Showing posts with label realms. Show all posts
Showing posts with label realms. Show all posts

Monday, July 11, 2011

ADVENTURER is complete ! Book Three: Races, Realms and Riches is up and posted !

Well, here it is. Book three of three. It's done.

This one covers the equiv of the wilderness and underworld adventures for original D&D. Player and non-player races, animal and fantastic creature generation rules; map, city and dungeon generation rules, plus traveller style profile strings ! analogues for all the major traveller races ! Major geek fest !

All it seems to lack at this point are some easy combat rules for flyers, and a few careers for the same -or at least skills for them.  I'm not sure if I should add them to book two, or remove the flyer construction rules from it, and have a first supplement covering skyships.  The latter is easier, but would leave  book 2 a bit skinny, and entirely devoted to magic.  Any thoughts ?

So, except for the above, this is probably the final version of Adventurer unless I decide to go semipro and actually publish it via POD or PDF.  Or if major problems show up, obviously.....


So, I've got other stuff to blog about, but I've been forcing myself to  finish this off; it's been gratifying seeing the followers increase even in the face of seriously dense and specialized posts.  I hope you all enjoy this.  And I'd love to hear any comments or stories from actual play.  My local playtest has been a long time thing, but somewhat limited in scope and player headcount.  I know more input would be better, so........http://www.box.net/shared/gzu9dcs4c4r61nrx2zo4



Monday, July 19, 2010

Some optional rules on realms

Optional Rule
As the rules indicate currently, a realm is simply the sum of its cities, and this mostly works for adventurers –the more undefined or uninhabited space the better, after all ! However, if it does become necessary to know more about the realm outside of the city walls, here are some guidelines.
First, the capital’s reputation defines the reputation of the realm’s government; thereafter
 The population is the capital’s population + 1d3+1
 The realms ruler type will be determined by adding the capital’s ruler rating + 1d3 ;
 Law Level is the capitals LL -1d6
 The wealth is the 2d6-7 + the realms wealth + 1 per city
My assumption is that the national government will never be less tyrannical than the capital, but that conversely, the capital will always be the point of maximum control. Wealth is highly variable, and represents a snapshot of the economic condition at that time.


Clarification:
When looking at the number of hexes that a city actually controls (as opposed to influencing) remember that one subtracts 1d6 from Influence to get the rating - also, this isn't prorated if the hex is only partially habitable (or even dry land). In the map above, Kantun counts as controlling 3 hexes (0707,0706 and 0606) despite 0707 and 0606 being shared (with Ostsexan and Visaxia respectively), and 0706 being at least half water.