Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Re: Woodland Warriors « Reply #30 on Mar 3, 2011, 10:55am »
Hi Mond, There are undead critters in my game. I'm not replicating Redwall, I'm creating my own campaign in which Redwall is an influence. I have the S&W core (in fact, a word.doc that I am changing as I go), which I have been working from. Therefore, the OGL is from that. I don't have WhiteBox, so I couldn't tell you about that.
Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Re: Woodland Warriors « Reply #31 on Mar 3, 2011, 2:06pm »
Here is a more recent draft. Please note, the character gen/classes etc is pretty much set, up to about p36. Beyond that is still a bit rough as I'm tinkering with spells, beasts, XP and the Stonewell Abbey campaign background. There should be enough for you to be going on with though and it would be great to hear from someone who's actually played it. I'm hoping to this weekend and again in the middle of next week.
Serving the Good This concept rocks! It actually, in one fell swoop, dissolved years (nay, decades!) of angst around how to view ODD clerics. I'd suggest pairing Good with Wicked (which you use a couple of times in the text) instead of Evil; maybe it's just me, but it seems to fit the genre better. Weasels and rats seem more Wicked than Evil.
I've expanded on this now. There are now 5 types:
THE KIND - PCs and certain other "good" creatures THE WILD - Less enlightened/intelligent animal - less concerned with the "wide-world" or concepts bigger than "eat" and so on. THE VERMIN - clever but wicked horde-like animals INSECTS - includes spiders THE UNDEAD - malevolent, extremely evil, no thought to life,. mostly mindless, typical fantasy undead
Re: Woodland Warriors « Reply #35 on Mar 10, 2011, 12:55am »
Concerning wolves (p 78)....it states that they are huge (of course) and that they arm themselves with weapons, armor, etc.
One of the hurdles with a game like this is determining which animals are intelligent and which ones are, well, animals. For example, the eagles (p. 67) seem to be of animal-intelligence. There's a referencing to raising them from hatchlings to be mounts. Bats (p. 66) on the other hand seem more like human-intelligence, and can use some weapons (such as darts). I guess that having the small woodland mammals as the intelligent species is what gives the genre (and game) its charm.
The wolf doesn't fall into the "small woodland animal" category, and I think that applying the same rules and vision to it is a bit jarring. Sure a wolf could be analogous to a giant in D&D, but I think it would be better used as a kind of non-cultured (though not necessarily unintelligent) monster. Not using weapons or armor, walking on all fours, living in a wolf den with dirt and bones, etc. More of a wilderness hazard, something to be feared and wild, like how spiders, birds-of-prey, and snakes are presented. Perhaps a pack of wolves could be bargained with, but the chances are they'd would simply laugh and pounce, similar to the reaction one might expect from an evil dragon.
I would expand this to also include boars, which don't fit the criteria in my mind. Wildcats and Foxes exist right on the edge, so including them as "cultured" species doesn't bother me.
You could also add bears as the largest of wilderness wild beasts. I don't think that bears prey much upon small mammals (preferring fish and plant material, though I may be wrong) they would exist as a kind of neutral force, perhaps more likely to assist the smaller creatures.
Of course, just suggestions. I love the work so far, its really something special.
Concerning wolves (p 78)....it states that they are huge (of course) and that they arm themselves with weapons, armor, etc....
Yeah, I struggled with boars, wolves (and bears, which I dropped ultimately). I may well revisit them - bears could be like a lumbering, sometimes friendly giant that could help or hinder as appropriate to the scenario. So you never know what you'll get when trying to negotiate with a bear. Wolves & boars may change again in the final draft. Actually, from the draft you have, they may have already...perhaps its time for another update...
"If you like the idea of Blackadder II and Kit Marlowe getting drunk and fighting cultists and Spaniards in the London sprawl then check this baby out" - Jeff Rients
"If you like the idea of Blackadder II and Kit Marlowe getting drunk and fighting cultists and Spaniards in the London sprawl then check this baby out" - Jeff Rients
I'm really looking forward to this developing, and I'll play-test it if at all possible.
Did you get a chance to do this? Do you need the updated draft (I'm on 1.04 now)?
For those that wanted Scouts to get something at 6th level, this is what I went with:
"Ship (6th level): At 6th level, a Scout becomes known as an Explorer and can have his own ship built. He will attract a number of sailors, scouts and merchants who will swear fealty to him, as he goes off upriver or across uncharted seas, to seek out new lands to chart for trade and for colonization."