Announcement: The Explorer's Guides

Oh yeah, also some comment might be in order for the more humid and/or hot areas regarding what the effects of heavy armor are and how iron/steel corrodes more quickly than bronze, etc.

Also, as Damon points out, all of the environmental hazards one might face travelling across this terrain. Dehydration, frostbite, complications for foraging, fatigue from heat, sandstorms, monsoons, hurricanes, earthquakes, flash floods, and of course a lengthy chapter on the moral dilemma of whether or not to eat your companions after they starve to death. Well...okay maybe not that last one. ;)

Random weather tables would be pretty cool, with different tables or modifiers for various geographical and seasonal factors.
 

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MGE Explorer Guides

Hello, my name is Daniel M. Perez and I am the one currently writing the Tropics guide. I'll try to answer a few questions without revealing too much or putting my foot in my mouth. :)

May I ask what exactly I should expect from your tropics sourcebooks?
Take a look at a map of the Americas. Draw a line across that crosses Miami, FL. Now draw a line across that crosses just below Venezuela. See everything in the middle? That's what I'm hoping to cover in varying levels of detail.

Hey guys, are you doing some good science research and explaining things like where these ecosystems form and the kind of environmental elements are needed to create them? <SNIP> Also toss in some notes about magic, druids, divine power, presence of monsters and how this changes things.
I will be very honest with you right now: No, beyond some basic science background info, I had not considered getting that technical. My aim is to write a gaming book, not an Ecology-lite textbook. However, I am fond of basing my material on hard fact, so I will be looking at some of these sources in order to get solid information I can then build on. As time and space permit, I may include some of that more technical info as well, given it can be toned down to fit the game system. And as far as the info on magic, druids, etc., yes that was part of the plan all along.

* Arctic/Tropics: How does the length of the day vary (assuming an Earth-like planet) with the latitude at different times of the year?
* Woodlands/Jungle: Where are different types of wood found, what are the different types good for, and what's the material density of each (so we can figure weight by volume for transport purposes?)
For any given environment:...
Noted, noted and noted.

also some comment might be in order for the more humid and/or hot areas regarding what the effects of heavy armor are and how iron/steel corrodes more quickly than bronze, etc.
While I am intending to cover part of this subject, in all honesty unless you are using rules to simulate equipment deteriorating there really is no point in knowing that iron/steel corrodes faster than bronze, etc., because it really has no bearing. Now, if you were using such a system, where you track the durability of weapons and armours, then yes, such info would be relevant. I'll see what I can do, okay?
And environmental hazards are well featured, trust me. When you live in a place where for half of the year you are stuck in a place smack in the middle of hurricane country, environmental hazards are the subject of close attention.

I have to say I am very happy with the level of enthusiasm seen so far. Like the Fearsome Monkey said, drop by the Monkey God Enterprises forums to give us more feedback on these Explorer Guides. Keep those suggestions coming!!
 

Daniel,

Quite frankly, I'm kind of disapointed with the limited scope of your project. It appears that the book will be based in Earth, or at least an Earth like environment. That would be ok, if you weren't leaving so much stuff from tropics. It appears that the book will cover only the Neotropics, worse a very restricted part of it, leaving out most of the Amazonian forest, the Andes, the Atlantic forest, and so on. That's not to speak about the African, Asian, and Australian tropical forests.

At least I hope you'll try to portrait the people living in these environments so we can get some new cool shamanistic rules.

I agree with you in a few points: 1) There's no point is doing an ecology-lite book. A recommended further reading chapter would be more advisable. 2) Equipment degradation, although a reality, would take too much bookeeping to be worth of inclusion. However, you should consider some troublesome aspects such as: the constant possibility of disease and the near impracticalbility of wearing armour.

I wish you good luck in your project. If you need any kind of information from a biologist used to work just bellow the line you drawed, please do contact me, I'll be glad to help.

Edit: minor spelling corrections
 
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Re: MGE Explorer Guides

HalWhitewyrm said:
Hello, my name is Daniel M. Perez and I am the one currently writing the Tropics guide.

Good to hear from you, Daniel. I'll try to keep up with the conversations on the new Explorer Guide message board and hope you will be able to do so as well.

...unless you are using rules to simulate equipment deteriorating there really is no point in knowing that iron/steel corrodes faster than bronze, etc., because it really has no bearing. Now, if you were using such a system, where you track the durability of weapons and armours, then yes, such info would be relevant. I'll see what I can do, okay?

I agree you shouldn't include such a system in your Tropics book, but a sidebar to DMs who may want to add house rules to cover such things, which just points out that iron/steel corrodes more quickly than bronze in this environment, would not be out of place.

It's possible to facilitate the development of optional rules without actually writing out those rules yourself.

And environmental hazards are well featured, trust me. When you live in a place where for half of the year you are stuck in a place smack in the middle of hurricane country, environmental hazards are the subject of close attention.

While hurricanes definitely should not be overlooked, I would think characters are more often going to have problems with things like leeches, heat-stress index, etc. Obtaining standard heat-stress index and wind chill factor charts from some source and noting their in-game effects in tropical and arctic environments would be good.

I have to say I am very happy with the level of enthusiasm seen so far. Like the Fearsome Monkey said, drop by the Monkey God Enterprises forums to give us more feedback on these Explorer Guides. Keep those suggestions coming!!

It's been a while since anyone tried this kind of book. It'll be important to get the first Explorer Guide right, since it can have an impact on the future of the rest of the series. If enough potential buyers participate in the MGE forums, you should get a pretty clear idea of what we want to see.
 

Gaming books as science texts

HalWhitewyrm said:
I will be very honest with you right now: No, beyond some basic science background info, I had not considered getting that technical. My aim is to write a gaming book, not an Ecology-lite textbook. However, I am fond of basing my material on hard fact, so I will be looking at some of these sources in order to get solid information I can then build on. As time and space permit, I may include some of that more technical info as well, given it can be toned down to fit the game system.

Most major game systems include products which fall into one of the following broad groups: core rules; adventures; optional rules expansions (these include the various race and class books for D&D, as well as the rules covering psionics, deities and the planes); setting sourcebooks and Big Lists O' Stuff (creature compendiums, books of spells, etc.)

There is a class of gaming books, almost non-existent from my experience, into which I would like to be able to place the Explorer's Guides. Whatever you choose to call this category, its main function is (or should be) to collect "real world/real science" information that might be of use to DMs who want to include more detail in some area of the game, or of their campaign setting, which relates to physics, chemistry, biology, economics, ecology or myriad other subjects. Note that's the function of the category of books, not of every book in the category; individual books much be much more narrowly defined.

GDW's "World Tamer's Handbook" for Traveller:The New Era devotes several pages to covering the effects of entering areas of increased or decreased atmospheric pressure, specific physiological difficulties (including insufficient oxygen, oxygen poisoning, inert gas narcosis and decompression sickness), a 5-stage acclimatization process for characters, aerodynamic performance of aircraft in thin and dense atmospheres...

True, it would make no sense to cover that particular list of elements for a D&D book, where characters rarely expect to visit different planets and may safely be assumed to be fully acclimatized to their own environment, whatever it may be. But the 'World Tamer' book is a good example of the kind of book I like to see in this category: it anticipates some "real world/real science" considerations of moving through a potentially alien environment, and provides the DM with the tools he needs to easily deal with those things within the framework of the game mechanics.
If all the 'World Tamer' book did was to tell the DM 'Characters may experience various types of physiological difficulty in unfamiliar atmospheres; see the recommended reading list to find the factual data you need to make up your own rules to cover this' then the book would not be very useful. For me, the whole reason to buy such a book is to take advantage of the fact that someone has already done that work for me.

As has already been discussed in the thread from which diverged for this message, it is possible (and quite undesirable) to take this fact-based nitpicking too far. No one wants the game reduced to a science project. But there is no reason for books of this sort to exist if they don't at least stretch in that direction.

Not every DM will care to deal with equiment deterioration, so that sort of thing can be briefly mentioned without providing detail. But every DM [who buys this book] is going to want to know what the longterm effects of temperature and humidity are on characters, so heat stress, wind chill and likely day/night temperature varition for the environment should be covered in more depth. A DM who doesn't care about these things, and is only interested in, say, 64 pages of new jungle monsters, and tropics-based feats and prestige classes, should be buying a different book.
 

Material

This sort of discussion is going to be very helpful when we have to choose what finally goes into the product. This has also started me thinking about web enhancements. In my mind this line of books has always been about the environments first. The new spells, monsters, classes, feats, etc. should be in response to the real-world impact the environments have on the human and fanatsy races that dwell there.

In any case, the monkey forums now include a space to discuss the explorer's guides. It is our desire to make this the best product possible, so please drop in and give us your input.

Thanks
David K Hurd
MonkeyGod Enterpises
website- www.monkeygodenterprises.com
forum- http://pub64.ezboard.com/bmonkeygodenterprises
 

Tropics book

Hello. Replies from me below.
Quite frankly, I'm kind of disapointed with the limited scope of your project. It appears that the book will be based in Earth, or at least an Earth like environment. That would be ok, if you weren't leaving so much stuff from tropics. It appears that the book will cover only the Neotropics, worse a very restricted part of it, leaving out most of the Amazonian forest, the Andes, the Atlantic forest, and so on. That's not to speak about the African, Asian, and Australian tropical forests.
Okay, from the top. First, don't be disapointed yet; the book is still being written so it always has a chance to grow and evolve. :) What I wrote last night was simply a quick and very vague overview. Yes, the book will be based on an Earth-like environment for simplicity and for comparison purposes, though I have been toying with the idea of including notes on having whole worlds with these climatic conditions. We'll see.
As to what it does and does not include, remember I only have so much space to write. However, even with the little map visual I suggested in my last post, I am including elements from the Amazon environ/culture as well. I am including the Andes territory, mostly in the form of the Inca culture, though they are the basis for when I talk about tropical mountain ranges. The other 3 regions you mention (Africa, Asia and Australia) I will be looking at for elements, but at this moment I don't have any plans to include them in depth. That could change, depending on my research.

At least I hope you'll try to portrait the people living in these environments so we can get some new cool shamanistic rules.
I will definitely be portraying the cultures, providing "fantasy" versions of them for inclusion in your campaigns. The whole shaman angle, however, is one that I am currently torn about. There seems to be such a sudden glut in the market on Shamans that I am loathe to create yet another. At this point, however, I am intending to create a shaman prestige class, and perhaps play some more with the adept class to portray the magical traditions of these cultures without getting into cleric/wizard/etc. I would love to hear what kind of new shamanistic rules you would like to see.

I wish you good luck in your project. If you need any kind of information from a biologist used to work just bellow the line you drawed, please do contact me, I'll be glad to help.
Thanks, I will definitely keep this in mind.

By the way, I am reposting this message on the Monkey God Forums so people who go there can participate in the conversation. I would invite you to actually continue this thread with me over there. Here's the URL: http://pub64.ezboard.com/bmonkeygodenterprises (look for the Tropics Guide folder)
 

Good to hear from you, Daniel. I'll try to keep up with the conversations on the new Explorer Guide message board and hope you will be able to do so as well.
Same here. I'm also going to continue this thread on the Monkey God Forums (see URL below) so I invite you to join me there as well.

On the whole issue of deteriorating equipment...
Can you guys be satisfied with "I will be including some info on that in the book" for now while I wait for some answers? Once I get those I may be able to give you something more concrete beyond my response above. Cool?

While hurricanes definitely should not be overlooked, I would think characters are more often going to have problems with things like leeches, heat-stress index, etc. Obtaining standard heat-stress index and wind chill factor charts from some source and noting their in-game effects in tropical and arctic environments would be good.
Agreed, and these are all things I will be writing about as well. I'll see if I can get my hands on some of those charts you suggest.

It'll be important to get the first Explorer Guide right, since it can have an impact on the future of the rest of the series. If enough potential buyers participate in the MGE forums, you should get a pretty clear idea of what we want to see.
I agree, so come join us at the MGE Forums. I am reposting this message on the Monkey God Forums so people who go there can participate in the conversation. I would invite you to actually continue this thread with me over there. Here's the URL: http://pub64.ezboard.com/bmonkeygodenterprises (look for the Tropics Guide folder).

By the way, thanks for all the ideas and comments. They help, so keep em coming.
 

Re: MGE Explorer Guides

HalWhitewyrm said:
While I am intending to cover part of this subject, in all honesty unless you are using rules to simulate equipment deteriorating there really is no point in knowing that iron/steel corrodes faster than bronze, etc., because it really has no bearing. Now, if you were using such a system, where you track the durability of weapons and armours, then yes, such info would be relevant. I'll see what I can do, okay?

Hi Daniel,

It sounds like you have a different take on the subject than what I am looking for but I am sure that there are tons of other customers out there who will want more strictly-game oriented material so that's good. I know the kind of stuff that I look for isn't typical and your approach sounds like it would appeal to a wider audience anyway. I just wanted to point out that the effects of the environment on different materials is important in that cultures that live in these regions might choose their technology accordingly. This directly effects the types of weapons and armors inhabitants of said region would be likely to carry. That's the kind of impact I was thinking of, not rules for weapons degrading at the character level. I agree that such a thing would probably be too much hassle. For instance, are you really going to see an army native to a jungle region equipped with iron chain armor and crossbows with delicate iron parts?

That said, I don't know how dramatic the effect of humidity is on iron/steel versus bronze so I can't say what impact it would have on the tools of a culture in the region. However, I have heard it mentioned before by other people so that's why I brought it up. If the impact is significant enough to effect the technology of a given culture then it's something I would like to know about
 
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Hey, Kenjib.
Well, there is some weather effect on materials, so I will covering some of that because it IS a big deal. However, just to give you a little bit more to go on...
The rules for material deterioration belong in a comprehensive arms and armours book, and the optional rules for materials will be included in the upcoming 'Stone to Steel' from MGE. For more info, you should keep your eyes open for announcements regarding that book, and come to our Monkey God forums, where we have a folder dedicated to said book. URL: http://pub64.ezboard.com/bmonkeygodenterprises
Hope this helps. :)
 

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