Jkeown Posted January 18, 2005 Report Share Posted January 18, 2005 If you were one of my players, about to recieve his spankin' new copy of the Age of Storms Campaign Guide which will organize 22 years of gaming (Most of it HERO or GURPS, compiled from various notes and stuff and updated to conform with FReD...), how would you want the Races laid out? Racial, Cultural and Professional Package, but some professions have special stuff... where's it go? Would you want the Power Builds (Spells lists, Ch'i powers, Holy Invocations of Divine Stompin' and the like...) after each package, or all compiled at the end of the chapter? Or in a chapter of their own? HELP! Quote Link to comment Share on other sites More sharing options...
Curufea Posted January 18, 2005 Report Share Posted January 18, 2005 Re: Layout and Formatting Question... I'd have the rules related to the races at the end of the chapter. Possibly even in an entirely different section. Have the first half of the book be history, descriptions and backgrounds. Then have the last half discuss the rules mechanics of them all. But keep the same chapter headings in the same order in both sections. Quote Link to comment Share on other sites More sharing options...
Captain Obvious Posted January 18, 2005 Report Share Posted January 18, 2005 Re: Layout and Formatting Question... I think the classic "Player's Handbook" method works fine...races, then classes, then spells, or in this case, racial and cultural packages, then professional packages, then spells. Background material obviously will leak into all these headings, but the main meat of it could be before or after the mechanics part, either way. Quote Link to comment Share on other sites More sharing options...
Jkeown Posted January 18, 2005 Author Report Share Posted January 18, 2005 Re: Layout and Formatting Question... Yeah... I think I'm gonna rewrite this thing from the ground up... It's in GURPS at the moment. But I think the format of Age of Stroms 20th Anniversary Edition is as follows: Introduction Discription of the Caleon Campaign. from 1985 1ed AD&D through the "Glory Days" of Fantasy Hero, GURPS, and the failed experiments of BRP and d20...back to HERO in 2005! Physical Reality of Caleon History Today Land masses, nations, general overview of the Big Picture Thingie. Central Serantian Political Entities Races (With Packages) Rume, Sadi, Zo, many others (Humans) Elzar (Elves) Elowan (Elf blooded humans) Khuzar (Dwarves) Vug (Trolls) Ayr (Halflings) Cultures (with Packages) Rumallan Sadurian Kythrosian Ogres (...and Other Races, ya know...) Professions (wait for it... with Packages) (too numerous to mention. 65 at last count. New Material (New Perks, Skills, etc) Power Contructs Spells, Abilities, Special Manuvers and so on. Keyed to the Packages for each race that is eligible for it. (Humans can't take Stoneskin Ogre abilities, right?) GMs Vault (40 blank pages, it is the Players Edition, after all. THe one I send Steve will have NPC write ups and the like. Somewhere in here, I have to fit Magical Weather, Magical Flows, the spell system that KS and I worked on... lots of stuff... thoughts? You've all been so helpful so far... Quote Link to comment Share on other sites More sharing options...
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