Quick thought, I think the Player's version of the timeline works better in paragraph format in a more story like convention (not "in character" per say, but not a roll of years either). Though the roll of years format works well for the DM side of things.
I think it would fit the Player's Guide better that way, and you can also leave out chunks that are specific events the average person wouldn't really know happened, yet keep all the "big events" in.
Hmm, need to finish that timeline
Tuesday, August 31, 2010
Sunday, August 29, 2010
Design and Development: Module Layout
The strength of most "old school" settings come more in the adventure modules that come from them rather then the big fluffy setting books (perhaps because of the model set forth by TSR in the original releases). So, while I'm still working on the Player's Guide (and to lesser extend DM's Guide) I can't help but think about the modules.
While we have plenty of ideas about the modules from the various "lairs" we set-up during Step 15 of our Sandbox Design, I'm think more in terms of what to do about layout.
Most LL and other retro clone modules are sticking with "paying homage" to the classics, you get a map on the inside cover, several pages with numbers corresponding to rooms, boxed text of a line or two of description and then a paragraph for the DM with what's in the room and the stripped down stat line for monsters.
Now while that's fine, I have a slightly different idea.
Despite my whole plunge into the OSR and the enjoyment of the simplicity of the rules allowing for building a more "anything goes" world that doesn't have to confirm to the more explicit rules of other systems, I'm not one of those folks that hates every other version of D&D that's come out.
In fact, I'm quite a fan of 4E, it's not perfect, and it's getting more clunky as more and more powers and feats are released, but I think it did many things right, especially on the DM side of things.
I began playing 4E almost the day it came out and as we played several of the players, who had never DMed before, decided to give it a go and had a blast. The way adventures/encounters are laid out makes it very easy to figure out what's going on and give that information to the players.
So why not use a similar approach for our modules? Each piece that has an encounter should get it's own page with read out loud text boxes in one section, DM notes about the room in another, traps and terrain hazards with their relevant information about what they're doing in yet another, treasure/rewards in it's own, and full monster stat blocks as well! It's an elegant system that makes everything easy to locate when a player interacts with something and allows a DM to quickly describe the effects of those actions without hunting through text. One thing it wouldn't need, however, is the blown up map section with the little letters that show you where each mini is supposed to go on the battle tile, I think we should still hold fast to the idea that older D&D (and the clone AEC we're using) does not emphasize using mini's to enjoy the game (which also means we'd have to have better descriptive text that doesn't rely on the picture of the map to explain the scene, which I actually think is a good thing)
So, is the idea crazy or could it work?
While we have plenty of ideas about the modules from the various "lairs" we set-up during Step 15 of our Sandbox Design, I'm think more in terms of what to do about layout.
Most LL and other retro clone modules are sticking with "paying homage" to the classics, you get a map on the inside cover, several pages with numbers corresponding to rooms, boxed text of a line or two of description and then a paragraph for the DM with what's in the room and the stripped down stat line for monsters.
Now while that's fine, I have a slightly different idea.
Despite my whole plunge into the OSR and the enjoyment of the simplicity of the rules allowing for building a more "anything goes" world that doesn't have to confirm to the more explicit rules of other systems, I'm not one of those folks that hates every other version of D&D that's come out.
In fact, I'm quite a fan of 4E, it's not perfect, and it's getting more clunky as more and more powers and feats are released, but I think it did many things right, especially on the DM side of things.
I began playing 4E almost the day it came out and as we played several of the players, who had never DMed before, decided to give it a go and had a blast. The way adventures/encounters are laid out makes it very easy to figure out what's going on and give that information to the players.
So why not use a similar approach for our modules? Each piece that has an encounter should get it's own page with read out loud text boxes in one section, DM notes about the room in another, traps and terrain hazards with their relevant information about what they're doing in yet another, treasure/rewards in it's own, and full monster stat blocks as well! It's an elegant system that makes everything easy to locate when a player interacts with something and allows a DM to quickly describe the effects of those actions without hunting through text. One thing it wouldn't need, however, is the blown up map section with the little letters that show you where each mini is supposed to go on the battle tile, I think we should still hold fast to the idea that older D&D (and the clone AEC we're using) does not emphasize using mini's to enjoy the game (which also means we'd have to have better descriptive text that doesn't rely on the picture of the map to explain the scene, which I actually think is a good thing)
So, is the idea crazy or could it work?
Thursday, August 26, 2010
Design and Development: Timeline Bits - Part 1
Though I've made headway into the Timeline (which is both Part 16 of our Building a Sandbox goal as well as going into the PG) it is obviously not quite complete.
But as I go into designing more, I run across a few things that leave me doing a bit of head scratching.
Number one hiccup: When did the Lost Desert float into picture?
It is a desert island in a temperate climate and as of now, is still very much desert. Now, while I could, in theory, have it float to its current location and call away some mystical/magical/D&Dlike explanation as to why it stays a desert (and could very well do that if I end up with a cool mystical explanation), I want to also look at it from a "real world" inspired reason.
How long could a desert hang out in an area that receives rain and cooler temperatures and remain a desert? The island is floating beneath another, more temperate, island (though it does have a huge volcano on it), so pollination across the islands is possible. How long would it take to float into place? How fast would it move? If it moves too fast, then aren't all islands subject to just floating away from each other? Is there some sort of gravitational attraction to them, despite their relatively small size, or maybe something more mystical?
I don't the island to just have shown up in the past few years, it has been explored (though not very thoroughly and, as always, most of those explorers never returned) and may factor into other events in the timeline itself.
Things to ponder... Any ideas?
But as I go into designing more, I run across a few things that leave me doing a bit of head scratching.
Number one hiccup: When did the Lost Desert float into picture?
It is a desert island in a temperate climate and as of now, is still very much desert. Now, while I could, in theory, have it float to its current location and call away some mystical/magical/D&Dlike explanation as to why it stays a desert (and could very well do that if I end up with a cool mystical explanation), I want to also look at it from a "real world" inspired reason.
How long could a desert hang out in an area that receives rain and cooler temperatures and remain a desert? The island is floating beneath another, more temperate, island (though it does have a huge volcano on it), so pollination across the islands is possible. How long would it take to float into place? How fast would it move? If it moves too fast, then aren't all islands subject to just floating away from each other? Is there some sort of gravitational attraction to them, despite their relatively small size, or maybe something more mystical?
I don't the island to just have shown up in the past few years, it has been explored (though not very thoroughly and, as always, most of those explorers never returned) and may factor into other events in the timeline itself.
Things to ponder... Any ideas?
Tuesday, August 24, 2010
Musing: Class/Level Limits
One of the comments from one of my loyal followers (I swear I don't know this man in real life nor is he a co-developer on Deminar) mentioned his disdain for class/level limits in the AEC (and presumably it's "inspiration" 1E AD&D). I, for one, wholly agree with him, artificially saying a certain species (or race) can't get higher then X level in a class or can't even pick a certain class does indeed seem silly and hard to justify within a "living world."
However, you have to remember to play to your audience, and if we're writing this for the AEC, potential buyers like the AEC (or its "inspiration") and are probably just peachy with Class/Level Limits. So, they're staying in our books.
They're mostly a matter of play balance, though the AEC has a looser sense of play balance then the strict mathematical consistency of the 3E and beyond editions. It's the same reason Ability Modifiers can be of the +1 or -1 variety, it's always an even number in 3E because that way you're guaranteed a bump to your modifier, where as in the AEC, the modifiers are more about fitting the strengths and weaknesses of the particular species.
Class/Level limits help iron out the massive advantages demi-humans (as they're called in the earlier editions) get over humans, they have tons of pluses just for being of that species but no real negatives (even the ability modifiers don't fix things that much). So, instead, there are just certain classes or certain levels of classes a certain species can't take. This, coupled with the variance in leveling between classes (something else 3E and beyond was scared to do so that everyone went up in level at the same time so they could all feel happy) adds some level of play balance throughout the species/classes. These certainly aren't as exacting and balanced across the board as the 3E+ crowd though, and you know that going in, some species/class combos are just better then others in certain things, some players will pick them just to have "the best" (be it in survival, combat, saving throws, etc.) and some will pick whatever species and class they feel like slipping into the role of, that's just how the game works.
For me, the challenge will be fitting these class/level limits into the actual setting itself. Why can a certain species only go to a certain level or why can't they be a particular class? Not in terms of balance and stats and numbers, but why within Deminar itself does that happen? For instance, the Lizard Folk don't have clerics and paladins, this is as much a "universe" choice as it is for balance. Lizard Folk don't worship the traditional gods of the outer planes, so they don't receive any powers because of it.
This will be a trend going forward into all class/level limits, and while it may not be mentioned in the text (certainly not in the Player's Guide, though it may show up in a "species" book), it will be thought of.
Because of that, look to see shake ups in the class/level limits of species that are already published, dwarves might not be limited the way they are in the AEC, but that's because dwarves in Deminar don't follow the same "racial presumptions" that they do in the AEC.
However, you have to remember to play to your audience, and if we're writing this for the AEC, potential buyers like the AEC (or its "inspiration") and are probably just peachy with Class/Level Limits. So, they're staying in our books.
They're mostly a matter of play balance, though the AEC has a looser sense of play balance then the strict mathematical consistency of the 3E and beyond editions. It's the same reason Ability Modifiers can be of the +1 or -1 variety, it's always an even number in 3E because that way you're guaranteed a bump to your modifier, where as in the AEC, the modifiers are more about fitting the strengths and weaknesses of the particular species.
Class/Level limits help iron out the massive advantages demi-humans (as they're called in the earlier editions) get over humans, they have tons of pluses just for being of that species but no real negatives (even the ability modifiers don't fix things that much). So, instead, there are just certain classes or certain levels of classes a certain species can't take. This, coupled with the variance in leveling between classes (something else 3E and beyond was scared to do so that everyone went up in level at the same time so they could all feel happy) adds some level of play balance throughout the species/classes. These certainly aren't as exacting and balanced across the board as the 3E+ crowd though, and you know that going in, some species/class combos are just better then others in certain things, some players will pick them just to have "the best" (be it in survival, combat, saving throws, etc.) and some will pick whatever species and class they feel like slipping into the role of, that's just how the game works.
For me, the challenge will be fitting these class/level limits into the actual setting itself. Why can a certain species only go to a certain level or why can't they be a particular class? Not in terms of balance and stats and numbers, but why within Deminar itself does that happen? For instance, the Lizard Folk don't have clerics and paladins, this is as much a "universe" choice as it is for balance. Lizard Folk don't worship the traditional gods of the outer planes, so they don't receive any powers because of it.
This will be a trend going forward into all class/level limits, and while it may not be mentioned in the text (certainly not in the Player's Guide, though it may show up in a "species" book), it will be thought of.
Because of that, look to see shake ups in the class/level limits of species that are already published, dwarves might not be limited the way they are in the AEC, but that's because dwarves in Deminar don't follow the same "racial presumptions" that they do in the AEC.
Monday, August 23, 2010
Design and Development: Lizard Folk Part 5 - Final?
This is, unless a huge uproar of discontent occurs, the final write-up for the Lizard Folk as a playable species
Lizard Folk
Requirements: STR 9
Ability Modifiers: STR +1, CHA -1
Ability Min/Max: STR 9/19, DEX 3/18, CON 3/18, INT 8/18, WIS 8/18, CHA 3/15
Lizard Folk were one of the first species to organize after The Sorrow and begin to reorganize old settlements and expand into new ones. Their cold blooded nature makes them somewhat lethargic in colder temperatures as well as come across as blunt and cold during social interactions. Lizard Folk stand between 6 to 7 feet tall and weight around 200 pounds. They have thick, scaly, green skin and a large crest that runs from the top of their heads, down their spine, and along the length of a thick tail. The crest varies in color, from a variety of shades of greens, tans, and browns and often is seen as analogous to hair in other species. Because they are cold blooded and have little in the way of visible gender dimorphism, many other species have a hard time telling their genders apart. Lizard folk lay eggs, which are usually hatched and raised among other young in a hatchery.
Lizard Folk have ultraviolet vision up to 300'. Because of their scaly hides, all lizard folk have an AC of 7 when not wearing armor (this number is replaced with that of whatever armor is worn by a character). Lizard Folk tongues flick in and out like many lizards and snakes which allows them to "taste the air" gaining information about where things are even if they can't fully see them. Because of this if a Lizard Folk becomes blinded he only suffers a -2 penalty to hit, this includes the ability to hit invisible creatures, because of this advanced warning, Lizard Folk are only surprised on a roll 1 on a 1d6. Because they are cold blooded and have a slower metabolism lizard folk only need to eat once every three days. Their near match in temperature to the environment makes them hard to see with Infravision, thus, a group of only lizard folk will surprise a group using only Infravision to see on a 1-3 on 1d6.
Lizard Folk receive the following saving throw bonuses:
Lizard Folk may select the following classes, with the indicated level limits:
Lizard Folk
Requirements: STR 9
Ability Modifiers: STR +1, CHA -1
Ability Min/Max: STR 9/19, DEX 3/18, CON 3/18, INT 8/18, WIS 8/18, CHA 3/15
Lizard Folk were one of the first species to organize after The Sorrow and begin to reorganize old settlements and expand into new ones. Their cold blooded nature makes them somewhat lethargic in colder temperatures as well as come across as blunt and cold during social interactions. Lizard Folk stand between 6 to 7 feet tall and weight around 200 pounds. They have thick, scaly, green skin and a large crest that runs from the top of their heads, down their spine, and along the length of a thick tail. The crest varies in color, from a variety of shades of greens, tans, and browns and often is seen as analogous to hair in other species. Because they are cold blooded and have little in the way of visible gender dimorphism, many other species have a hard time telling their genders apart. Lizard folk lay eggs, which are usually hatched and raised among other young in a hatchery.
Lizard Folk have ultraviolet vision up to 300'. Because of their scaly hides, all lizard folk have an AC of 7 when not wearing armor (this number is replaced with that of whatever armor is worn by a character). Lizard Folk tongues flick in and out like many lizards and snakes which allows them to "taste the air" gaining information about where things are even if they can't fully see them. Because of this if a Lizard Folk becomes blinded he only suffers a -2 penalty to hit, this includes the ability to hit invisible creatures, because of this advanced warning, Lizard Folk are only surprised on a roll 1 on a 1d6. Because they are cold blooded and have a slower metabolism lizard folk only need to eat once every three days. Their near match in temperature to the environment makes them hard to see with Infravision, thus, a group of only lizard folk will surprise a group using only Infravision to see on a 1-3 on 1d6.
Lizard Folk receive the following saving throw bonuses:
- +4 save versus poison
Lizard Folk may select the following classes, with the indicated level limits:
- Druids (7th Level limit)
- Fighter (12th Level limit)
- Illusionist (8th Level limit)
- Magic-User (8th Level limit)
- Ranger (8th Level limit)
- Thief (14th Level limit)
- Pick Locks (-5%)
- Pick Pockets (-10%)
- Move Silently (+7%)
- Climb Walls (+5%)
- Hide in Shadows (+5%)
Saturday, August 21, 2010
Musing: Lizard Folk Eggs
Before I present what will hopefully be my final rendition of the Lizard Folk Species (look for it on Monday!) and hammer out the last of Bluestone Isle's Past (look for it... in the future!), I just have a small thought for today.
Lizard Folk, by nature of being cold blooded, lay eggs in which their young hatch. The way I see it, hatcheries are a communal place, where those females who are about to lay fertilized eggs go to be with other expectant mothers and mid-wives, it's a place made to be humid and warm and the children are raised up together after hatching. They are not abandoned strictly to midwives or some such after birth, the mothers stay with the young for a few years as they mature and most fathers come and visit, but Lizard Folk development at a young age is communal.
Just a random thought to help separate them more so from simple be "humans skinned slightly different," like many species end up in fantasy games and makes for good visuals, I still need an artist who enjoys working for free...
Lizard Folk, by nature of being cold blooded, lay eggs in which their young hatch. The way I see it, hatcheries are a communal place, where those females who are about to lay fertilized eggs go to be with other expectant mothers and mid-wives, it's a place made to be humid and warm and the children are raised up together after hatching. They are not abandoned strictly to midwives or some such after birth, the mothers stay with the young for a few years as they mature and most fathers come and visit, but Lizard Folk development at a young age is communal.
Just a random thought to help separate them more so from simple be "humans skinned slightly different," like many species end up in fantasy games and makes for good visuals, I still need an artist who enjoys working for free...
Thursday, August 19, 2010
Book Building: Timeline Part 1
Alright, here's the first half or so of the player friendly timeline for the book, check it out, give some thoughts and love:
??? (Generations Ago): The Sorrow; Ashford Island and its companions take to the skies. Survivors fight the environment, predators, hunger, and sickness to survive.
ca. 1800 Years Ago: Goblins, owning to their quick reproduction, are the first to begin to spread throughout the Isles. They prey on the intelligent species of Ashford Island as well as settle under the hills of Isakova Island.
ca. 1200 Years Ago: The dwarves, avoiding most of the disaster by being underground begin to repopulate their home of Mitrovka and the surrounding hills of Isakova Island. The dwarves and goblins encounter one another and bloody conflict ensures.
ca. 1000 Years Ago: The lizard folk organize, they drive the goblins into the Bluestone Mountains on Ashford Island and settle into the remnants of what will become Ashford Bay.
ca. 1050 Years Ago: The lizard folk attempt to ally themselves with the surviving humans, some take up the alliance and move into the ruins of Ashford. Other groups of humans rebuke the offer and continue their ways of raiding and pillaging one another as well as the ruins of Ashford. The two groups clash several time, but Ashford, as a unified and defensible position beats back each group of raiders. Lizard folk begin observations of the other nearby islands.
ca. 1040 Years Ago: The raiding tribes of human unite under one ruler and once again set their sights on Ashford. Two humans, named Orial and Cannas gathered a small force that executed a preemptive strike deep into the heart of the raider territory, they successfully scatter and slaughter the raiders, but pay for it with their lives, they are forever more regaled as heroes.
1037 Years Ago: First observed eruption of Naythariruh. The eruption is spotted by a gnome explorer airship. The airship, crewed by kobolds and gnomes docks near the city of Ashford and the first diplomatic meetings between the gnomes, lizard folk, and humans take place. The gnomes agree to send a formal delegation to discuss further alliances. Several kobolds remain in Ashford. The humans and lizard folk begin the construction of several docks for the arriving gnomes.
1035 Years Ago: The Gnome delegation fleet arrives, talks between the groups end with the gnomes getting a section of the city for which they can conduct research in exchange for knowledge and technology involved in the construction and usage of airships.
1 ABR (1032 Years Ago): Gnome settlers (and scores of kobolds with them) arrive at Ashford as human and lizard folk begin the exploration of the surrounding islands. The first group sent to explore Lapis disappears within the ruins never to return. First contact between the dwarves with the humans and lizard folk of Ashford Island. The first Lords of Ashford Bay elected. Ashford renamed Ashford Bay, Ashford Island and the surrounding islands formally named. The Bluestone Isles officially adopted as the name of the island cluster. The beginning of Ashford Bay Reckoning.
4 ABR (1029 Years Ago): First attempt at constructing a settlement on the shores of The Marble Lake ends when the settlers mysteriously vanish.
8 ABR (1025 Years Ago): Two more attempts at settling along The Marble Lake fail when both colonies are attacked by elemental creatures that flood and demolish the settlements. Ashford Bay halts attempts to settle the area for the first time.
12 ABR (1021 Years Ago): Gnoll raiders discover the Bluestone Isles and launch daring raids on Ashford Bay, the people of Ashford are unprepared for such an assualt and suffer great losses of both life and supplies. Sir Tobias Calder leads a group of adventurers against the gnolls, ultimately driving them off, but at the loss of the entire adventuring group. Lands on the island of Iscarion are granted to his descendants who name the settlement they make there Calder's Promise. The town begins to transport water from Lake Maséy to Ashford Bay to help with the dwindling water supplies due to the growth in population and being unable to establish a permanent settlement along The Marble Lake.
26 ABR (1007 Years Ago): Gnomes become eligible for positions as Lords of Ashford Bay. The ever growing population calls for clear cutting cast swaths of the Garové Woods to make way for farmlands.
30 ABR (1003 Years Ago): The first permanent structures of the town of Sama are built.
31 ABR (1002 Years Ago): The dwarves finally agree to send delegates to Ashford Bay, they do not ask for aid in their campaign against the goblins, however they do agree to opening trade between the two islands.
35 ABR (998 Years Ago): A huge eruption of the Heart of Chasnor throws large amounts of dust and rock into the air, blocking off safe passage outside the island cluster.
??? (Generations Ago): The Sorrow; Ashford Island and its companions take to the skies. Survivors fight the environment, predators, hunger, and sickness to survive.
ca. 1800 Years Ago: Goblins, owning to their quick reproduction, are the first to begin to spread throughout the Isles. They prey on the intelligent species of Ashford Island as well as settle under the hills of Isakova Island.
ca. 1200 Years Ago: The dwarves, avoiding most of the disaster by being underground begin to repopulate their home of Mitrovka and the surrounding hills of Isakova Island. The dwarves and goblins encounter one another and bloody conflict ensures.
ca. 1000 Years Ago: The lizard folk organize, they drive the goblins into the Bluestone Mountains on Ashford Island and settle into the remnants of what will become Ashford Bay.
ca. 1050 Years Ago: The lizard folk attempt to ally themselves with the surviving humans, some take up the alliance and move into the ruins of Ashford. Other groups of humans rebuke the offer and continue their ways of raiding and pillaging one another as well as the ruins of Ashford. The two groups clash several time, but Ashford, as a unified and defensible position beats back each group of raiders. Lizard folk begin observations of the other nearby islands.
ca. 1040 Years Ago: The raiding tribes of human unite under one ruler and once again set their sights on Ashford. Two humans, named Orial and Cannas gathered a small force that executed a preemptive strike deep into the heart of the raider territory, they successfully scatter and slaughter the raiders, but pay for it with their lives, they are forever more regaled as heroes.
1037 Years Ago: First observed eruption of Naythariruh. The eruption is spotted by a gnome explorer airship. The airship, crewed by kobolds and gnomes docks near the city of Ashford and the first diplomatic meetings between the gnomes, lizard folk, and humans take place. The gnomes agree to send a formal delegation to discuss further alliances. Several kobolds remain in Ashford. The humans and lizard folk begin the construction of several docks for the arriving gnomes.
1035 Years Ago: The Gnome delegation fleet arrives, talks between the groups end with the gnomes getting a section of the city for which they can conduct research in exchange for knowledge and technology involved in the construction and usage of airships.
1 ABR (1032 Years Ago): Gnome settlers (and scores of kobolds with them) arrive at Ashford as human and lizard folk begin the exploration of the surrounding islands. The first group sent to explore Lapis disappears within the ruins never to return. First contact between the dwarves with the humans and lizard folk of Ashford Island. The first Lords of Ashford Bay elected. Ashford renamed Ashford Bay, Ashford Island and the surrounding islands formally named. The Bluestone Isles officially adopted as the name of the island cluster. The beginning of Ashford Bay Reckoning.
4 ABR (1029 Years Ago): First attempt at constructing a settlement on the shores of The Marble Lake ends when the settlers mysteriously vanish.
8 ABR (1025 Years Ago): Two more attempts at settling along The Marble Lake fail when both colonies are attacked by elemental creatures that flood and demolish the settlements. Ashford Bay halts attempts to settle the area for the first time.
12 ABR (1021 Years Ago): Gnoll raiders discover the Bluestone Isles and launch daring raids on Ashford Bay, the people of Ashford are unprepared for such an assualt and suffer great losses of both life and supplies. Sir Tobias Calder leads a group of adventurers against the gnolls, ultimately driving them off, but at the loss of the entire adventuring group. Lands on the island of Iscarion are granted to his descendants who name the settlement they make there Calder's Promise. The town begins to transport water from Lake Maséy to Ashford Bay to help with the dwindling water supplies due to the growth in population and being unable to establish a permanent settlement along The Marble Lake.
26 ABR (1007 Years Ago): Gnomes become eligible for positions as Lords of Ashford Bay. The ever growing population calls for clear cutting cast swaths of the Garové Woods to make way for farmlands.
30 ABR (1003 Years Ago): The first permanent structures of the town of Sama are built.
31 ABR (1002 Years Ago): The dwarves finally agree to send delegates to Ashford Bay, they do not ask for aid in their campaign against the goblins, however they do agree to opening trade between the two islands.
35 ABR (998 Years Ago): A huge eruption of the Heart of Chasnor throws large amounts of dust and rock into the air, blocking off safe passage outside the island cluster.
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