Monday, March 28, 2011

MyD20 Lite: Basic Rules (or Levels 1-5)...

Good Evening, All:

I've finally got off my duff and created a rough draft of a "Basic Rules" PDF for MyD20 Lite that focuses on just character levels 1-5. I've done what I can to remove elements above 5th level, but I'm hoping that there's still enough here to show the merits of the system for those that might be interested.

You can find the MyD20 Lite Basic Rules here:
MyD20 Lite - Basic Rules

And best of all, it's free!


Saturday, March 26, 2011

Thought Exercise: A Psionic Fantasy World...

Good Morning, All:

For those that know me, you are likely aware that I feel that psionics does not have a place in my fantasy games. (As an example of how much I feel psionics does not belong in my campaign worlds, the goddess of dreams and the mind is the one that dies to form the Madlands, as opposed to the Shieldmatron in the Hammersong's Legacy campaign setting I published last year.) My position on the subject is that, for me, psionics is much better as a source of special abilities in sci-fi games, while magic fills the same role in fantasy campaigns. However, I can think of one possible situation in which I'd be okay with the concept: what if psionics were the only source of special abilities in the campaign? Any cleric with "divine gifts" is simply a psion working for a religious organizations. Any mage with "arcane powers" is simply a psion with a ritualistic approach to tapping into his own mental abilities. Such a setting would work well using the Traveller rules, the D20 System rules (such as the Third Dawn Campaign Setting by Dreamscarred Press), or my gaming group's current favorite rules system, Savage Worlds.

With the possibly that, like the less powerful wish spell, the wording of the Rite of Worldly Transformation could potentially be perverted, the fact that it could result in a psionic fantasy world came to mind. In order to prepare for that possibility, I thought I would engage in a thought exercise exploring the concept, and since I'm blogging today, you guys get to come along for the ride.

Character concepts are always a big consideration for me when crafting a new setting, and this would be no different. Since we won't have the traditional roles from a D&D-esque game, my thought is to fall back on the three generic class concept first introduced in 3E Unearthed Arcana: warrior, expert and adept. (This is the same concept that was picked up and expanded by the True 20 system by Green Ronin.

The role of warriors in such a setting would not change dramatically. You'd still have knights, soldiers, gladiators, swashbucklers, woodsman, etc., none of which would be impacted by the lack of magic or the presence of psionics. Class concepts that touched on magic (such as the fighting man/magic-user concept behind the sorcerer or the fighting man/cleric concept behind the crusader in Hammersong's Legacy) would have to be changed in light of the presence of psionics (perhaps a warrior/adept concept inspired by the Jedi of Star Wars fame, or the more mystical monk class from 1E and 3E).

Experts would also be unchanged, such as rogues, sages, assassins, and aristocrats, as they are largely uninvolved with magic. Again, multi-class concepts such as seekers (a rogue/cleric) or dungeoneers (the rogue/magic-user class from Hammersong's Legacy) would have to be modified or redesigned, replacing magical power with psionics (and I don't have any examples of this, so I'd likely spend some time coming up with ideas here.)

Adepts, or psions, would be what gives such a setting its more unique flavors. Looking at the classic types of psionic powers defined in roleplaying games, we can see a number of potential roles emerge. Those talented in clairsentience would like fill the same roles as diviners and oracles within the culture of our psionic world. The psychokinetic or telekinetic types serve in much the same manner as force mages, and with some cultural emphasis, I'd probably make them my go-to specialization for a warmage role, as they replace the damage capacity of evokers. Psions specializing in psychoportation or teleportation would probably create a cultural role that promotes high speed movement and transportation. Psychoportive cat burglars are also a good concept for mystical rogue types (hmmm, sounds like my first volunteer for an expert/adept multi-class concept). Telepathic psions would replace enchanters and interrogators in the world. Empathic healers would provide healing and some of the basics previously given by clerics. I'm sure that, depending on the system and the list of powers I made available to psions, I could come up with other specializations, and that's without even considering 3E core classes and prestige classes for additional concepts for potential addition.

The monsters of the setting would lose any obviously magical abilities that did not duplicate psionics, unless a psionic equivalent could be found. (For example, creatures that turn a foe to stone may instead simply paralyze them or stun them into unconsciousness.) This would lend itself well to a subtle shift in flavor that would make for distinctive gaming experiences, and emphasize the new setting. That's always a big plus in my book.

Races would not need to change as much. If they did, I'd be more for limiting them to human and possibly a few psionic races instead of keeping the wide plethora of races available that would be found in a magical fantasy world. Then again, you could always just get rid of the more magical races and replace them with a psionic equivalent.

Okay, by running through this basic thought exercise, I can now envision a fantasy game using psionics instead of magic, and I think I could be happy with that. It has enough diversity to let me players find enjoyment with it, and yet there's enough similarities to previous gaming experiences that the concepts aren't alien to them. That promotes connections and provides springboards for expanding on the gaming experience of the players. I wouldn't have to worry about the typically unbalanced nature of psionics versus magic found under most rules systems, and it's something I could port over into a science fiction campaign if I wanted to use it later.

Yes, This Has Potential,

Thursday, March 24, 2011

Madlands Campaign: Big Reveals and the Rite of Worldly Transformation...

Good Evening, All:

In last night's game, I revealed one of the big secrets of the Madlands Campaign to my players: shapeshifters have been replacing various important personages in Fellgorge and the surrounding area in preparation for "opening the gate of the Madlands into the realm of their homeland." While the party is in the midst of completing their current chosen path of adventuring, they are definitely looking forward to dealing with this particular situation when they return to Fellgorge later on.

While I designed the initial concept of the Madlands Campaign, I began by using the 5x5 Method to develop plot arcs for the setting. I enjoy getting the chance to make the "Big Reveal" for these elements, and I think it adds a significant amount of depth to the setting as the various plot elements reveal themselves and the pieces start falling into place. I really like the look in the players' eyes when they realize that the events of their second adventure over a year ago were another aspect of the same plot arc as their previous adventure, and they all folded together to create the situation that will be at the center of their next adventure. Last night's reveal was particularly satisfying, as the knowing nods and general "aaaah" tones from the party demonstrated to me that I'd done a good job in laying out the clues and then bringing it all together.

The next major plot development will focus around an Arch-ritual, the Rite of Worldly Transformation. Arch-rituals are plot devices, general held to be as powerful as 10th-level spells (in a world where Wish is a 9th-level spell). Arch-rituals are difficult affairs, being long and involved arcane rites that run the risk of being cast incorrectly, or of otherwise failing under many circumstances. The results of failure are devastating, but the rewards of success often drive people (primarily NPCs, of course) to pursue them. In this case, thus far I've informed the party that the Rite of Worldly Transformation allows its caster to alter the very fabric of reality in regards to one particular element, once it is successfully cast. The players know that the Dark Gauntlet of Sorrows is a section of the Faerie Courts (an extraplanar fey realm) that was trapped on the Plane Prime by a botched attempt to cast this particular rite, so they are aware that the consequences of failure are world-changing. Of course, I've also introduced a very irritating magus, Pezegrin the Proud, who plans to use the Rite of Worldly Transformation to take the power of a fallen goddess's divine spark and become a god of magic himself, so they know the power of the rite is equally world-changing. One of the players has a personal goal of finding the arch-ritual so that he can bring the dead goddess back to life. Now, that's going to make for a cool session, I think.

As a Referee, I've learned to be okay with player-induced changes to my campaign settings, particularly on big scales such as this one. After all, if I'm going to give the party a mission to save the world, then I have to be prepared for them to fail. If I'm willing to let that happen, then I think it's not much of a leap in my mindset to allow other dramatic changes to take place, so long as we have a big build-up to them. I want such events, whether introduced by me or by the players, to invoke a lot of player interest and investment as the story builds toward that particular climax. Without that investment, Referees will either never allow such a change to take place (which means there's no risk in attempting to save the world) or that the change occurs in such a manner that it doesn't impact the players significantly (and thus probably comes off as boring and lackluster).

It should go without saying, though, that a good Referee will consider both success and failure of such efforts, just in case. For example, if the player succeeds, then a goddess returns to life, and he will be recognized for restoring the pantheon. (In addition, the player gets to brag about having a character that resurrected a god.) If the player fails, then it depends on how the failure occurs as to what possible consequences might occur. For example, if the player fails because the magus succeeded in his particular plan, the setting gains a new god of magic, and things become interesting for the players depending on how they treated him in the last days of his mortality. If the player fails because the ritual was interrupted and thus it was miscast, then a great magical catastrophe occurs, and I get to impose some other major change to the campaign. It could range from a change in the map to a change in the history, or what have you. There's at least two groups that are after the Rite of Worldly Transformation as well, a circle of necromancers that seek to control an undead god and a cult that seeks to use the power of the ritual to free their imprisoned god of chaos (i.e. my Cthulhu-inspired plot arc). You can imagine what would happen if one of those two groups succeeded in casting the arch-ritual instead of the party. Overall, things should come to a head as the players get closer and closer to the discovery and casting of the arch-ritual.

Have any of you, either as players or as Referees, participated in a world-changing event that caused a major change in the campaign? How do you feel it went off? Was it orchestrated well, or could it have used a little help? What would have made it better from your perspective?

With Regards,

Tuesday, March 22, 2011

Help Request: Looking For The Relabeled Forgotten Realms Blog Post...

Good Morning, All:

This is a quick post to ask a favor of the readers of "In Like Flynn". I'm looking for a particular blog post from a few months back, maybe even a year ago, in which the blogger talks about how to take a published campaign setting and make it your own. In that particular blog post, one of the techniques mentioned is to take the campaign map, change the names, and use that instead. To illustrate the concept, the blogger posted a relabeled map of the Forgotten Realms.

I was inspired to look for this when I was reading the most recent post on Ode to Black Dougal, which in turn referenced the Gray Box Project. As I was reading Sir Larkin's post about his project, I recalled the initial post I mentioned above, and thought I'd post a link to it in the comments. However, after thirty minutes of digging, I haven't been able to find it, so I thought I'd post a request here and see if one of you guys might know where it may be found.

Any assistance you could give would be greatly appreciated.

With Regards,

Saturday, March 19, 2011

Consolidated Pantheon: Godlings and Other Quasi-Divine Beings...

Good Evening, All:

When I start considering a consolidated pantheon for future fantasy gaming, I feel that a great majority of what I want in terms of a pantheon can be accomplished in a dozen or so core gods. However, there will always be those small niches that are best filled by some minor godling of some form or another for story purposes. Be it a demi-god, a demon lord, a hero-god, a "Chosen" or what-have-you, I definitely want to have a place for these "godlings" in my future games. While I'm not found of the name "exarch", which is used in 4E for this concept, I do like the following description of such beings, particularly the last paragraph for their adventuring potential:

The exarchs are often called demigods or heroes, and many are ascended mortal servants of greater gods, brought up from the world to serve as agents of their divine masters. Many, but not all, attract worshipers of their own, and they have some ability to grant spells, but are more often simply conduits from the mortal world to the attention of the higher gods. For example, the druids of Gulthandor pay homage to the Lion God, but in reality the character's divine spells are being granted by Nobanion's patron, Silvanus. Unlike true deities, exarchs are not bound to live in Astral Dominions with their patrons. Like Nobanion, many choose to live on the Material Plane, more directly engaged in the lives of their mortal followers.

Finally, exarchs in D&D campaigns are fully intended to be defeatable by any epic-level PC strong enough to attempt it. Of course, immortal beings are not just sitting around waiting for epic-level adventurers to take their life. And should the PCs even succeed in such an endeavor, they'll surely have earned the wrath of the exarch's patron deity."

What are your thoughts on the use of "godlings" to fill in the gaps in a campaign's pantheon? What are your favorite examples of such from your own gaming experiences? And finally, what do you prefer to call such quasi-divine beings in your campaigns, if you use them (or if your GM uses them, should you be a player)?

With Regards,

Thursday, March 17, 2011

Fun Concepts: Alternate Planes Prime...

Good Evening, All:

I have to admit that I like the concept of alternate Planes Prime, and given my druthers as either a GM or a player, I'd rather explore alternate Planes Prime than the Outer Planes any day of the week. When I eventually consolidate my various prior gaming worlds into a single campaign setting for my future games, the role of alternate Planes Prime will likely be heavily emphasized. Indeed, I probably will explain some of the Outer Planes as simply alternate Planes Prime and parallel dimensions with unusual natural laws, while keeping the concept of the Spirit Realm from the World Within as the home of the deities that will make up my consolidated pantheon.

One of the things I like about the concept is that the walls between worlds can be as thick or as thin as you want it or need it to be. Natural phenomenon, such as Banestorms (borrowed from the GURPS Fantasy world of Yrth) or wormholes (from the TV series Primeval), can provide temporary holes in the fabric of reality, allowing PCs to travel to strange and unusual places, face creatures that are not native to the region or experience bizarre environments due to the mixing of worlds. Magical spells may go awry via wild magic that comes from an unstable connection with another Plane Prime, and rituals may open portals to other worlds and possibly even other timelines.

Taken to the extreme, you end up with a smorgasbord setting with no true sense of continuity, much like the new version of Gamma Terra from the 4E version of Gamma World. However, when used sparingly for flavor and spice, alternate Planes Prime can add a lot to a setting, and is generally more accessible to a player's imagination than the Outer Planes might be, particularly those not entrenched in the lore of your campaign setting. Plus, you get to use that adventure from Dragon Magazine #100 where the PCs come to modern day Earth and steal an artifact from a museum. I've never used it, but I've always wanted to.

Have you ever considered what a campaign setting might look like if commonly encountered/visited alternate Planes Prime existed for the setting? I don't think anyone would publish such a thing directly, but I can see someone using an overarching meta-setting to integrate multiple published worlds under one campaign. In fact, I'm sure someone already has, but other than Suzerain and the 4th Edition GURPS meta-setting, I can't think of any, and neither of these two are purely fantasy-based. Does anyone know if there's something like that out there? I'd be interested in reading it and gleaning what I can from the experience.

With Regards,

Tuesday, March 15, 2011

MyD20 Lite: Three New Monsters...

Good Evening, All:

I've been suffering a little bit of writer's block of late, and when that happens, I like to take a randomly generated element (such as a monster or an adventure plot, or in the case of Traveller, a Universal World Profile) and try to build a cohesive gaming idea around it. Sometimes, in the process of working with such random items, a spark of creative thought inspires me, and I find myself back in the driver's seat, so to speak.

Other times, however, I start with an image, a picture or some other visual medium, and work backwards from there. For today, I went with a picture out of one of the later Monster Manuals from the 3E Era, and took it from there. (Since I can't use the monsters as they are because they are not Open Game Content, I may as well use my own home-brewed creatures inspired by their images, and run with that idea.) With that in mind, I'm going to start by offering up for your perusal the following trio of infernal animals for use with MyD20 Lite.

Dread Scavenger
The Dread Scavenger has the appearance of a mange-ridden hyena the size of a horse, with black, viscous poison dripping from its deadly teeth. Dread Scavengers are fierce beasts, but would much rather feed on carrion than hunt living prey, and will often disengage from combat if they can safely withdraw with a corpse to feast upon.

Dread Scavenger: Large Planar Monster (Unholy); CR 3; XP 600; HD 3d8 (14 hp); MV 8; AC 16; AT +5 bite (2d6+3, plus poison); SV Fort +4, Ref +2, Will +3; SA poison (1d6, Fort DC 13 negates); SQ darkvision, half damage from acid and cold, immune (poison, raise dead, resurrect), scent.

Infernal Prowler
An Infernal Prowler resembles a hairless wolf with a thick grey-green hide and a bony ridge running the length of its spine. The Infernal Prowler tends to skulk along the ground ahead of unholy forces, sneaking up on outlying guards and scouts to strike from surprise.

Infernal Prowler: Small Planar Monster (Unholy); CR 1; XP 300; HD 2d8 (9 hp); MV 7; AC 15; AT +4 2 claws (1d4-1); SV Fort +2, Ref +4, Will +3; SA sneak attack (+4 attack, +1d6 damage vs flanked or unaware opponents); SQ darkvision, immune (raise dead, resurrect).

Ravenous Glutton
The three-legged, three-armed round body of the Ravenous Glutton is topped by a single gaping maw, into which this ever-hungry beast stuffs anything slow enough to be caught. The Ravenous Glutton takes a particularly fiendish delight in rending the flesh of the recently fallen and feeding on the remains.

Ravenous Glutton: Medium Planar Monster (Unholy); CR 1; XP 300; HD 2d8 (9 hp); MV 6; AC 15; AT +4 bite (1d8); SV Fort +3, Ref +3, Will +3; SA rend fallen (1d8 damage vs dropped opponent); SQ darkvision, immune (raise dead, resurrect).

Any feedback on the above would be appreciated. In particular, if you have any suggested name changes, I'm definitely open to such, so long as they sound appropriately flavorful, of course.

With Regards,

Saturday, March 12, 2011

PSA: Japan Disaster Relief...

Good Evening, All:

As many of you probably know, a massive 8.9 magnitude earthquake hit the Pacific Ocean nearby Northeastern Japan at around 2:46pm on March 11 (JST) causing damage with blackouts, fire and tsunami. RPGNow is raising funds to help those affected by this disaster. I would highly encourage you to contribute $5 of Japan Disaster Relief, if you are willing and able:

Something To Think About,

Friday, March 11, 2011

World Building: A Japanese Analog, Part 2...

Good Morning, All:

When I posted the beginnings of a Japanese cultural analog in my previous post, I got a number of comments with some excellent suggestions. Even if you do not agree with the direction I am going with the Isles of Zai below, I strongly suggest that you check out the comments, because there's some great stuff there, well worthy of consideration. With that in mind, I continue with the write-up, exploring the role of samurai-inspired knights and the evolution of martial arts.

The Knights of Zai
As with many feudal societies, the warlords of the Isles of Zai have the capacity to grant some of their land in turn to those that choose to follow them. As warskill is highly prized among the islanders, these landed nobles are often knights of significant martial prowess. Some also possess at least a minor amount of arcane talent, in keeping with the esteem bestowed on the tradition of the Sorcerers of Krang from whom the Sorcerous Sovereign has descended. By tradition, the Knights of Zai have been given significant legal powers within their domains, including the right to kill social inferiors for failing to display appropriate deference. Dueling among social peers is a common practice for the settlement of disputes.

The common people are often caught up in the squabbles and disputes of the warlords and their knights as they eternally war over territories. Given that the status of the warrior is revered on the Isles of Zai, the commoners are not without talent in the art of war. Even when it became common practice to disallow weapons to commoners, the poor would often turn agricultural tools into makeshift weapons, and even develop extensive styles of unarmed combat that feature grapples, joint locks, throws, strikes, kicks and other combat techniques. The warlords and their knights have allowed unarmed combat styles to flourish, but strictly discipline those commoners who practice weapon-based styles of combat, in the hope that those commoners will not rise up against the representatives of the warlords as they continue to wage their minor wars over border disputes. To hide their practices, many unarmed combatants disguise their training as ritual prayer and exercises, and several shrines and temples have integrated the practices as part of their physical and spiritual conditioning techniques.

As I have mentioned before, this is simply a rough outline of the concept. I'm sure that it will evolve as I rewrite it and polish it up for use in a later campaign. However, it does show an example of how a Referee can take a cultural example from our own history and rewrite it in other terms to expand their own personal campaign setting. After a rough draft like this one has been created, then the next step as a Referee would be to examine the new write-up and look for ways that it will inspire both adventure content and world details to improve the players' gaming experience. This, of course, could inspire another line of thought, and another, and another, until eventually, the idea takes on a life and identity of its own that makes it truly a part of the Referee's campaign world.

With Regards,

Tuesday, March 08, 2011

World Building: A Japanese Analog...

Good Morning, All:

Today is my birthday, and I'm turning 42. Yay! I woke up this morning to find a barrage of "Happy Birthday To You" messages from the various gaming-related forums I'm on. This evening after work, I'll be meeting some of my gaming buddies for a little get-together up here in Northwest Austin, which should be a lot of fun.

In regards to gaming, here's a tidbit I've been working on in regards to a Warrior culture for my campaign. The current version is fairly generic, and as such, I thought it would be of use to others in their own world-building. I'm sure you'll note the Asian influences underlying the piece, even though I've worked hard to coach it in terms of pseudo-European fantasy. This was inspired by elements of the Dray Prescot series by Ken Bulmer, which was penned under the pseudonym of Alan Burt Akers.

The Legacy of Krang
Across the great waters, beyond the setting sun, lies the ancient and mysterious land of Rokim. Once united under the stern rule of the Demon-Emperor Krang, the Sorcerers of Krang rose in their infamy as cruel yet talented masters of magic and wizardry. Upon the emperor's death, however, the land was sundered into the Seven Kingdoms as Krang's children divided the region among themselves. The land was torn apart by civil war, and only the strongest emerged in the aftermath, each claiming to be the true heir to the power and prestige of ancient Rokim. Cumulatively, these surviving lands became known as the Legacy of Krang, and their Sorcerers became the true heirs, trading on their knowledge of ancient ways and lost lore to maintain their reputation as the greatest and most feared of the world's arcanists.

Off the coast of the Rokim mainland lies the small island chain known as the Isles of Zai, where a descendant of Krang still rules as Sorcerous Sovereign over the people. In actuality, however, the Sorcerous Sovereign, an inherited title passed down from generation to generation, rules only in name. The true power of the Isles of Zai lies in the hands of warlords that fight among themselves for supremacy, paying lip service to the Sorcerous Sovereign who is dependent on tradition and the good will of the more powerful warlords for his continued existence and any true power behind his largely ceremonial position.

I'm still searching for the right words to describe the role of samurai, I mean knights, in the Isles of Zai, and following that, I intend to cover the elements that led to the development of unarmed combat and thus martial arts among the serfs of the Isles. Once this is completed, and then smoothed over a bit, I'll have the background necessary to support the existence of monks and martial artists in a pseudo-European campaign setting.

My reasons for developing such a background element are twofold. First, the monk is a popular class among D&D gamers, and it's nice to have a way to fit them into a campaign that makes sense and gives them continuity. Second, I enjoy certain elements of Japanese culture, and seek a way to integrate them into a fantasy campaign without having to import the entire Oriental Adventures concept into my settings and overshadow the more classic fantasy elements I've already introduced. There's a third reason, too, in that I'm paying homage in a way to Ken Bulmer's works, particularly the inspiration of the background of Turko the Shield, a great Khamarro (master martial artist) and companion to Dray Prescot.

Anyway, I hope you find the concept interesting, and I look forward to your thoughts on the subject. How have you integrated non-European concepts and cultures into your campaigns? Do you file off the serial numbers and create a pseudo-European analog in your world? Do you bring them in essentially whole-cloth into your setting? Do these lands only exist off-camera, as it were, and are never truly encountered save for the occasional specialized character class (monk) or culturally-influenced monster encounter?

With Regards,

Saturday, March 05, 2011

Flaws, Hindrances and Disadvantages: How Do Character Personalities Evolve?

Good Evening, All:

One of the things I really enjoy about Savage Worlds is that characters are built with Hindrances, which are flaws with a game mechanical impact which helps define the character. I find that systems using such a mechanic, such as the aforementioned Savage Worlds or the Storyteller System by White Wolf, tend to promote roleplaying characters with distinctive personalities among the players of that system. While I've seen some great RP done by players of games that do not have such a system, I've found the use of flaws/Hindrances/character disadvantages to more consistently remind players that the character is more than just a set of game stats.

For a time, I considered adding this game mechanic to MyD20 Lite, but in the end, I decided to fall back on the majority of my D&D experience and not include such. Simply put, aside from a brief period where AD&D 2nd Edition Player's Options provided us with such a system, D&D just doesn't have a consistent non-class-related game mechanic that promotes roleplaying through varied personality traits. (It has alignments, but more often than not, alignment became a indicator of what the character was doing rather than a guide to character behavior.) Since MyD20 Lite is intended to be my go-to system for D&D games, I kept to the core experiences I wanted to build on and recapture when I want that particular level-based fantasy gaming experience.

Fortunately, characters do tend to take on a personality of their own as a result of the gaming experiences the GM sends them through. While you might not always get interesting quirks or distinctive character traits from the player-characters, you definitely find yourself dealing with characters that have specific enemies, hatreds and prejudices based on what you've presented to them over the course of a long-lived game. A good group involved in a detailed game can't seem to resist character evolution and development over the course of a campaign (for the most part; there are always exceptions.)

So, what kind of things do you do when playing in a gaming system that does not offer such clear-cut game mechanics to promote roleplay? Are you a gamer that creates characters around a concept, which then adjusts itself as it interacts with the game world? Or do you start with a character sheet that's a blank slate, and just let the character evolve over the course of the game? Or does every character you play have the same core personality, whether it's an elven ranger, a human mage or a wookie co-pilot? And more importantly, why is it that you build and portray your character in your particular manner, rather than one of the other choices? I'm curious, and yes, part of this may end up in the MyD20 Lite Referee's Guide, paraphrased, of course.

With Regards,

Thursday, March 03, 2011

PSA: Lulu.Com Coupon Code For 20% Off...

Good Afternoon, All:

It's time for another Public Service Announcement. has another coupon code for 20% off, which expires just before midnight on March 7th, 2011. To take advantage of this generous offer, simply enter coupon code GIANT305 at checkout.

So, with a 20% discount available, please head over to and check out the various offerings now available from Old School publishers as well as others. Who knows? You might just find something you like. (And you can always throw in something from Samardan Press if you don't already have it. ;) )

Hope This Helps,