Emirikol
Adventurer
I'm prepping BOSTON BESIEGED campaign, so any feedback on that adventure is welcome. Also, I created a random character creator
to assist my players in getting going. I plan to print out a few of each type and hand them to the players. That way we can get right to the
action. I also believe this will be useful in CONVENTION play.
READY - TO - PLAY Random Character Generator for Colonial Gothic (2nd edition)
Feedback welcome! (LINK LATER POST BELOW)
Some little things that I did:
* The naming system: I used names from lists on the Mayflower and first colonies (English). For the indian tribes, I used ones from an actual list of Algonquin tribal names)
* Errata: There were only a couple of errata items fixed from the book: 1) initiative using reason not "wits", 2) immigrants get +1 action point (not 1e faith), 3) I balanced out the skills for the frontier colonist (1 trade, 2 from the others listed), 4) CRAFT gets mentioned multiple times. I simply made it either trade or profession (I didn't include heal from 1e).
* Natives get knife or tomahawk (rather than hatchet for others) and moccasins instead of boots or shoes
IN 2.0, I will probably add some additional random equipment (subtracted from starting money) and additional classic names. I may also tailor some foreign names for french, spanish, and those freaky-deaky-dutch
PLEASE, PLEASE, PLEASE test this out and make sure there aren't any glaring omissions or errors in calculations.
..
to assist my players in getting going. I plan to print out a few of each type and hand them to the players. That way we can get right to the
action. I also believe this will be useful in CONVENTION play.
READY - TO - PLAY Random Character Generator for Colonial Gothic (2nd edition)
Feedback welcome! (LINK LATER POST BELOW)
Some little things that I did:
* The naming system: I used names from lists on the Mayflower and first colonies (English). For the indian tribes, I used ones from an actual list of Algonquin tribal names)
* Errata: There were only a couple of errata items fixed from the book: 1) initiative using reason not "wits", 2) immigrants get +1 action point (not 1e faith), 3) I balanced out the skills for the frontier colonist (1 trade, 2 from the others listed), 4) CRAFT gets mentioned multiple times. I simply made it either trade or profession (I didn't include heal from 1e).
* Natives get knife or tomahawk (rather than hatchet for others) and moccasins instead of boots or shoes
IN 2.0, I will probably add some additional random equipment (subtracted from starting money) and additional classic names. I may also tailor some foreign names for french, spanish, and those freaky-deaky-dutch

PLEASE, PLEASE, PLEASE test this out and make sure there aren't any glaring omissions or errors in calculations.
..
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