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<blockquote data-quote="Leopold" data-source="post: 180212" data-attributes="member: 758"><p>Looking over this we had got most of this done already. LRK broke up the .pdf for me and I went ahead and edited it for spelling, gramatical errors, misplaced information, etc. Yes it was a beta run but it needed some TLC. Now we had decided to break the book up into 2 parts, 1 part for the Player 1 for the DM. Looking at the layout like this, I think 1 book would go well, although it would be rather large, but still viable.</p><p></p><p>I'll take each part in turn for discussion:</p><p></p><p>1. Preface: don't forget credit for who wrote it and so forth.</p><p></p><p>2. Chapter One: The basic classes from the PHB work well here, I don't see a drastic change too much from that. The spells that work and don't work, wouldn't that go in the Arcana area? Race building, Class choosing, etc. go here but what about feat's, skills, equipment, etc.?</p><p></p><p>3. Chapter 2: Timeline looks good as well as the history, i doubt it stretches for more than 10pages.</p><p></p><p>4. Region Chapters: This is more or less copy and paste from the web site, simple enough to do. Major NPC's can be fleshed out using online apps like PCGen to create them or Jamis Buck's NPCGen app to instantly create one. Once that part is done than we can put names to faces, have some art, etc. I really like the way that Thunderhead Games did the NPC's. They basically put a small box stating Race/Class and page number to where the main stats are located in the back of the book. IN the back there was about 20pages of fleshed out NPC's all in a central location. I like this idea and am all for implimenting such a way of doing it as that way we do not clutter the main book with stats, feats, skills, equip, etc and leave all that in the back where it belongs. </p><p></p><p>5. Chapter 7: I don't follow this, what does this mean?</p><p></p><p>6. Chapter 8: I agree wholeheartedly on this, except for the religous part, that needs to get moved to the arcana area in the next chapter. Religous groups/organizations yes, but not the detail of being a cleric. Is that what you meant?</p><p></p><p>7. Chapter 9: Put all the goodies with spells here, put what works, and what doesn't, detail religon, who worships what, what powers, what abilities do you gain, etc. Anything with spells here. Nix the magic items and move that to a seperate chapter, this chapter needs to only detail spells concerning divine and arcane you throw in magic items here and it will clutter it up.</p><p></p><p>8. Chapter 9a: Put magic items, special creation feats, risks doing so, what you can and can't do with magic items, potions, weapons, armor, etc. here. Splitting this into a seperate chapter allows the user to focus on this chapter for ONLY magic items and not for magic AND magic items.</p><p></p><p></p><p>9. Chapter 10: Copy and Paste, I think we have the statblocks done and they look good.</p><p></p><p>10. Chapter 11: Make sure you put in a disclaimer "This place is evil and you will die quickly if stupid". DF is one of the most meatgrinderish places ever. It ranks up there with Ravenloft with what has gone on and what goes on, the fiendlords are vicous, but calculating, don't underestimate them. The patrons have their own ideas about the 'fiendsolution' so just don't get in their way, survival is the key more than anything! Hooks could be used from the exploration of Mt. Barakas, to the debugging of the ivrelelum (don't do too much on this, it's my baby <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ), to the exploration of the Utalia islands.</p><p></p><p>We are definately above 50% done, I would gague 70%, we need to flesh out the stats on the Fiendlords' and patrons'. I think the ELH will do nicely for this, or should we use the D&Dg book to do this? NPC's need to get created and equipped. The layout is mostly in place. I have the .doc's that can be put into the .pdf and LRK will be more than happy to do this once we get a foundation in place.</p><p></p><p>Questions, comments, and concerns are always welcome..</p></blockquote><p></p>
[QUOTE="Leopold, post: 180212, member: 758"] Looking over this we had got most of this done already. LRK broke up the .pdf for me and I went ahead and edited it for spelling, gramatical errors, misplaced information, etc. Yes it was a beta run but it needed some TLC. Now we had decided to break the book up into 2 parts, 1 part for the Player 1 for the DM. Looking at the layout like this, I think 1 book would go well, although it would be rather large, but still viable. I'll take each part in turn for discussion: 1. Preface: don't forget credit for who wrote it and so forth. 2. Chapter One: The basic classes from the PHB work well here, I don't see a drastic change too much from that. The spells that work and don't work, wouldn't that go in the Arcana area? Race building, Class choosing, etc. go here but what about feat's, skills, equipment, etc.? 3. Chapter 2: Timeline looks good as well as the history, i doubt it stretches for more than 10pages. 4. Region Chapters: This is more or less copy and paste from the web site, simple enough to do. Major NPC's can be fleshed out using online apps like PCGen to create them or Jamis Buck's NPCGen app to instantly create one. Once that part is done than we can put names to faces, have some art, etc. I really like the way that Thunderhead Games did the NPC's. They basically put a small box stating Race/Class and page number to where the main stats are located in the back of the book. IN the back there was about 20pages of fleshed out NPC's all in a central location. I like this idea and am all for implimenting such a way of doing it as that way we do not clutter the main book with stats, feats, skills, equip, etc and leave all that in the back where it belongs. 5. Chapter 7: I don't follow this, what does this mean? 6. Chapter 8: I agree wholeheartedly on this, except for the religous part, that needs to get moved to the arcana area in the next chapter. Religous groups/organizations yes, but not the detail of being a cleric. Is that what you meant? 7. Chapter 9: Put all the goodies with spells here, put what works, and what doesn't, detail religon, who worships what, what powers, what abilities do you gain, etc. Anything with spells here. Nix the magic items and move that to a seperate chapter, this chapter needs to only detail spells concerning divine and arcane you throw in magic items here and it will clutter it up. 8. Chapter 9a: Put magic items, special creation feats, risks doing so, what you can and can't do with magic items, potions, weapons, armor, etc. here. Splitting this into a seperate chapter allows the user to focus on this chapter for ONLY magic items and not for magic AND magic items. 9. Chapter 10: Copy and Paste, I think we have the statblocks done and they look good. 10. Chapter 11: Make sure you put in a disclaimer "This place is evil and you will die quickly if stupid". DF is one of the most meatgrinderish places ever. It ranks up there with Ravenloft with what has gone on and what goes on, the fiendlords are vicous, but calculating, don't underestimate them. The patrons have their own ideas about the 'fiendsolution' so just don't get in their way, survival is the key more than anything! Hooks could be used from the exploration of Mt. Barakas, to the debugging of the ivrelelum (don't do too much on this, it's my baby ;) ), to the exploration of the Utalia islands. We are definately above 50% done, I would gague 70%, we need to flesh out the stats on the Fiendlords' and patrons'. I think the ELH will do nicely for this, or should we use the D&Dg book to do this? NPC's need to get created and equipped. The layout is mostly in place. I have the .doc's that can be put into the .pdf and LRK will be more than happy to do this once we get a foundation in place. Questions, comments, and concerns are always welcome.. [/QUOTE]
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