Dice and Dramatics - Guide to role-playing

Ultramyth

Explorer
Hi all,

My name is Ben Mowbray, the lead designer, writer and artist for a new d20 System producer called Ultramyth Design. Recently, we launched our first product: Dice and Dramatics. It embraces the seldom-touched subject - role-playing.

d20_U_Dice_and_Dramatics_Cover.jpg

The purpose of the product is for you to improve the role-playing aspect of your game. It presents simple, but useful information on how to role-play better. Some of the tips are obvious, while others are more obscure. I genuinely believe there's something in there for everyone, both veteran players and newbies alike.

The product focuses on a d20 fantasy setting, though many of its issues are cross-system.

Check out the ENworld review by Crothian.

Or take a look at the product on our website

Please feel free to tell me what you think about it, both in concept and in review.

Ben Mowbray
Ultramyth Design
 

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Just like to say this is a great book. This is just the thing the game needed, a book focused on role playing. For all the threads we get around here complaining about the rules focus of the game, this is the start of a nice balance. It is most useful for people who aren't the best role players and for people new to the hobby. It does have some things to offer even the great Role Players like Piratecat, even if its just to read through and know that you're doing everything it suggests. :D
 

It's always good to hear someone enjoyed your product.

Success so far has encouraged me to pursue the next project. I have many ideas in the works, but most will be geared towards things I have not yet seen.

We have released details on our next two projects. Check them out, and let me know what you all think about them, and of course, Dice and Dramatics, if you've purchased it.

Ben Mowbray
Ultramyth
 

Both of those products sound very good. I'm a history nut and few attempts at real world history have been produced.

I like the idea of the Advance series. Technological advances seem to be larger ignored in many fantasy world. Have you taken into account magic and how that would effect some of the advances?

The other product, Nine Worlds, I have a similar question for. THe vikings are a great race to to set a world developed around. Have you placed in the magic of D&D and altered them abit bercasue of it? What about the use of clerics specifically with the Norse gods?
 

The Advance Renaissance product looks interesting, but when looking over the description I saw something that just seemed to stand out as rather jarring (probably not to other people, just to me since I'm studying history at uni and my dissertation is on the Templars). The Templars aren't really a... renaissance period concept, they originated in the early 12th century and were abolished in the very early 14th century. I was just wondering what they're doing there, really :)
 


Crothian said:
Both of those products sound very good. I'm a history nut and few attempts at real world history have been produced.

I like the idea of the Advance series. Technological advances seem to be larger ignored in many fantasy world. Have you taken into account magic and how that would effect some of the advances?

The other product, Nine Worlds, I have a similar question for. THe vikings are a great race to to set a world developed around. Have you placed in the magic of D&D and altered them abit bercasue of it? What about the use of clerics specifically with the Norse gods?

Yes, of course I will take magic into account, not to mention possible Elven, Dwarven and Gnomish influences on a fantasy renaissance. In fact, the problems with Da Vinci's machines could easily be remedied with a bit of magic. It could dramatically alter the outcome of the enlightenment and victorian products though. I'll have to think about that.

About Nine Worlds. With the magic system, I'm playing around with it a bit, but I'm not going to change the actual system.

It's a difficult call to make, as I'm not only a keen historian of the norse, not to mention having the prementioned advantage of now living in sweden, however, I'm also an occultist, so it is a touchy subject just how real to make the magic system.

The rough draft is already eighty pages, but it will have to be revised. Essentially, magic in the norse occult circles comes in four different forms. Runes of course are the most widely known form of magic, however, they are actually an intregal part of several other disciplines, including stav (a norse martial art, yes there is such a thing, so there will be viking monks), galdor (which means 'to crow' and is incantation of spells through the voice), and nidstang (a particularly nasty system of cursing), as well as with the enchanting of magic.

Being such an intregal subject, I could make a completely new system, but I'd be more inclined to go with integrating them into the existing system. Galdor becomes the verbal component, stav-like movements (which mimic the movements of the runes) will be somatic. Material and focus components will require stained (bloodied) runes.

Wizards will become galdor, and sorcerers stay the same (the finns were the only men the norse feared, because of their alleged sorcery, in fact, the very blonde stereotype in scandinavia is actually a finnish trait, not a norwegian or swedish one).

All the other classes are altered mildly.

The spells themselves will have to be customised, however, aside from the addition of some new material derived from stanzas in the eddas, spells will remain essentially the same. The roots of modern fantasy actually have a surprising amount in common.

As for nordic priests. They are called Godi or Gydia. They are actually more like nobles that oversee sacrifices and the sort on behalf of the gods. Clerics and divine magic are a grey area for now. Traditionally, godi did not actually use magic, as I mentioned, they oversaw sacrifices, called blots. However, the importance of magical healing in a combat-oriented campaign setting is important, and there are some incidences of healing in the sagas. They need to fit in there somewhere. That remains to be seen though.

There will also be a new kind of magic. Seidr. It will be controlled through a prestige class, the Seidr Witch, of which Freja is the greatest. It's a partly mature theme, since traditionally, seidr requires sexual intercourse. How to handle that remains to be seen also.
 

Carnifex said:
The Advance Renaissance product looks interesting, but when looking over the description I saw something that just seemed to stand out as rather jarring (probably not to other people, just to me since I'm studying history at uni and my dissertation is on the Templars). The Templars aren't really a... renaissance period concept, they originated in the early 12th century and were abolished in the very early 14th century. I was just wondering what they're doing there, really :)

I'm glad you asked. I did put some thought into this. Of course in actual history, the role of the church is actually massive. In Renaissance, I'm discussing the more monotheistic orientation of nations, not perhaps limiting nations to belief in the one god, but rather, limiting their national patron god to a single deity.

The focus of the religious is important in a renaissance. It's a big influence. I am thinking about how this applies to polytheist religions, as are found in D&D.

As for the templars involvement. I am aware that the last templars were disolved in 1314 (or was it 1214... I think it's 1314), which is still a century short of even the early italian renaissance (1400s). However, there is a lot of legends of how the templars went underground, and reestablished in scotland.

Anyone who's seen braveheart, they forgot to mention how they really won that hopelessly outnumbered battle - it wasn't flashing the underkilts at the english - it was templar banners flying.

So the templar is actually introduced in this capacity - as an elite, underground more or less secret society, though still with a bad reputation for sorcery and heresy. The whole purpose of prestige classes in the first place was to have sort of special classes for elite 'guilds'. This fact has been lost to a lot of d20 publishers. Even WOTC. I want to get back to making it not so easy to get a prestige class. As Dice and Dramatics may have demonstrated, I prefer roleplaying. So there will be a good story behind them.

Hope that addresses your question.
 



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