Using the already posted ToC as a guide:
- Introduction: Written and done
- Chapter 1: Races & Classes of the Bluestone Isles: Of the proposed species, three are written, one needs to be figured out by myself (the kobolds) and one needs to have Sean's write-up (the gnomes). The classes I've had a few thoughts on, some of which I've already talked about. They'll be nothing but flavor explaining their place in Bluestone, so it won't require anything out of some creative writing.
- Chapter 2: Equipment & New Rules: We haven't really got into this section yet, mostly it will be a few rules on airships including some sample models as well as some steam punk inspired devices. The most crunchy of the book, it'll probably be looked at last.
- Chapter 3: History of the Bluestone Isles: I took a stab at this, didn't like, decided to change it to a narrative style and it requires a rewrite. But I know the basic timeline of the setting, so that'll be complete in no time.
- Map of the Bluestone Isle: Handled
- Chapter 4: Player's Gazetteer of the Bluestone Isles: This Sean and I worked out over several sessions and have pretty much finished.
- Chapter 5: Religion of the Bluestone Isles: The gods and their meddlings, domains, and going-ons have always been something I loved about world building (probably why I liked Planescape so much), so I've thought, and Sean and I have talked, at length about the gods and what they are all about. The real trouble will be narrowing down which gods we introduce in Bluestone and how much we reveal about each one. I will tell you one thing though, none of them will have stats.
- Chapter 6: X: X is one of the towns/villages on the map that will get a full write-up, including map, NPCs, building descriptions, etc. This can be used as a "home base" for starting characters and campaign launching points. This will probably be the second to last thing that gets written up, before we tackle the crunch of equipment and rules.
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