following elements appear to be common to most implementations of a sandbox-designed campaign setting:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&lt;b&gt;Regional Map&lt;/b&gt;: This map should have evocative names and notations on the sites of interesting locales.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Concept&lt;/b&gt;: The conceptual nature of the setting should be captured to some degree. This may range from a sentence to a page or more, but without a sense of the concept behind the setting, the world loses its potential for consistent richness.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Home&lt;/b&gt;: The Referee should have at least a little information on the PC's base of operations.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Adventure Material&lt;/b&gt;: The campaign at start should provide at least one session's worth of adventuring in each of at least three different locations near the base of operations.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Random Encounter Tables (Optional)&lt;/b&gt;: You can always use tables designed for another source, such as those found in your favorite monster manual or rules set. However, unique encounter tables do a lot for creating a distinctive flavor for a region, and thus makes your game richer. This may, of course, require you to create a few new monsters, which means you're essentially building a roster of foes, but you can just as easily use monsters that are already available in the tomes you own.&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;I think anything else you come up with for your sandbox setting beyond the elements above should be considered icing on the cake, at least when developing something you are going to use at your own gaming table. Over the next few posts, I hope to create a simply setting as an example. This will not be anything nearly worthy of publication, per se, but I'll at least have something to aid in our discussions of the material.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-1716963606377297898?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/1716963606377297898/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=1716963606377297898' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1716963606377297898'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1716963606377297898'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/sandbox-preparation-some-building.html' title='Sandbox Preparation: Some Building Blocks...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-3427166324328264370</id><published>2011-05-11T07:00:00.005-05:00</published><updated>2011-05-11T07:00:12.675-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='GM mentoring'/><category scheme='http://www.blogger.com/atom/ns#' term='campaign development'/><title type='text'>Sandbox Preparation: An Introduction...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;Today, I'd like to talk about one of Old School blogdom's favorite topics: sandbox preparation. Essentially, for those who are just now joining us, a sandbox is simply a campaign setting. The elements that define a sandbox is more a matter of the matrix-style layout of encounters based on locale, and the relative freedom of player choice that comes from this matrix of encounters, locales and adventure locations. I personally am a fan of the sandbox, and I am always on the lookout for more on the subject. Toward that end, here's some basic information I've gathered, reflecting four different opinions on what you need to start playing in a sandbox, gathered together for your enjoyment.&lt;br /&gt;&lt;br /&gt;Rob Conley, author of the outstanding Points of Light series by Goodman Games, offers some fantastic advice on how to create a fantasy sandbox setting. You can find the details of Rob's process in his post, &lt;a href="http://batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html"&gt;How to Make a Fantasy Sandbox&lt;/a&gt;. His blog, &lt;a href="http://batintheattic.blogspot.com/"&gt;Bat in the Attic&lt;/a&gt;, even contains extended examples of his process, and I believe Rob is also working on a book that explores the process of building a sandbox in exquisite detail. (I personally can't wait to see it, myself.)&lt;br /&gt;&lt;br /&gt;It's interesting to note that Rob's method generates a lot of detail. If you follow his process throughout, you end up with the following:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;World or Continent map&lt;/li&gt;&lt;li&gt;One page of World Background&lt;/li&gt;&lt;li&gt;Regional map with named geography, settlements, lairs and ruins&lt;/li&gt;&lt;li&gt;Half page of regional background/history&lt;/li&gt;&lt;li&gt;Paragraph on each named geography, settlement, lair and ruin&lt;/li&gt;&lt;li&gt;A page on 2-4 on-going plots&lt;/li&gt;&lt;li&gt;3-5 encounters per settlement (a small random encounter chart, if you will)&lt;/li&gt;&lt;li&gt;6-12 regional encounters (another small random encounter chart)&lt;/li&gt;&lt;li&gt;A page to one-and-a-half pages of quarter-page settlement maps&lt;/li&gt;&lt;li&gt;For each settlement, details on 6-12 important locations&lt;/li&gt;&lt;li&gt;Roster of NPCs and notable monsters&lt;/li&gt;&lt;li&gt;Twelve paragraphs and stats on the most important NPCs and monsters&lt;/li&gt;&lt;li&gt;Six paragraphs and stats on the most common encounter types&lt;/li&gt;&lt;li&gt;Several paragraphs on regional organizations, with stats on common encounters associated with them&lt;/li&gt;&lt;li&gt;Rumor chart of 10-20 rumors to serve as hooks into the setting&lt;/li&gt;&lt;li&gt;Random encounter charts for major areas within region&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;Wow, now that's a lot. I have to admit that I tried to follow this advice in creating &lt;b&gt;Hammersong's Legacy&lt;/b&gt;, but I was not successful in completing it all, and I still came up with a sizable document. It took me a lot longer than the twenty hours Rob posted that it would take to do all that, but I was also making it publishable. It would still take me at least forty hours to do the above, but I have to admit that when you are done, you will have a fantastic and well-detailed setting for your next campaign(s).&lt;br /&gt;&lt;br /&gt;Now, on the other hand, we have Zac S.'s &lt;a href="http://dndwithpornstars.blogspot.com/2011/03/how-i-want-to-hear-about-your-setting.html"&gt;version of an extremely minimalist sandbox&lt;/a&gt;, in which all you need for a sandbox setting is:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Regional map with interesting names&lt;/li&gt;&lt;li&gt;Interesting random encounter charts for major areas within region&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;He actually goes into a bit more detail in another post, but as far as sheer minimalism goes, the above pretty much sums it up. You will need to be ready to improv, of course, but that's the nature of the beast.&lt;br /&gt;&lt;br /&gt;I actually find that, as a Referee, I tend to work best in an approach described over at &lt;a href="http://theyaqqothlgrimoire.blogspot.com/"&gt;The Yaqqothl Grimoire&lt;/a&gt;, in the post &lt;a href="http://theyaqqothlgrimoire.blogspot.com/2011/03/how-much-timework-sandbox-requires.html"&gt;How Much Time/Work a Sandbox Requires &lt;/a&gt;. As a result of following his process, you basically end up with:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Regional map, randomly stocked&lt;/li&gt;&lt;li&gt;Notes on house rules, to lend focus to the setting&lt;/li&gt;&lt;li&gt;Some great wilderness encounter tables&lt;/li&gt;&lt;li&gt;Notes on each hot spot, fleshed out to the point of empowered improv&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;Of course, I'd be remiss if I didn't mention ChicagoWiz's thoughts on the matter, as he actually teaches workshops on the subject. ChicagoWiz talks about &lt;a href="http://oldguyrpg.blogspot.com/2009/06/dispelling-myth-sandbox-prep.html"&gt;sandbox prep&lt;/a&gt; on his blog, offering advice similar to that mentioned above in The Yaqqothl Grimoire. ChicagoWiz's more hands-on, develop-as-you-go approach works for the Referee that has time and focus to devote even minimal time on a routine basis to ongoing setting development as the campaign progresses, and really seems to create a great gaming experience for his players. Distilling his advice down, you basically start your first game with the following ready, and then develop more based on player decisions:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Regional map (up to 5 days travel out)&lt;/li&gt;&lt;li&gt;Three dungeons (only level 1 of each done)&lt;/li&gt;&lt;li&gt;One town (no map, just a few NPCs and the town's name)&lt;/li&gt;&lt;li&gt;One set piece (detailed encounter to be placed as needed)&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;What does all this mean, in the short term? I'm essentially looking at developing a process that works for me, and putting the result in the &lt;b&gt;MyD20 Lite Referee's Guide&lt;/b&gt;. The examples I create along the way may even find themselves in the guide, as well, if I think it will help new Refs (and possibly old Refs, too) get a feel for a minimalist approach to good campaign setting development. Of course, I'll chat through my thoughts and exercises here, in hopes that I may gain input that will help make that section easier to understand and use.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-3427166324328264370?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/3427166324328264370/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=3427166324328264370' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3427166324328264370'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/3427166324328264370'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/sandbox-preparation-introduction.html' title='Sandbox Preparation: An Introduction...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-586603288543807479</id><published>2011-05-09T07:00:00.001-05:00</published><updated>2011-05-09T07:00:03.335-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Stellar Quest'/><category scheme='http://www.blogger.com/atom/ns#' term='wendigan'/><category scheme='http://www.blogger.com/atom/ns#' term='salivore'/><category scheme='http://www.blogger.com/atom/ns#' term='beshan'/><category scheme='http://www.blogger.com/atom/ns#' term='sharakan'/><category scheme='http://www.blogger.com/atom/ns#' term='hellak'/><category scheme='http://www.blogger.com/atom/ns#' term='ape-man'/><title type='text'>Stellar Quest: Primitive Races...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;This weekend, I worked a little on the &lt;b&gt;Stellar Quest&lt;/b&gt; document, as I was inspired to capture some of my monster-building energy into work on one of the many projects I still have outstanding. In this case, I tackled the bestiary section of the book devoted to primitive, non-starfaring races. I wanted this section to have six entries for the sake of variety, but only had three entries after converting lists generated from the inspirational source material. Given the need for three others, I turned to the fantasy SRD and came up with three additional creatures (after a little modification to fit the setting of course.) Please feel free to read through the entries below, and let me know your thoughts on the monsters I've built for some Old School Space Opera gaming fun.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;PRIMITIVE RACES&lt;/b&gt;&lt;br /&gt;The Stellar Quest setting is populated by a number of primitive races. These races are typically planet-bound, as they do not possess technology of sufficient level to engage in faster-than-light travel. Like most primitive cultures, members of these races tend to be frightened, uneasy or even hostile in the presence of sentients from other worlds and other star systems.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Ape-Man&lt;/b&gt;&lt;br /&gt;Any of a number of ape-like humanoids can be found on numerous worlds through the Stellar Quest setting. Some scientists point to the genetic similarities shared by these ape-men as further proof that the Progenitors seeded many worlds in this region of space long ago. Ape-men have a very strong olfactory sense, which makes them very good hunters and trackers.&lt;br /&gt;&lt;b&gt;Ape-Man&lt;/b&gt;: AC 7 [12]; HD 2; Atk: club or spear (1d6); ST: 16; SP: +4 on perception-based Wisdom checks based on scent; MV: 12; CL 3.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Beshan&lt;/b&gt;&lt;br /&gt;Beshan are a primitive race of short-statured, near-bestial humanoids known for their rage-filled nature. Utterly devoid of empathy with any living creature, beshan delight in inflicting pain. Completely insane by the standards of most races, beshan work well with others of their kind, forming predatory packs that attack any creature they can find. Beshan often take gruesome souvenirs of their victims, such as fingers, ears, and teeth, which they use to adorn themselves. When wounded in battle, the beshan go berserk, gaining a +2 bonus on melee attack rolls and damage, but suffering a -2 penalty to AC. This frenzied state lasts until the beshan has no one left to attack for several minutes, at which time it passes out from exhaustion.&lt;br /&gt;&lt;b&gt;Beshan&lt;/b&gt;: AC 6[13]; HD 1d6hp; Atk: 1 bite (1d6); ST: 17; SP: berserk (when wounded, gain +2 to attacks and damage, but suffer -2 penalty to AC); MV: 9; CL 1.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hellak&lt;/b&gt;&lt;br /&gt;The hellak are hairless, grey-skinned humanoids with short tusks protruding from their mouths. Larger and bulkier than men, these beast-men dwell in remote mountain caves and forgotten archeological ruins of their native homeworld. Hellak often prey upon explorers and scientists passing through their territories, as many off-worlders come to their world to study the ruins left behind by a long-lost starfaring race. Hellak typically arm themselves with such weapons as they can take from their victims, for they are not industrious. They wear an assortment of armor, usually misused but still functional. The hellak bully, and often attempt to enslave, less aggressive races. Despite their size, the hellak are extremely stealthy on their great, flat feet, and gain a +4 bonus on stealth-based Dexterity checks.&lt;br /&gt;&lt;b&gt;Hellak&lt;/b&gt;: AC 5[14]; HD 2; Atk: by weapon (1d6); ST: 16; SP: +4 on stealth-based Dexterity checks; MV: 12; CL: 2.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Salivore (aka “Salt Eater”)&lt;/b&gt;&lt;br /&gt;The salivore is a humanoid creature that stands slightly shorter than a Terran, with olive grey skin, white hair and a moray-like mouth. The salt eater feeds on salts, and prefers to extract salt from living beings. The salt eater attacks first with a bite, and on a successful hit it is has automatically grabbed hold of its prey and continues to inflict an additional 1d10 hit points of damage on subsequent rounds without further rolls to hit, until the target is dead or has been freed. The salivore possesses a psionic lure that allows it to appear as a friendly individual to its targets (creatures without psionic shields must succeed in a saving throw in order to see through the mental illusion.) At close range, the salivore can mentally stun its victim (an adjacent target must succeed in a saving throw or be held in place, immobile, for 1d4 rounds.)&lt;br /&gt;&lt;b&gt;Salivore&lt;/b&gt;: AC 2[17]; HD 7; Atk: 1 bite (1d10 plus grabbed); ST: 9; SP: mental stun (held for 1d4 rounds, save negates), psionic lure (illusory appearance as ally, save negates), salt drain (1d10 per round until target is dead or free); MV 12; CL 10.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Sharakan&lt;/b&gt;&lt;br /&gt;Sharakans resemble fish-men with shark-like teeth. A primitive aquatic race, sharakans dwell in the depths of the shallow seas and coastal regions of their world. Wild and dangerous, the sharakan have been known to raid the surface settlements of colonists for both plunder and sport. Some sharakans may have entangling nets used to ensnare opponents.&lt;br /&gt;&lt;b&gt;Sharakan&lt;/b&gt;: AC 5[14]; HD 2; Atk: heavy spear or trident (1d8); ST: 16; SP: none; MV 12 (Swim 18); CL: 2.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Wendigan&lt;/b&gt;&lt;br /&gt;Wendigans are large primitive humanoids noted for their thick furry hides and their use of Stone Age technology. The colonists that originally settled the wendigan homeworld discovered that the giant natives that dwelt in the surrounding mountains were cannibalistic headhunters. The central star of the system emits a significant amount of radio interference, making communication difficult at best and rendering teleportation technology unreliable. At least one survey mission has crashed in the mountains and had to use primitive, handmade weapons to defend themselves against the formidable threat posed by native wendigans. All but two of the survey team survived. Since then, an uneasy peace has been forged between the local natives and the colonists, but problems still arise as nomadic wendigans drift into the region of the Confederation colony.&lt;br /&gt;&lt;b&gt;Wendigan&lt;/b&gt;: AC 5[14]; HD 4; Atk: large wendigan club (2d6+2) or thrown rock/spear (1d6); ST: 13; SP: none; MV: 9; CL 4.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-586603288543807479?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/586603288543807479/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=586603288543807479' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/586603288543807479'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/586603288543807479'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/stellar-quest-primitive-races.html' title='Stellar Quest: Primitive Races...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2400786264488963215</id><published>2011-05-06T07:00:00.001-05:00</published><updated>2011-05-06T07:00:04.660-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fellowship of the Flame'/><category scheme='http://www.blogger.com/atom/ns#' term='organization'/><category scheme='http://www.blogger.com/atom/ns#' term='Madlands Campaign'/><title type='text'>Madlands Campaign: Fellowship of the Flame...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;In keeping with requests for a little variety in my blog's content, I am including below a new organization that I'm going to be introducing into the &lt;b&gt;Madlands Campaign&lt;/b&gt;. I'm hoping that it might prove useful for some of you as well. Fueras was once a character of mine, the first Fire Elementalist I'd ever gotten to play back in my &lt;b&gt;2nd Edition AD&amp;D&lt;/b&gt; Tome of Magic days. Wanting to have a group of fire elementalists for my game, it was obviously time to pull out my old character and give him a place of honor in the current campaign.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Fellowship of the Flame&lt;/b&gt;&lt;br /&gt;The Fellowship of the Flame is a mystical order devoted to the pursuit and perfection of fire-based magic. Recognized as much by their crimson cloaks as by the fiery nature of their spells, the Fellowship of the Flame is a small tradition of evokers that gather north of Fellgorge. Despite a small membership, the Fellowship has a very flashy presence and are becoming more widely known with each public event with which they become affiliated.&lt;br /&gt;&lt;b&gt;Headquarters&lt;/b&gt;: The Fellowship of the Flame is based in of a manor home outside the small community of Llanton, half a day's travel north of Fellgorge, with a spectacular view overlooking Sovereign Chasm. Given that the tradition does not yet have many adherents, the Fellowship have yet to establish any other holdings.&lt;br /&gt;&lt;b&gt;Members&lt;/b&gt;: Less than fifty mages officially belong to the Fellowship of the Flame. If there are any secret members of the order, not even the Fellowship is aware of them. Only those mages that demonstrate a marked talent for fire-based spells are approached with invitations to join. Each Fellow is branded with a stylized flame emblem on the upper right arm, and given the traditional crimson cloak that marks one officially as a member.&lt;br /&gt;&lt;b&gt;Organization&lt;/b&gt;: Founded by High Magus Fueras the Flame, the Fellowship is a fairly loose organization of members within the order. Members of the order are called Fellows, and only High Magus Fueras currently holds the title of Master within the organization. The Fellowship of the Flame is not a very secretive group, although they do not share the knowledge they gather with non-members.&lt;br /&gt;&lt;b&gt;Goals&lt;/b&gt;: The Fellowship is not secretive about the fact that they are an elite group of learned people who work together as peers in the pursuit of knowledge or practice in fire-based magic. Because of their preference for flame-based magic, members often find themselves under the watchful eye of the city guard when in Fellgorge and Genadros. High Magus Fueras the Flame has earned a number of political enemies in the past, some of whom seek to make life difficult for the Fellowship as a whole in order to hurt the Master of the Order.&lt;br /&gt;&lt;b&gt;Symbol&lt;/b&gt;: The symbol of the Fellowship of the Flame is a stylized orange flame on a black field.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2400786264488963215?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2400786264488963215/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2400786264488963215' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2400786264488963215'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2400786264488963215'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/madlands-campaign-fellowship-of-flame.html' title='Madlands Campaign: Fellowship of the Flame...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-6578556233499938302</id><published>2011-05-05T07:00:00.003-05:00</published><updated>2011-05-05T07:00:00.994-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='pantheons'/><category scheme='http://www.blogger.com/atom/ns#' term='consolidation'/><title type='text'>A-Z Challenge Recap: A PDF Of The Whole Pantheon...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;At James' request, I have put together a simple PDF of the contents of all 27 pantheon posts from the A-Z Challenge (the 26 core posts, plus the tables from the first recap post). This PDF can be found at the Google site for my gaming files:&lt;br /&gt;&lt;br /&gt;&lt;a href="https://sites.google.com/site/flynnsfiles/my-gaming-files/New_Pantheon_Website.pdf?attredirects=0&amp;d=1"&gt;Consolidated Pantheon for "Flynn's World"&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Please review it at your leisure and share any comments that strike your fancy as you read through it.&lt;br /&gt;&lt;br /&gt;Hope You Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-6578556233499938302?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/6578556233499938302/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=6578556233499938302' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6578556233499938302'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/6578556233499938302'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/z-challenge-recap-pdf-of-whole-pantheon.html' title='A-Z Challenge Recap: A PDF Of The Whole Pantheon...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-7366067069417664973</id><published>2011-05-04T07:00:00.002-05:00</published><updated>2011-05-04T07:00:14.963-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Swords and Wizardy'/><category scheme='http://www.blogger.com/atom/ns#' term='Knightal'/><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='Bludbuth'/><category scheme='http://www.blogger.com/atom/ns#' term='Madlands Campaign'/><category scheme='http://www.blogger.com/atom/ns#' term='Homuncerai'/><category scheme='http://www.blogger.com/atom/ns#' term='Chessan'/><category scheme='http://www.blogger.com/atom/ns#' term='Rustaneth'/><title type='text'>Monsters of the Madlands: Five New Monsters For Swords &amp; Wizardy...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;Recently, in trying to create some unusual monsters, I came up with the five following creatures that you might want to consider for your own campaigns or adventure material. These are examples of creatures that were initially inspired by the results of random generators. They then took on a life of their own as I played with the random concepts and sought to create something usable for my games. As a creativity tool, I definitely enjoy playing with this kind of thing. As a Referee, I get the added bonus of creating creatures that my players haven't seen before (unless they cruise by the blog occasionally). As settings go, the &lt;b&gt;Madlands Campaign&lt;/b&gt; gives me plenty of leeway to use the results of such efforts with relative abandon.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Bludbuth&lt;/b&gt;&lt;br /&gt;Resembling little more than a bloated zombie, a Bludbuth was once a mortal that had poisoned a community's water supply, killing hundreds or thousands of people and in the process, becoming cursed with undead for its horrid ways. Now among the unliving, the Bludbuth possesses multiple rows of blackened teeth the drip with the poison the Bludbuth inflicted on others when it was among the world of the living. Enraged by its undead state, the Bludbuth is incredibly irritable, and will often attack other creatures on sight. As non-living undead, the Bludbuth cannot heal naturally, suffers 1d6 damage every round of direct exposure to natural sunlight, and is immune to death effects, disease and poison.&lt;br /&gt;&lt;b&gt;Bludbuth&lt;/b&gt;: AC 5 [14]; HD 6; Atk: bite (2d6, plus poison); ST: 11; SP: sunlight sensitivity (1d6 per round of exposure), immunities (death effects, disease and poison), poison (1d6 per round, save ends); MV: 6; CL/XP: 8/800.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Chessan&lt;/b&gt;&lt;br /&gt;Standing around seven and a half feet tall at the shoulder, herds of the insectile Chessan wander the depths of secluded valleys far from the influences of civilization. Many far-ranging woodsmen are familiar with the matte white carapace of these unusual herd animals, hopefully while avoiding the crushing pincers, slashing mandibles and acidic spray used by the beast when cornered. The herbivorous Chessan lives to eat, moving in small herds from food source to food source.&lt;br /&gt;&lt;b&gt;Chessan&lt;/b&gt;: AC 3 [16]; HD 10; Atk: bite (2d6), two pincers (1d8); ST: 5; SP: acidic spit (one target within 30 feet, 5d6 damage, save negates); MV: 9; CL/XP: 11/1,700.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Homuncerai&lt;/b&gt;&lt;br /&gt;Roughly the size of a dog, the Homuncerai as a species prefers to dwell in the foothills of volcanoes and other warm places. The Homuncerai has a light grey hide and prefer to use their horns to charge and gore its foes. Noted for its resistance to fire (taking half damage only from fire-based effects, but double damage from cold-based effects), the Homuncerai is actually very friendly and curious, and will often seek out other creatures to interact with, avoiding those that appear to be threatening.&lt;br /&gt;&lt;b&gt;Homuncerai&lt;/b&gt;: AC 7 [12]; HD 1; Atk: gore (1d6); ST: 17; SP: fire resistance (half damage from fire, double damage from cold); MV: 12; CL 2/30.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Knightal&lt;/b&gt;&lt;br /&gt;Roughly the size of a tyrannosaur, the shaggy Knightal roams its native swamp in its quest for food. The Knightal is noted for its midnight black fur, sword-like claws, sharp fangs and a particularly volatile acidic breath weapon which requires the Knightal to wait ten minutes between breaths. The omnivorous Knightal is an opportunistic predator that stalks easy prey, falling back on vegetation when meat is hard to come by.&lt;br /&gt;&lt;b&gt;Knightal&lt;/b&gt;: AC -1 [20]; HD 18; Atk: bite (2d8), two claws (1d10); ST: 3; SP: breath weapon (60-ft cone, 12d6 acid damage, save halves, once per ten minutes); MV: 9; CL/XP: 21/4,700.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Rustaneth&lt;/b&gt;&lt;br /&gt;Roughly half a foot taller than the average human male, the Rustaneth patrols its native underground realm of caves and caverns in an instinctive quest for seasonal lairs. The Rustaneth is a monstrous humanoid distantly related to the less intelligent tunnel brute, and is easily identifiable by its midnight blue scales, savage teeth and sensory antennae that provide a strong sense of hearing (surprised only on a 1 in 6 chance). The Rustaneth tends to mirror the actions of other creatures, and will only attack other creatures in defense of itself or its own kind.&lt;br /&gt;&lt;b&gt;Rustaneth&lt;/b&gt;: AC 6 [13]; HD 3; Atk: bite (1d8) or by weapon (usually 1d6); ST: 14; SP: surprised only on 1 in 6; MV: 15; CL/XP: 4/240.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;If you have any comments or concerns, particularly in regards to the playability of the creatures described above, please feel free to share them with me.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-7366067069417664973?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/7366067069417664973/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=7366067069417664973' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/7366067069417664973'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/7366067069417664973'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/monsters-of-madlands-five-new-monsters.html' title='Monsters of the Madlands: Five New Monsters For Swords &amp; Wizardy...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2808809885813151532</id><published>2011-05-02T07:00:00.003-05:00</published><updated>2011-05-02T07:00:08.606-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='pantheons'/><category scheme='http://www.blogger.com/atom/ns#' term='consolidation'/><title type='text'>A-Z Challenge Recap: The Whole Pantheon...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;As a brief recap of the consolidated pantheon that I posted last month as my contribution to the &lt;a href="http://www.tossingitout.blogspot.com/2011/01/very-special-and-exciting-announcement.html"&gt;A-Z Challenge&lt;/a&gt;, I'd like to offer the following two tables as a synopsis of the information presented.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Table: The Pantheon of Kintara&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Deity&lt;/th&gt;&lt;th&gt;Epitaph&lt;/th&gt;&lt;th&gt;Portfolio&lt;/th&gt;&lt;th&gt;Favored Weapon&lt;/th&gt;&lt;th&gt;Symbol&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Alonna (f)&lt;/td&gt;&lt;td&gt;The Wild Lady&lt;/td&gt;&lt;td&gt;Animals, the wilderness, the hunt and the harvest&lt;/td&gt;&lt;td&gt;Shortbow&lt;/td&gt;&lt;td&gt;Silver unicorn horn&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Celena (f)&lt;/td&gt;&lt;td&gt;The Star Mistress&lt;/td&gt;&lt;td&gt;The night, the moon and the stars above&lt;/td&gt;&lt;td&gt;Dagger&lt;/td&gt;&lt;td&gt;Silver crescent moon&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Dworkin (m)&lt;/td&gt;&lt;td&gt;The Stone Father&lt;/td&gt;&lt;td&gt;Crafts, trade and mountains&lt;/td&gt;&lt;td&gt;Great axe&lt;/td&gt;&lt;td&gt;Black anvil&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Estara (f)&lt;/td&gt;&lt;td&gt;The Divine Lover&lt;/td&gt;&lt;td&gt;Love, lust, family and fertility&lt;/td&gt;&lt;td&gt;Light mace&lt;/td&gt;&lt;td&gt;Inter-linked gold rings&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Herea (f)&lt;/td&gt;&lt;td&gt;The Hearth Mother&lt;/td&gt;&lt;td&gt;Agriculture, community, the hearth and the home&lt;/td&gt;&lt;td&gt;Heavy flail&lt;/td&gt;&lt;td&gt;Golden sheaf of grain&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Joven (m)&lt;/td&gt;&lt;td&gt;The Healing Hand&lt;/td&gt;&lt;td&gt;Healing, protection, strength and wisdom&lt;/td&gt;&lt;td&gt;Fist (unarmed)&lt;/td&gt;&lt;td&gt;Green ouroboros&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Lorae (f)&lt;/td&gt;&lt;td&gt;The Sacred Muse&lt;/td&gt;&lt;td&gt;Arts, creativity, music and peace&lt;/td&gt;&lt;td&gt;Club&lt;/td&gt;&lt;td&gt;Golden harp&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Meritus (m)&lt;/td&gt;&lt;td&gt;The Great Lord&lt;/td&gt;&lt;td&gt;Honor, justice and nobility&lt;/td&gt;&lt;td&gt;Long sword&lt;/td&gt;&lt;td&gt;White phoenix&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Oceanus (m)&lt;/td&gt;&lt;td&gt;The Sea Warden&lt;/td&gt;&lt;td&gt;Water, rivers and the sea&lt;/td&gt;&lt;td&gt;Trident&lt;/td&gt;&lt;td&gt;Blue wave’s crest&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Psyche (f)&lt;/td&gt;&lt;td&gt;The Weaver of Fates&lt;/td&gt;&lt;td&gt;Fate, secrecy, magic and knowledge&lt;/td&gt;&lt;td&gt;Quarterstaff&lt;/td&gt;&lt;td&gt;Golden eye&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Sandamos (m)&lt;/td&gt;&lt;td&gt;The Demon King&lt;/td&gt;&lt;td&gt;Demons, darkness, shadows and vengeance&lt;/td&gt;&lt;td&gt;Barbed whip&lt;/td&gt;&lt;td&gt;Black spiraled whip&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Thanatos (m)&lt;/td&gt;&lt;td&gt;The Flame Lord&lt;/td&gt;&lt;td&gt;Fire, war, death and the Underworld&lt;/td&gt;&lt;td&gt;Glaive&lt;/td&gt;&lt;td&gt;Crimson skull of flame&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Vanuros (m)&lt;/td&gt;&lt;td&gt;The Sun Lord&lt;/td&gt;&lt;td&gt;Light, the sun, the sky and weather&lt;/td&gt;&lt;td&gt;Warhammer&lt;/td&gt;&lt;td&gt;Golden lightning bolt&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;b&gt;Table: Popular Demigods&lt;/b&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt;Demigod&lt;/th&gt;&lt;th&gt;Epitaph&lt;/th&gt;&lt;th&gt;Deity&lt;/th&gt;&lt;th&gt;Portfolio&lt;/th&gt;&lt;th&gt;Favored Weapon&lt;/th&gt;&lt;th&gt;Symbol&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Bakkhos (m)&lt;/td&gt;&lt;td&gt;The Wine Master&lt;/td&gt;&lt;td&gt;Estara&lt;/td&gt;&lt;td&gt;Wine, brewing and revelry&lt;/td&gt;&lt;td&gt;Club&lt;/td&gt;&lt;td&gt;Purple grapes bunch&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Feralin (f)&lt;/td&gt;&lt;td&gt;The Nimble Maiden&lt;/td&gt;&lt;td&gt;Celena&lt;/td&gt;&lt;td&gt;Freedom, fugitives and thieves&lt;/td&gt;&lt;td&gt;Light flail&lt;/td&gt;&lt;td&gt;Shattered silver manacles&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Gram (m)&lt;/td&gt;&lt;td&gt;The Emerald Warrior&lt;/td&gt;&lt;td&gt;Meritus&lt;/td&gt;&lt;td&gt;Swords, battle and martial prowess&lt;/td&gt;&lt;td&gt;Greatsword&lt;/td&gt;&lt;td&gt;Green greatsword&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Indra (f)&lt;/td&gt;&lt;td&gt;Queen of Storms&lt;/td&gt;&lt;td&gt;Vanuros&lt;/td&gt;&lt;td&gt;Rain, storms and wind&lt;/td&gt;&lt;td&gt;Spear&lt;/td&gt;&lt;td&gt;Blue tear drop&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Kali’na (f)&lt;/td&gt;&lt;td&gt;Maiden of Murder&lt;/td&gt;&lt;td&gt;Sandamos&lt;/td&gt;&lt;td&gt;Murder, slaughter and assassination&lt;/td&gt;&lt;td&gt;Dagger&lt;/td&gt;&lt;td&gt;Black kris dagger&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Nabaneth (m)&lt;/td&gt;&lt;td&gt;The Holy Wanderer&lt;/td&gt;&lt;td&gt;Dworkin&lt;/td&gt;&lt;td&gt;Travel, wanderlust and exploration&lt;/td&gt;&lt;td&gt;Quarterstaff&lt;/td&gt;&lt;td&gt;Two quarter staves crossed saltire&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Quanana (f)&lt;/td&gt;&lt;td&gt;Mother of Mercy&lt;/td&gt;&lt;td&gt;Lorae&lt;/td&gt;&lt;td&gt;Compassion, mercy and transformation&lt;/td&gt;&lt;td&gt;Quarterstaff&lt;/td&gt;&lt;td&gt;White handprint&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Reverie (f)&lt;/td&gt;&lt;td&gt;The Dream Walker&lt;/td&gt;&lt;td&gt;Psyche&lt;/td&gt;&lt;td&gt;Dreams, slumber and illusions&lt;/td&gt;&lt;td&gt;Fighting cloak&lt;/td&gt;&lt;td&gt;Blue cloak&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Uthor (m)&lt;/td&gt;&lt;td&gt;The Great Archer&lt;/td&gt;&lt;td&gt;Alonna&lt;/td&gt;&lt;td&gt;Archery, running and survival&lt;/td&gt;&lt;td&gt;Longbow&lt;/td&gt;&lt;td&gt;Vine-entwined golden longbow&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Wodan (m)&lt;/td&gt;&lt;td&gt;The Death Bearer&lt;/td&gt;&lt;td&gt;Thanatos&lt;/td&gt;&lt;td&gt;Berserkers, battle and gathering the souls of the fallen&lt;/td&gt;&lt;td&gt;Spear&lt;/td&gt;&lt;td&gt;Black raven&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Xathandra (f)&lt;/td&gt;&lt;td&gt;The Lady of Spring&lt;/td&gt;&lt;td&gt;Herea&lt;/td&gt;&lt;td&gt;Prosperity, renewal and vitality&lt;/td&gt;&lt;td&gt;Light mace&lt;/td&gt;&lt;td&gt;Rising golden sun&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Yesha (f)&lt;/td&gt;&lt;td&gt;The Daughter of Waves&lt;/td&gt;&lt;td&gt;Oceanus&lt;/td&gt;&lt;td&gt;Lakes, streams and fishing&lt;/td&gt;&lt;td&gt;Net&lt;/td&gt;&lt;td&gt;Golden fish&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Zenjin (m)&lt;/td&gt;&lt;td&gt;The Eternal Sentry&lt;/td&gt;&lt;td&gt;Joven&lt;/td&gt;&lt;td&gt;Defenders, guardians and protectors&lt;/td&gt;&lt;td&gt;Longsword&lt;/td&gt;&lt;td&gt;White helm on red shield&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/blockquote&gt;&lt;br /&gt;Using the information above (and in the posts describing each deity or demigod), I am considering whether I want to pursue this development even further from a game mechanic perspective. For &lt;b&gt;MyD20 Lite&lt;/b&gt;, I am considering creating some appropriate Priest Talents that will be reserved for followers of specific deities, so that Priests can have special abilities with flavor specific to their deity. For &lt;b&gt;Savage worlds&lt;/b&gt;, I'd create Patron Edges, akin to the Disciple Edges of &lt;b&gt;Hellfrost&lt;/b&gt; or the Patron Deity Edges of &lt;b&gt;Savage Suzerain&lt;/b&gt;. Of course, to make these write-ups a little more &lt;b&gt;Savage Worlds&lt;/b&gt;-friendly, I may need to step in and modify the dogma portion to follow the standard implied by the Arcane Background (Miracles) Edge. In other words, I would need to re-organize the material into four sections, which covers the sacred duty, the minor sins, the major sins and the mortal sins of the priesthoods of each deity. While this would be useful for any roleplaying system, it would have particular impact in a &lt;b&gt;Savage Worlds&lt;/b&gt; environment.&lt;br /&gt;&lt;br /&gt;What are your thoughts, particularly since you've now had the chance to have read each entry?&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2808809885813151532?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2808809885813151532/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2808809885813151532' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2808809885813151532'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2808809885813151532'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/05/z-challenge-recap-whole-pantheon.html' title='A-Z Challenge Recap: The Whole Pantheon...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-8908245411885450233</id><published>2011-04-30T07:00:00.002-05:00</published><updated>2011-04-30T07:00:08.805-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='pantheons'/><category scheme='http://www.blogger.com/atom/ns#' term='consolidation'/><category scheme='http://www.blogger.com/atom/ns#' term='Zinjen'/><title type='text'>Z is for Zinjen, the Eternal Sentry...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;For my twenty-sixth post in the &lt;a href="http://www.tossingitout.blogspot.com/2011/01/very-special-and-exciting-announcement.html"&gt;A-Z Challenge&lt;/a&gt;, I would like to introduce a demigod in service to Joven, the Healing Hand. &lt;b&gt;Z&lt;/b&gt; is for Zinjen, the Eternal Sentry:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Zinjen, the Eternal Sentry&lt;/b&gt;&lt;br /&gt;Zinjen is the demigod patron of defenders, guardians and protectors. The Eternal Sentry is honored by guards, sentries and defenders, particularly those seeking to stand between their charges and the dangers that threaten them. As a mortal, Zinjen served as a holy guard in a temple of Joven, devoted in his protection of the servants of the Healing Hand. The Eternal Sentry had earned great respect and reverence for his dedication and purpose, as well as his constant defense of those who called upon Joven. It is said that, in one particularly memorable battle, Zinjen led a small force of temple guardians to hold off a vast army so that priests of the Healing Hand could successfully flee with the temple's most precious artifacts. Although the odds were desperately stacked against him, Zinjen and his companions stood against the tide of the raiding forces for three days and three nights, slaying hundreds before, one by one, they were felled. At the end of that terribly long battle, Zinjen finally fell, although it was not until he received word that the priests had successfully escaped with the relics of Joven. For this great service, the Healing Hand honored him with a divine spark, and made Zinjen the Eternal Sentry over his Manors Divine.&lt;br /&gt;The favored weapon of the Eternal Sentry is the &lt;b&gt;longsword&lt;/b&gt;, and his symbol is a &lt;b&gt;white helm on a red shield&lt;/b&gt;.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-8908245411885450233?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/8908245411885450233/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=8908245411885450233' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8908245411885450233'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8908245411885450233'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/04/z-is-for-zinjen-eternal-sentry.html' title='Z is for Zinjen, the Eternal Sentry...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-2213384753667304479</id><published>2011-04-29T07:00:00.001-05:00</published><updated>2011-04-29T07:00:15.818-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='pantheons'/><category scheme='http://www.blogger.com/atom/ns#' term='consolidation'/><category scheme='http://www.blogger.com/atom/ns#' term='Yesha'/><title type='text'>Y is for Yesha, the Daughter of Waves...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;For my twenty-fifth post in the &lt;a href="http://www.tossingitout.blogspot.com/2011/01/very-special-and-exciting-announcement.html"&gt;A-Z Challenge&lt;/a&gt;, I would like to introduce a demigoddess in service to Oceanus, the Sea Warden. &lt;b&gt;Y&lt;/b&gt; is for Yesha, the Daughter of Waves:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Yesha, the Daughter of Waves&lt;/b&gt;&lt;br /&gt;Yesha is the demigoddess patron of lakes, streams and fishing. Revered by nomads, farmers and fishermen, Yesha is honored by throwing pieces of bread into a body of water, which is said to bring good fortune to those who live on the bounty of the waters. Yesha was once a priestess of Oceanus, who brought the word of the Sea Warden to several great lakes located far from the great seas of the world. Yesha preached that Oceanus would provide to those in need, and taught many the joys of fishing. Indeed, Yesha is often attributed with the following parable: "Give a man a fish and you feed him for a day, but teach a man to fish and you feed him for a lifetime." She served Oceanus and her community as a guardian of water sources, and was instrumental in preventing the spread of disease and poison through contaminated water supplies. She was held in great regards by the fishing folk of the great lakes, and so it came to pass that Oceanus took an interest in the priestess. He arranged to meet with her while disguised, and was so impressed with her kindness, her piety and her sharing of her religious lore and fishing skill that the Sea Warden fell in love with Yesha. Adopting her as his own child, Oceanus gave the Daughter of Waves a divine spark, and gave her dominion over smaller bodies of water and the fish that dwell in them.&lt;br /&gt;The favored weapon of the Daughter of Waves is the &lt;b&gt;net&lt;/b&gt;, and her symbol is a &lt;b&gt;golden fish&lt;/b&gt;.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-2213384753667304479?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/2213384753667304479/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=2213384753667304479' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2213384753667304479'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/2213384753667304479'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/04/y-is-for-yesha-daughter-of-waves.html' title='Y is for Yesha, the Daughter of Waves...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-4431856478434734237</id><published>2011-04-28T07:00:00.001-05:00</published><updated>2011-04-28T07:00:06.383-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Xathandra'/><category scheme='http://www.blogger.com/atom/ns#' term='pantheons'/><category scheme='http://www.blogger.com/atom/ns#' term='consolidation'/><title type='text'>X is for Xathandra, the Lady of Spring...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;For my twenty-fourth post in the &lt;a href="http://www.tossingitout.blogspot.com/2011/01/very-special-and-exciting-announcement.html"&gt;A-Z Challenge&lt;/a&gt;, I would like to introduce a demigoddess in service to Herea, the Hearth Mother. &lt;b&gt;X&lt;/b&gt; is for Xathandra, the Lady of Spring:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Xathandra, the Lady of Spring&lt;/b&gt;&lt;br /&gt;Xathandra is the demigoddess patron of prosperity, renewal and vitality. Honored among many folk, from athletes to aristocrats, from merchants to monks, Xathandra is most often worshiped in spring festivals and the planting of crops in the field. Xathandra was once a mortal priestess of Herea, who took great joy in the creation of life and the strengthening of the community that comes from fertile fields. She studied the ways of agriculture, and taught the techniques she developed to farmers throughout the realms she traversed, as well as spreading the dogma of Herea. More than one township arose along the frontier and then survived through the implementation of Xathandra's agricultural ways, leading to many shrines and temples to the Hearth Mother. Herea noticed that her followers in these regions often performed ritual plays depicting the blessing of knowledge by the Hearth Mother unto Xathandra, who then shared that lore with the people. Curious, Herea disguised herself and met with Xathandra. The Hearth Mother tested Xathandra's piety, and found that the Lady of Spring was a truly devout follower. Pleased with Xathandra's efforts, Herea blessed her with a divine spark and bestowed providence over the planting of the fields upon the Lady of Spring.&lt;br /&gt;Xathandra's favored weapon is the &lt;b&gt;light mace&lt;/b&gt;, and her symbol is a &lt;b&gt;rising golden sun&lt;/b&gt;.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-4431856478434734237?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/4431856478434734237/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=4431856478434734237' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4431856478434734237'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/4431856478434734237'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/04/x-is-for-xathandra-lady-of-spring.html' title='X is for Xathandra, the Lady of Spring...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-8895385698157542613</id><published>2011-04-27T07:00:00.001-05:00</published><updated>2011-04-27T07:00:11.868-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Wodan'/><category scheme='http://www.blogger.com/atom/ns#' term='pantheons'/><category scheme='http://www.blogger.com/atom/ns#' term='consolidation'/><title type='text'>W is for Wodan, the Death Bearer...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;For my twenty-third post in the &lt;a href="http://www.tossingitout.blogspot.com/2011/01/very-special-and-exciting-announcement.html"&gt;A-Z Challenge&lt;/a&gt;, I would like to introduce a demigod in service to Thanatos, the Flame Lord. &lt;b&gt;W&lt;/b&gt; is for Wodan, the Death Bearer:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Wodan, the Death Bearer&lt;/b&gt;&lt;br /&gt;Wodan is the demigod patron of berserkers, battle and gathering the souls of the fallen. While the Death Bearer is honored by those who enter into a frenzied state during battle, most call upon Wodan when a warrior has fallen, that the soul of the dead hero may be carried swiftly and safely into the Spirit World. Wodan's mortal existence is shrouded in mystery, and some scholars suggest that he's always held a divine spark. Whatever his past may have held, Wodan is now known for his berserker rage, his love of battle and his exuberance for seeing the souls of the slain safely into the hands of Thanatos, the Flame Lord. Bearer of the Spear of Death, Wodan rides a great black-feathered raven into battle.&lt;br /&gt;The favored weapon of the Death Bearer is the &lt;b&gt;spear&lt;/b&gt;, and his symbol is a &lt;b&gt;black raven&lt;/b&gt;.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-8895385698157542613?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/8895385698157542613/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=8895385698157542613' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8895385698157542613'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/8895385698157542613'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/04/w-is-for-wodan-death-bearer.html' title='W is for Wodan, the Death Bearer...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-5893789590443289282</id><published>2011-04-26T07:00:00.001-05:00</published><updated>2011-04-26T07:00:02.798-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Vanuros'/><category scheme='http://www.blogger.com/atom/ns#' term='pantheons'/><category scheme='http://www.blogger.com/atom/ns#' term='consolidation'/><title type='text'>V is for Vanuros, the Sun Lord...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;For my twenty-second entry in the &lt;a href="http://www.tossingitout.blogspot.com/2011/01/very-special-and-exciting-announcement.html"&gt;A-Z Challenge&lt;/a&gt;, I would like to introduce the final god of the thirteen core gods of my consolidated pantheon, the god of the sun. &lt;b&gt;V&lt;/b&gt; is for Vanuros, the Sun Lord:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Vanuros, the Sun Lord&lt;/b&gt;&lt;br /&gt;Vanuros is the god of light, the sun, the sky and weather. Revered by creatures of the air or oppose darkness, and feared by those who suffer at the hands of foul weather, the Sun Lord is the patron of flyers, sailors, farmers, wind runners and other wanderers. His temples are often erected in open fields, on mountaintops and at the top of towers and pyramids, where the sun’s rays may shine on them and bestow upon those within the blessings of Vanuros. His priests observe the changing of the weather patterns, and are particularly celebratory during fierce storms. The Sun Lord’s doctrines to his devout followers include the following:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Protect the creatures of the sky, particularly flying creatures, for they are close to the sun and thus sacred to Vanuros.&lt;/li&gt;&lt;li&gt;To experience the true blessing of the Sun Lord, one must work and travel in the open. To avoid experiencing weather for more than a month is tantamount to denying Vanuros and his dominion.&lt;/li&gt;&lt;li&gt;Do not seek to control the weather through magic, for attempting to impose one’s will on that of the Sun Lord is sheer folly.&lt;/li&gt;&lt;/ul&gt;The favored weapon of Vanuros, the Sun Lord, is the &lt;b&gt;warhammer&lt;/b&gt;, and his symbol is the &lt;b&gt;golden lightning bolt&lt;/b&gt;.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-5893789590443289282?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/5893789590443289282/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=5893789590443289282' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/5893789590443289282'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/5893789590443289282'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/04/v-is-for-vanuros-sun-lord.html' title='V is for Vanuros, the Sun Lord...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-314063083367899965</id><published>2011-04-25T07:00:00.001-05:00</published><updated>2011-04-25T07:00:01.576-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Uthor'/><category scheme='http://www.blogger.com/atom/ns#' term='pantheons'/><category scheme='http://www.blogger.com/atom/ns#' term='consolidation'/><title type='text'>U is for Uthor, the Great Archer...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;For my twenty-first post in the &lt;a href="http://www.tossingitout.blogspot.com/2011/01/very-special-and-exciting-announcement.html"&gt;A-Z Challenge&lt;/a&gt;, I would like to introduce a demigod in service to Alonna, the Wild Lady. &lt;b&gt;U&lt;/b&gt; is for Uthor, the Great Archer:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Uthor, the Great Archer&lt;/b&gt;&lt;br /&gt;Uthor is the demigod patron of archery, running and survival. Uthor is often called upon during hunts and tournaments when accuracy spells the difference between success and failure. As a mortal, Uthor was an accomplished woodsman devoted to the worship of Alonna, whom some claim may have been his mother. Fleet of foot and keen of eye, Uthor lived off the land, accepting the gifts of the Wild Lady as he traveled from realm to realm, teaching her word to those who would listen. Vigilant against the acts of those who ravages the land, Uthor often sought out refugees exiled by raiders and armies, teaching them to survive by living off the land and to defend themselves through the use of the great longbow. According to legend, when Uthor died at the hands of rampaging humanoids, a white unicorn visited the corpse at his funeral. With a bowed head, the unicorn touched Uthor with its twisted horn and raised him from the dead. Uthor rose from the pyre and leapt to the side of the unicorn. Together, the two ran into the woods, much to the shock of the mourners who had gathered. On that day, Uthor received the blessing of a divine spark from Alonna, and became the patron of archery, running and survival.&lt;br /&gt;Uthor's favored weapon is the &lt;b&gt;longbow&lt;/b&gt;, and his symbol is a &lt;b&gt;vine-entwined golden longbow&lt;/b&gt;.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-314063083367899965?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/314063083367899965/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=314063083367899965' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/314063083367899965'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/314063083367899965'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/04/u-is-for-uthor-great-archer.html' title='U is for Uthor, the Great Archer...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-1155529226238288803</id><published>2011-04-24T09:53:00.000-05:00</published><updated>2011-04-24T09:53:40.318-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='informal poll'/><category scheme='http://www.blogger.com/atom/ns#' term='general'/><title type='text'>Informal Poll: On the Future of the Blog...</title><content type='html'>Good Morning, All:&lt;br /&gt;&lt;br /&gt;I've scheduled the last six posts for the coming week, rounding out my participation in the &lt;b&gt;A-Z Challenge&lt;/b&gt;, and in the process designing a consolidated pantheon to use in my future campaigns. It was a lot of fun from my perspective, but the number of comments dropped considerably. Therefore, I thought I'd check with you guys and see what your thoughts were on the future of the blog.&lt;br /&gt;&lt;br /&gt;Do you like the focus on a specific topic on a monthly basis? Or do you prefer a variety of topics covered on an as-inspired basis?&lt;br /&gt;&lt;br /&gt;Do you prefer campaign background pieces or rules discussions? Or a healthy mix of each?&lt;br /&gt;&lt;br /&gt;Do you like smaller posts made more frequently or larger posts made less frequently?&lt;br /&gt;&lt;br /&gt;Now's your chance to have some input on the future direction of "In Like Flynn." I'm eager to hear what you guys are looking for, so I can make this blog more suited to your needs.&lt;br /&gt;&lt;br /&gt;With Regards,&lt;br /&gt;Flynn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20485732-1155529226238288803?l=flynnwd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://flynnwd.blogspot.com/feeds/1155529226238288803/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=20485732&amp;postID=1155529226238288803' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1155529226238288803'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20485732/posts/default/1155529226238288803'/><link rel='alternate' type='text/html' href='http://flynnwd.blogspot.com/2011/04/informal-poll-on-future-of-blog.html' title='Informal Poll: On the Future of the Blog...'/><author><name>Flynn</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='31' height='27' src='http://4.bp.blogspot.com/_srrnmceWO_k/Svs3SMr2PyI/AAAAAAAABLM/9l0brM7BT2E/S220/jason_cartoon.JPG'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-20485732.post-4385804740037012678</id><published>2011-04-23T07:00:00.001-05:00</p
