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Post by badger2305 on Oct 1, 2011 11:21:41 GMT -6
Part Nine - Some Deeper Principles, continuedThere are no "non-player characters" on Tekumel. In Sec. 900 we discover that: What this means is that, unlike D&D where there is often the assumption that player-characters are freebooters in a world of shopkeepers, Empire of the Petal Throne assumes that there are almost always people of higher social status and power than player-characters. and in fact, most people are of higher status than player-characters when they first begin adventuring. The implications of this are straightforward, but may be unsettling to players used to the "open frontier" of D&D. In Tekumel, social connections are a resource to be prized and not something that is an "optional add-on." In this milieu, almost nothing is done as a completely independent activity - to your average Tsolyani, that would be dangerously unsupported! Rather, there are always social considerations that complicate and enhance options and opportunities. Bob Alberti has written an elegant exposition on this, here.
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Post by badger2305 on Oct 1, 2011 10:57:43 GMT -6
Octavia puts down her spear and catches her breath. Once she sees her companions inspecting the body, she picks up her bow and nocks an arrow. She will watch the surrounding area for signs of hostile movement.
"I agree. We should leave and seek the Medlar."
Once their inspection is complete, she will take point and lead the group away from the dead metal creature, towards the north-northeast.
(NB: that's the direction indicated, right?)
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Post by badger2305 on Oct 1, 2011 10:52:23 GMT -6
badger, are you about to continue your series on GMing? Yep!
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Post by badger2305 on Sept 27, 2011 15:03:35 GMT -6
Octavia sets her mouth in a grim line and attacks the creature again. "If we do not kill it, it may follow us - or worse yet, attract others of its kind."
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Post by badger2305 on Sept 27, 2011 14:46:50 GMT -6
There are a variety of ways to go about this. One important thing to remember is that "game" Tekumel is more "powered-up" than "real" Tekumel (insofar as Prof. Barker has written about it). So - depending on what kind of game you want - you can decide for yourself how to make the numbers come out. Approaching this from the Empire of the Petal Throne side, there is Greentongue's excellent work simply aligning the EPT spell corpora with the various Temples, as shown here. (It should be noted, however, that the Group III Walls spell actually should be associated with several different Temples, not just Vimuhla.) From the Swords & Glory/Gardasiyal side, the addition of Psychic Reservoir as a characteristic is more accurate, but it also immediately adds something to EPT that was not there. My suggestion is to not add it in, but to use Psychic Ability as a stand-in for it. While some might pine for the increased granularity of a power point pool, it's not absolutely warranted. After that, adding in Universal/Generic/Temple spells as the equivalent of Group I, II, and III is not too difficult. What's not as easy to reconcile are the Professional Skills for Priests and Magic-Users, which are mostly spells in disguise. On a first blush, however, the magic systems are adaptable to each other on a very rough basis. (more to follow)
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Post by badger2305 on Sept 27, 2011 14:16:45 GMT -6
I think I need to do a diagram. Let me go do that. (pads off)
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Post by badger2305 on Sept 20, 2011 0:04:07 GMT -6
Octavia looks intently for room for another shot with her bow. If that isn't possible, she will go forward and attack with her spear.
"We should flee! These things are not what we are here for!"
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Post by badger2305 on Sept 19, 2011 18:11:14 GMT -6
Quote - "I will have something up for that a little later in this thread." Awesome. Look forward to seeing how you suggest to handle this retro-inclusion. I'm thinking of allowing Universal, Generic, and Temple spells to be injected into the original ept as "Group 1" "Group 2" and "Group 3"selections under Section 500. I was considering then re-doing the Professional Skills listings of section 430 to have One From Group I, or One From Group I and One From Group II, then at higher circles / levels, allow One From Group III, representing temple spell learning. These offerings in addition to the existing static order of spell learning for those two classes; which I think is a tad too static for most players tastes. I digress, I look forward to reading what you have on the topic of using magic from the later rule sets in the original. Very much along the lines of my own thinking. I had been thinking about keeping some of the non-magical skills that are often the province of priests and lay-priests. More to come shortly.
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Post by badger2305 on Sept 19, 2011 0:39:18 GMT -6
The door requires some special machinations to open. Mottán fortunately seems to have what is needed to get the door open. As it creaks open gently, a narrow corridor is revealed, no more than a single person wide (and an exceedingly thin person, at that!). It climbs steadily upwards on a slope, and then turns to the left rather sharply.
After the turn, there is a stairway climbing fairly steeply, with small colored stones in the wall every third step. The ceiling is lost in the darkness above.
Suddenly, from ahead and from behind, Mrur emerge from the darkness. Their armor is a ghastly caricature of ancient Tsolyani military dress, and they take almost no time to move up silently, ready to strike.
Referee note: what does each of you want to do as the combat begins?
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Post by badger2305 on Sept 19, 2011 0:29:22 GMT -6
Mottán looks around very carefully, and then exhales completely. Jaru and Kemul stand ready, the latter holding a torch so that the young nobleman can see everyone.
"The friend I am searching for is a lay-priest of the Doomed Prince. His name is Ténkurel, and I last saw him with several guards who were fighting off our pursuers as we made our escape. As for our foes, they were spawn of the Temple of Sarku - undead and other servitors of the Worm."
Mottán grimaces slightly. "We were...in something of a race. A new discovery had been made in the upper reaches of the Engsvanyali stratification of the Underworld, something having to do with the Fall of Ganga - or so it was thought. What we did not know was that the prelates of the Worm-lord were also aware of the find. So just as we were closing in on the precise location, we were assailed by Qol and Mrur - some shave-pated egg-sucking priest commanded them to harry us."
Mottán pauses and considers carefully the door to the east. "Past this door is the entryway into a narrow corridor leading to a secret chamber. Were I Ténkurel, this is where I would go to ground. Watch and be ready for the sudden appearance of Undead!"
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Post by badger2305 on Sept 18, 2011 23:51:07 GMT -6
Okay - no caller; I will therefore move things along. I've gotten things sorted out and we will have another player joining us this week.
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Post by badger2305 on Sept 18, 2011 21:18:56 GMT -6
I believe there were two editions; a search of the 'web ought to reveal some reviews and further details. I know my copy is around here somewhere...
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Post by badger2305 on Sept 15, 2011 23:14:43 GMT -6
Sort of a Player's Guide to Grendelcairns & Gricklesnarves. Where can I get a copy?? I've wanted a copy of G&G for AGES!
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Post by badger2305 on Sept 15, 2011 22:52:24 GMT -6
Sounds like a fantastic start! I very much agree! I should commend to everyone's attention Chris Kutalik's on-going EPT efforts, detailed here and here. The "house rules" they have come up with so far are quite sensible, though the biggest area of real difference between EPT and later games for Tekumel is the magic system. I will have something up for that a little later in this thread.
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Post by badger2305 on Sept 15, 2011 22:44:07 GMT -6
Octavia shouts out, "Stop!" to the advancing metallic creature. Turning quickly to her companions while still watching the creature, she says, "this is NOT the Medlar! We should flee!"
She will retreat, keeping her arrow nocked. If the creature moves faster forward than Roger can retreat backward, she will fire her arrow. (NB: held action, if such a thing is allowed)
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Post by badger2305 on Sept 15, 2011 22:39:42 GMT -6
Busy for a few days catching up from a trip, but I can post more, as well.
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Post by badger2305 on Sept 15, 2011 22:38:52 GMT -6
The beginning of the semester has been a little rocky, but I'm back. To make this a little easier and predictable, I will be posting on Fridays and Mondays; we can adjust this if the pace picks up.
Would you all like to have a caller? Please let me know - it might make it easier if people haven't responded or are busy.
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Post by badger2305 on Sept 12, 2011 10:55:38 GMT -6
*chuckle*
I've been dealing with Tekumel Foundation stuff, and am back in Madison. Getting caught up - check out my latest blog post! (link below)
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Post by badger2305 on Sept 7, 2011 0:01:37 GMT -6
Details on The Big Mission to be posted tomorrow morning. Got back from my trip and am catching up.
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Post by badger2305 on Sept 7, 2011 0:00:53 GMT -6
The passageway has a fairly high ceiling - over 20 feet tall - and was once an alleyway, as far as anyone can tell. Old, moldy plaster crumbles off of even older walls, and the blank walls of what was once the ground floor of clanhouses and other buildings are blotchy with moss and decay.
After about 30 feet, a narrow doorway presents itself. The passage is no more than about five feet wide at the widest and almost immediately begins sloping downwards. As the party moves down the passageway, it jogs somewhat to the left, and a series of shallow stone steps begins to assert itself. In the torchlight the party can see that the roof of the passage has come down to no more than 12 feet overhead. There is a break in the passageway, about five feet across, forcing the party to jump unsteadily to the other side, which is also about three feet lower than your jumping-off point. From the darkness below, you hear the sound of rushing water.
Going about 100 feet further, the passageway comes to a doorway. Beyond the doorway lies a chamber. It might have been a clanhouse entry, or perhaps a temple antechamber. Whatever it once was, the chamber has seven sides, with a hallway going to the north and another to the south; the doorway enters from the east/southeast.
"Here is where we can pause briefly, and the particulars of our mission can be revealed to you," says Mottán.
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Post by badger2305 on Sept 6, 2011 23:45:59 GMT -6
Octavia readies her bow with an arrow nocked. She sets her short spear down to one side, while using the bulk of a table as cover.
"Get ready! If necessary, we will need to flee!"
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Post by badger2305 on Sept 5, 2011 22:10:11 GMT -6
Welcome, Antion, quartjester, chrisj, and hack!
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Post by badger2305 on Sept 3, 2011 20:12:15 GMT -6
Good to know.
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Post by badger2305 on Sept 3, 2011 20:11:30 GMT -6
Good to know. I will be at a wedding tomorrow, so I'll be a bit delayed. But look for an update shortly.
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Post by badger2305 on Sept 3, 2011 19:50:52 GMT -6
It seems to me that we have three sorts of issues here: - Errata: genuine mistakes that can be easily caught and hopefully as easily solved.
- Rules clarifications: expansions and explanations of rules where they are unclear.
- Rules modifications: suggested changes to rules that make them "fit better" together.
The first two are fairly easily done. The last one is much more difficult, as it relies on a judgment call about what is "broken" and what is "fixed" - after all, such questions have been raised about Original D&D (and later judged to be overly hasty in their conclusion). I think we can take this in stages and see what it takes the discussion.
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Post by badger2305 on Sept 3, 2011 8:39:21 GMT -6
I'm out of town at a wedding of two friends of mine. When I get a chance I will finish out Part Nine. Additionally, what I plan to do is: - Prepare a list of errata for EPT
- Do a set of reference tables besides the handouts in the original boxed set
- Do a series of adventure outlines (a la 76 Patrons) for EPT.
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Post by badger2305 on Sept 1, 2011 22:49:24 GMT -6
I'll need a marching order.
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Post by badger2305 on Sept 1, 2011 22:48:57 GMT -6
Mottán smiles slightly at the actions of the party. He checks over the straps of his own armor, rests a hand on the hilt of his sword, and then says, "I've waited as long as I could. We will go."
With that, Dresu leads the party out of the room, and down another passageway that is obviously part of the large smithy of the Salarvyani armorer. The passage turns several times and goes deeper, and the party can clearly sense that they are in the basements of Bushetra's armory - or perhaps nearby? Only by the light of two torches is it possible to see along the dim, shadowed hallways.
Reaching a verdigris-encrusted gate, Dresu pulls out a stout key and fits it into a lock. The only sign of an opening was a very slight nick of bright metal next to the keyhole. Turning the key, there is a noiseless motion of metal rods and stays, and Dresu swings the gate open. "There you are, my lord. I cannot go further, but I will check back ever four kiren to see if you have returned."
Mottán motions for the party to go through the gate - he keeps a wary eye for anything waiting in the darkness. The two slaves keep close to him. "Move ahead, and take the first passageway to the left."
Referee note: now what do you do?
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Post by badger2305 on Sept 1, 2011 7:09:45 GMT -6
I will be updating things later today; if Casey joins us, I will find a way to add his character in.
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Post by badger2305 on Aug 31, 2011 22:38:33 GMT -6
OoC: I'm confused about the distance from the intersection to the small clearing and how much time has elapsed. I recall it being a half day from the Thorn barrier to the intersection. I don't know if it is reasonable to cut through the woods to go from the clearing to the north east path (north north east?) or if the distance means we'd clearly go back to the intersection first. OOC: I think Rob's got a good question here.
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