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The Cosmonomicon Forum for the development of a set of d20, OGL compliant rules for handling roleplaying in aerospatial, fantasy settings.

 
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Old 3rd March 2002, 11:06 PM   #1 (permalink)
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Project Outline (March 2002)

Chapter 1: Introduction
  • What is the Cosmonomicon
  • New Terms
  • Finding More
Chapter 2: Running Combat (BlackJaw's Current Project)
  • Simple Combat Example
  • Combat and Movement
  • >> Pilot Actions
  • >> Stunts
  • >> Passenger Actions
  • >> Spellcasting
  • Ship Conditions
  • Gravity and Environmental Effects
  • Monsters as Vessels
  • Mounts as Vessels
  • Spells & Magic as Vessels
Chapter 3: Vessel Design (BlackJaw's Third Project)
  • The Component System
  • Component Lists
  • Designing a New Component
  • Vessel Repair
Chapter 4: Character Design (BlackJaw's Next Project)
  • New & Old Skills
  • New & Old Feats
  • Vessel Proficiencey Systems (Feats Vs Skills)
Chapter 5: Setting Design (Wyvern's Current Project)
  • Chosing a Scale & Medium
  • Defining Magic & Tech Levels
  • Twelve Questions for Designing a Planetary Body
Chapter 6: Campaign Design (Wyvern's Next Project?)
  • Integrating into Existing Settings
  • >> Example Integration
  • Common Themes
  • >> Flight Settings
  • >> Space Settings
  • >> Under Water Settings
  • >> Other Settings
Apendix
Recomened Reading
OGL & OGC
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Last edited by BlackJaw; 7th March 2002 at 09:19 AM..
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Old 12th March 2002, 08:05 AM   #2 (permalink)
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Project Outline

Looks good, although I'd already claimed dibs on the character creation chapter. I've got a bucketload of ideas for it, though it'll probably be a week or so before I have time to start on the actual writing. Of course, you're welcome to contribute your own ideas. Also, feel free to take over the campaign design chapter if you like. I have some ideas for sample settings, but I'm not sure how to tackle the section on integrating the Cosmonomicon into an existing campaign. For now, though, I'm more interested in seeing the rest of your combat and ship construction rules. Btw, don't forget to cover general rules for seeker weapons (i.e. torpedoes, missiles, etc.) in either the combat or components chapter.

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