Post by Falconer on Jun 6, 2013 12:15:41 GMT -6
I’m thinking of putting together (for personal use, not for sale) a digest-sized players book that is modeled after Men & Magic (OD&D Vol. I) — retaining the style, terseness, simplicity, excitement, and even actual wording, where possible and desirable — but completely adapted for RQ2 + Cults of Prax rules. The main goal is to have a players book that is completely not daunting to new players, but totally adequate to use to sit down and fill out a character sheet. I’d be interested in any input and/or collaboration you might want to offer.
First, let’s make a general table of contents for M&M. Pagination per 5th Printing.
1. Introductory material (pp. 1-6)
2. Classes (pp. 6-7;16-19)
3. Magic Item Creation (p. 6-7)
4. Races (pp. 7-8)
5. Alignment (p. 9)
6. Abilities (pp. 10-11)
7. Languages (p. 12)
8. Non-Player Characters (pp. 12-13)
9. Equipment (pp. 13-15)
10. Encumbrance (p. 15)
11. Experience Points (p. 18)
12. Hit Points (p. 18)
13. Alternative Combat System (pp. 19-20)
14. Saving Throws (pp. 20-21)
15. Spells Table (pp. 21-22)
16. Turn Undead Table (p. 22)
17. Magic-User Spells (pp. 23-31)
18. Cleric Spells (pp. 31-34)
19. Spell Research (pp. 7;34)
20. Spellbooks (pp. 34)
21. Money (M&T, p. 39 -- kind of important)
Initial thoughts:
Races. I’m torn of whether to stick to humans only (Balazarings, since I’m running Griffin Mountain) or to go ahead and include Dwarves, Elves, and maybe one or two others (??) just to stay analogous to M&M. Include them but still not allow them at the start of the campaign?
Classes. I had the crazy idea of leaving them in there and letting players pick one, just as a TOKEN choice that wouldn’t actually affect game mechanics AT ALL. It would just be left in to give the game a slightly more OD&D-ish feel while giving the players SOME general sense of direction. “Fighters” might tend to ultimately become Rune Lords. “Magic-Users” might tend to ultimately become Rune Priest. “Clerics” might tend to join the cult of Chalana Arroy. Does that work out about right? I’m not quite clear yet what a Shaman is in RQ.
Other than this TOKEN choice, all class and XP info needs to go. Skills need to be included in their place.
Spells. I think this can be just an encyclopedic listing of all the spells they may ever have. Even spells belonging only to certain cults can be included, and they’ll have to find out in-game how to get them.
First, let’s make a general table of contents for M&M. Pagination per 5th Printing.
1. Introductory material (pp. 1-6)
2. Classes (pp. 6-7;16-19)
3. Magic Item Creation (p. 6-7)
4. Races (pp. 7-8)
5. Alignment (p. 9)
6. Abilities (pp. 10-11)
7. Languages (p. 12)
8. Non-Player Characters (pp. 12-13)
9. Equipment (pp. 13-15)
10. Encumbrance (p. 15)
11. Experience Points (p. 18)
12. Hit Points (p. 18)
13. Alternative Combat System (pp. 19-20)
14. Saving Throws (pp. 20-21)
15. Spells Table (pp. 21-22)
16. Turn Undead Table (p. 22)
17. Magic-User Spells (pp. 23-31)
18. Cleric Spells (pp. 31-34)
19. Spell Research (pp. 7;34)
20. Spellbooks (pp. 34)
21. Money (M&T, p. 39 -- kind of important)
Initial thoughts:
Races. I’m torn of whether to stick to humans only (Balazarings, since I’m running Griffin Mountain) or to go ahead and include Dwarves, Elves, and maybe one or two others (??) just to stay analogous to M&M. Include them but still not allow them at the start of the campaign?
Classes. I had the crazy idea of leaving them in there and letting players pick one, just as a TOKEN choice that wouldn’t actually affect game mechanics AT ALL. It would just be left in to give the game a slightly more OD&D-ish feel while giving the players SOME general sense of direction. “Fighters” might tend to ultimately become Rune Lords. “Magic-Users” might tend to ultimately become Rune Priest. “Clerics” might tend to join the cult of Chalana Arroy. Does that work out about right? I’m not quite clear yet what a Shaman is in RQ.
Other than this TOKEN choice, all class and XP info needs to go. Skills need to be included in their place.
Spells. I think this can be just an encyclopedic listing of all the spells they may ever have. Even spells belonging only to certain cults can be included, and they’ll have to find out in-game how to get them.