The DiD Factory

Friday, February 22, 2008

Rob

Narbohring 3 is now posted in DiD Factory.

Again, your preference of Word or pdf, and comments and criticism, of the sort that Paul and Justin have offered, are very much appreciated.

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Paul, thanks for the comments. Most of the pronunciations, along with the damn spelling of pronunciation, have been changed. Handmaidens’ and Knights’ special skill left as-is… Knights just don’t have to spend the skillpoints to buy the highest grade, a savings of at most 32 points. Handmaidens are supposed to be tough, and I’m eschewing balance on purpose- what they gain in power they make up for in restrictions, which is now more clear. Same with priests of Xeres. Thanks for catching the lack of things for the Church of Silence and Suvan Azule, fixed.

As for Amanda and Sterling, alas these changes come from in-game events. The short but sweet Sarpagal 3 game found Brandmoor’s emporium was run by three demon brothers calling themselves the Halifaxes. The real Sterling made an appearance pretending to be Lazarus, the master of Narbohring’s Iron Labyrinth (the guy you had to ask your question twice to), at the end of Sarpagal 5 with Jon and Jessica, and then took off with an undead skull and a talking rat named Mr. Rags. Amanda, she was doomed from the moment she met you guys in Sarpagal 2. Sarpagal 4 and 5 had great closure for her story and the Arcanos; I’ve smashed Sarpagal 2-5 together for the recent pre-history of this Narbohring.

And if you think Amanda was maligned, take a look at Slath (and his gay little mouse pal), the Covenant (an insane fop), Baalphegor Pheng (disintergrated himself), and Garrison Bones (fat drunkard).



Mark, yeah, the realms design is better. You’re right about the realm of Gaea, I think I like your names better. ‘Realm of Gaea’ sounds like it was designed by a 10th grade girl, not 34 year old scientists!

I thought you told me that there was no general mechanism for making things like INT checks or CHA checks. Yet you have feats of strength. Seems pretty arbitrary, system-wise. For the Sampo relic, you’re basically asking the character to make a ‘feat of intellect’.

You still don’t need to list every monster in the ToC… just have a master list at the beginning of that section.

Any animal or monster that gets summoned should have a listing in the monsters list. Golems, alligators, etc.

What happens if I’m wearing three Rings of Protection that are all +1 absorption? You need to make a ruling about stacking modifiers (and stacking penalties, as in multiple Klutz spells), and make it generally, not special case it in every location.

Mark, do you capitalize Fortitude and Willpower? I capitalize types of magic (e.g., Hermetic), ‘Circle’, and abilities (e.g., ‘Counterattack’). What is your standard for capitalization?

I think Jack-of-all-Trades should be 1d8, not 1d6. Otherwise it’s a total waste of ability points. It still sucks, but not quite so painfully.

Hedge Magic spell Imbuement is so short-durationed as to be useless too. Make it 1 day per Circle I think, if not 1 week. You can have the added restriction that a Hedge mage can only make so many trinkets as they have Circles.

Changes to 6.3:

Artifacts: Codex of Enlightenment, Elemental Stone, Paladin’s Sword
Potions: Extra-planar Protection, Shadows, Undead Control (just bolded the name)
Relics: basically all, and the list was updated too.
New monsters: carnivorous plants, dogs, harkumen, oozes, ratkin, undead (apparition, ghost, shadow, wight)
Modified monsters: angels, archons, devils, demons, daeva, deva, undead (lich)

After you’re done re-planing/realming the spells, don’t forget to go through and search for all instances of hell, devil, paradise, hades, etc. That includes monsters too. Just to be clear, now ALL instances of home planes has been removed from the angels, archons, devils, demons, daeva, and deva. I also got rid of their society structures, as it seems needlessly artificial and D&D or Danteseque.

I really hate the green = delete thing, so everything changed is just in blue. Note that I also deleted example names, as it’s kinda cheesy to have a bunch of Hebrew angels.



Here are the changes in the third version:

Big formatting update to be consistent with Mark’s guide. Also, now all the points of interest are extracted in bold for each geographical entry.

Stories and organization descriptions are now ‘sidebarred’ (shaded in gray, currently at 20% so my eyes can see it), meaning that in the final layout, they will be removed from the flow of the main text, and given anywhere from a half page to several pages.

Magic items and monsters, on the other hand, have been ‘appendicized’… removed entirely from the main flow of content and relegated to the very back of the guide in separate sections. I think this helps. Magic items and monsters are done.

Descriptions of how to join churches (you just do it in-game) and Guilds (you really don’t do it). Each Guild grade now has separate skill bonuses. Faith magic is now restricted depending on your religion.

Long description for the GM about the different religions of Narbohring and why they all hate each other.

Long description of the services offered by each of the Guilds.

New locations: Westgate, Moorcrest, Nightfall (not the most imaginative names, but completing the trade route through Armech). Also Port Haras. Each of these is interesting in their way I think. Some of those might be from N2 update also. Roads throughout Narbohring have been added to city and region descriptions. Swords of the Antiarch have been placed.

New plots and ideas: the heir to Irendor, prison ships of Gorgos, extensive description of the story of Ixondr and Muriel. Thorneskeep has been greatly expanded.

One-page background to the world of Narbohring.



Questions:
1) Should the ‘dungeons’ like Zolace and the Shadowsfall Tower be removed? And either set as another appendix, or removed completely and be published online or as a supplement?

2) If you guys could go through and flag which points of interest (the bold items under each city) are the best, I’d appreciate it. Feedback, telling me which are lame would also be great, but even if you don’t have time to read and write a lot, just saying: “here’s the 10 most interesting things” would help a lot.

3) What do you guys think the correct grammar is: Slavers Guild (currently used), Slaver’s Guild, or Slavers’ Guild?

4) More Alchemical compounds- poisons, drugs, etc- would be great. Any suggestions welcome.



Changes coming in version 4:

Appendices finished: monster lists, two campaign ideas, and glossary.
Maybe some artwork, if artists are finished by then.

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