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Post by CRTaylor on Apr 29, 2014 16:29:15 GMT
At present I'm finishing up the Fantasy Codex. Its a pretty big project, but thankfully most of the writing was done when I put out the previous 2 part edition. For 6th edition I've rebuilt the spells, added quite a few (taking advantage of new concepts and build possibilities in the rules) and adjusted quite a few to better, smoother builds.
Because the magic system I use is based on talents rather than a power framework I'm able to use power frameworks in the spells, so that there are multipower spells that give tremendous flexibility and power pool spells that give interesting effects (like one that gives your spell more power when the target is almost dead).
The format is slightly different. I borrowed the layout concept for the 3rd edition D&D player's handbook, which greatly streamlines the spellbook: a summary page showing what spells each type of magic holds, then a single, alphabetical order listing of all spells. This greatly reduces duplication and repetition, and slims down the book so it will all fit in one volume rather than two. The resulting volume is slightly larger but is much more condensed and I believe easier to use.
At the present I'm rebuilding the indices after some troubles with font embedding destroyed my backups and main copy (arrg), but the rest is pretty well ready to roll. I hope to have it at Hero for review by the end of April. Having signed a multiple-work contract with Hero all I need is their OK to put it out.
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Post by CRTaylor on Apr 29, 2014 23:09:44 GMT
Here's a quick example of one of the framework spells. The tricky part was designing it so you had to cast it, and could use the multipower temporarily. I eventually went with a "floating Power" sort of idea, where you build a power, then build a power that creates that power, like using floating advantages.
UTILITY EFFECT: A spell that provides many useful basic magical effects Active Cost: 30 Range: Self Real Cost: 8 Gesture: yes Spell Roll: -3 Incantation: yes END Cost: (6)* Side Effect: no Casting Time: Phase focus * Concentrate: ½ DCV Focus: no
The Utility spell saves the mage time and trouble by combining many different conveniences in one spell. The mage begins this spell with effort and time, then is able to maintain it and call on its many effects at will, changing them as a half phase action.
In game terms, Utility starts up a Multipower with a base spell effect that requires mana, a magic skill roll, and the other listed limitations. Once the effect is in place, it may be maintained as long as the mage desires, is conscious, alive, or not stunned. They can choose between any one of the given fixed slots of the multipower with a half phase action.
The "Minor Create" power is able to make only basic, simple items; no moving parts, nothing of significant value, only tools and materials the mage knows about and is familiar with. This effect can make an arrow, but not an unknown key; a goblet, but only a simple one, not gold and crusted with jewels. And any item created with Minor Create lasts only 24 hours, fading away into the mist it was created from.
POWERS: Multipower (24 pts) see below MODIFIERS: Costs END Only to Start (+1/4); Bonus (-1), Incantation (-1/4), Gesture (-1/4), Concentrate ½ DCV (-1/4), Costs END (-1/2), Extra Time Full Phase focus (-1/2) [+1/4; -2 3/4]
Points Multipower (15 pts); half phase to change effects (-1/4)
1f Alter Temperature: Change Environment 3 TL; Variable effect (+1/4), Area Effect Radius 9m explosion (loses 1 TL/3m) (+1/4); No Range (-1/2) 1f Boil Water: Minor Transform 2d6 (water to boiling water); Partial Effect (+1/2), Limited target (-1/2) 1f Clean object: Cosmetic Transform 5d6 (dirty to clean); Limited target (-1/2) 1f Create Clothing: Minor Transform 2d6 (air to clothes); Partial Effect (+1/2), Limited target (-1/2) 1f Create food and drink: Major Transform 1d6 (create food and or water); Improved Results (+1/4), Partial Effect (+1/2), Limited target (-1/2) 1f Detect Magic: Detect (magic), Discriminatory, Ranged 1f Light: Change Environment +4 to sight; Area Effect Radius 16m, explosion -1/4m (+1/4); No Range (-1/2) 1f Minor Create: Major Transform 1d6 (any minor object); Partial Effect (+1/2), Limited target (-1/2) 1f Minor Repair: Minor Transform 2d6 (broken to fixed); Partial Effect (+1/2), Limited target (-1/2) 1f Purify Air: Minor Transform 2d6 (air to breathable air); Area Effect Radius 8m (+1/2); No Range (-1/2) 1f Purify food: Minor Transform 2d6 (bad food to good); Partial Effect (+1/2), Limited target (-1/2) 1f Start Fire: RKA 1 point vs ED (fire); No Range
*A couple of notes: END cost in (parentheses) is notation for startup only cost; I use a variant where it costs double to start, then nothing thereafter. The term 'focus' refers to an extra time where the caster can do nothing except start the power up.
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Post by CRTaylor on May 9, 2014 19:48:29 GMT
So the focus has shifted over to the Bestiary now. I'm working on the missing illustrations, of which there are several dozen. I am not trying to do anything incredibly fancy for the art in this one, just some sketches, with a few slightly edited on the computer for shading and lighting effects. The point isn't to make it an illuminated work of art, just have illustrations to visualize the monsters.
This bestiary is focused on the strange and unique for my campaign world Jolrhos. My thinking is that everyone already has at least one bestiary handy they can use for the basic, common things like dragons and goblins, and I want to focus on the stuff not in other books - or so different from other books they deserve a closer look. That still runs up over 200 critters, plus the indices and an intro with thoughts on how things were built, the "body loot" you can get from creatures and how it can be used.
I'll some time put out a followup with more common monsters, because my version of the riding horse and skeleton is different than the official published material from Hero Games, and I want to have it available as well. Plus, that book will have details on making creatures into pets, teaching them skills, animal-only talents, mounts, and the personalities and complications you can expect in creatures. That volume is going to be a ways down the road, though as its a fairly low priority.
So for now, the Unique Monsters of Jolrhos. Beastmen and Lythlyx and Plague Gnats, oh my!
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Post by CRTaylor on Jun 3, 2014 14:52:32 GMT
Work ongoing for the Bestiary. This will be somewhat smaller than the Godex, but it will have much more art, which is the slow part. Unless some illustrator wants to work fast, for free
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Post by CRTaylor on Dec 5, 2014 21:49:59 GMT
With the Bestiary done, I'm moving on to another fantasy adventure: The Dearthwood.
With what research I've been able to do, people seem to want sandbox type adventures mostly; a big area that the GM can plug in what they want, and plenty of stuff going on for players to run into. I'll have a big overarching story behind the scenes that can be used if the GM wants, or ignored and left a mystery. This should be a pretty big adventure, but not as big as the Codex or Bestiary. I hope to see it in print by Spring, following a rough schedule of one book per season.
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Post by CRTaylor on Dec 13, 2014 5:09:39 GMT
Incidentally, on the side burner I am going to start doing Fantasy Hero conversions of old favorite D&D modules for print. To avoid lawsuits, copyright violations, and ethical concerns, these will be their own unique product, but inspired by and influenced by themes and concepts of these dungeons.
For example, the Keep on the Borderlands is a great intro dungeon and adventure area. But having a castle in a contested area isn't exactly proprietary, so I'll be working this up a bit differently. Instead of being a canyon with caves all through it, it will be a sink hole/mine with side passages and areas. The deeper you go, the more dangerous it becomes but the central well area is open. The keep won't be the same as the KOTB design or contents, but instead will be using elements and information from my free Hero conversion of 6th edition on my website.
The maps, names, basic quests, etc will be different. The dungeon will start with the area intact and then monsters starting to invade destroying outlying settlements, but the principle concept of an outpost with nearby monsters will remain. This way the concept of the original dungeons that made them so engaging and memorable can be retained while making them different enough to be interesting to long time players, and unique enough to be a distinct product, and not a knock off.
Homage, rather than rip-off, is the idea.
My plan is to do at least Keep on the Borderlands and In Search of The Unknown, perhaps Treasure Hunt and maybe some others from Dragon Magazine.
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Post by alcamtar on Jan 30, 2015 7:32:09 GMT
I really enjoy the module conversions, and ready to run material makes the game more accessible. That sounds like a cool plan for KotB.
There is another KOTB clone for Basic Fantasy RPG that made it a hill with caves around the outside. A pit is the topological inverse which is a nice variation.
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Post by CRTaylor on Jan 30, 2015 22:45:18 GMT
I like that idea, but I think I'm going to use a huge sinkhole type shape, with the caves in the sides, and bridges built across between them. The lower you go, the more awful it gets, with something terrible causing the problem at the bottom.
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tkdguy
Double Digit Master
Posts: 47
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Post by tkdguy on Feb 1, 2015 1:24:10 GMT
I like that idea, but I think I'm going to use a huge sinkhole type shape, with the caves in the sides, and bridges built across between them. The lower you go, the more awful it gets, with something terrible causing the problem at the bottom. A portal to the netherworld, perhaps?
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Post by CRTaylor on Feb 3, 2015 2:54:15 GMT
I'm toying with having a few of the other remakes (in search of the unknown for example was in the same area as KOTB originally) in the area so it can be a nice starting area for players to build a campaign around.
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Post by CRTaylor on May 4, 2015 4:54:24 GMT
Currently I'm finishing up a remake of In Search of the Unknown that will be similar enough to someone who looks closely but different enough to be its own adventure, not a rip off, and definitely fresh to players even if they've run the old module many times over. I have been procrastinating a lot and worn out a lot, so it isn't out yet even though it ought to have been. Hopefully I can at least get a rough of the Jolrhos Field Guide ready by the end of June. I've been terribly slow this year so far, and not productive at all.
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Post by CRTaylor on Jun 30, 2015 2:18:18 GMT
Two Kings Keep is nearing completion; I'm working on the maps now. That and the cover are the most labor intensive parts; writing is a breeze.
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Post by CRTaylor on Jun 30, 2015 17:34:48 GMT
A sneak peak at Two Kings Keep, the isometric map showing relative location of the different map levels. I don't usually do this with maps but I wanted to make sure it was clear how the thing was laid out.
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