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(Mongoose) Quintessential Aristocrat - PDF Out Now!
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<blockquote data-quote="Samothdm" data-source="post: 1613312" data-attributes="member: 5473"><p>Thanks for your interest.</p><p></p><p>I used a lot of resources when writing the book, including books and websites on the Carolingian-era, ancient Rome, ancient China, feudal Japan, ancient Korea, medieval Europe, and 15-18th century Europe as well as many more. The ideas are sprinkled throughout the book in all of the different sections. </p><p></p><p>As far as rules to fluff ratio... well, it's really a Player's Guide to being an aristocrat. It has rules in the form of Character Concepts, Prestige Classes, Feats, new uses for skills, new equipment (mostly clothing, actually, as opposed to weapons or armor), and stuff to add to your manor (basically, unlike a castle which is purely defensive in nature, a manor is mostly ornamental and so has things like halls of statues and elaborate gardens).</p><p></p><p>For fluff, there is background on each different character concept, and I also did that with the prestige classes. I designed the very basic bare bones of a government for each race and built a prestige class around that to use as an idea starter for helping to flesh out the governments in your setting.</p><p></p><p>The real fluff still includes rules applications: things like Bloodline Feats, which enable an aristocrat to come from an aristocrat house that has magical blood in their past.</p><p></p><p>Let's see... this is all from memory and I wrote it quite a while ago. A few things I created that had quite a bit of fluff were ideas on heraldry (making a family icon and the symbology behind them) and an "aristocratic affiliation" (basically, ideas for designing a noble house or other organization for your aristocrat).</p><p></p><p>Each affiliation has "ability scores", just like a character. And, they can gain "feats" like characters, and basically give bonuses to the characters who belong to them. That was a fun chapter to write.</p><p></p><p>When I get back to my other computer tomorrow (the one where my copy is downloaded), I'll try to make a better guess as to the ratio. Basically, if you've ever looked at one of Mongoose's Quintessential series, you'll get the idea. Lots of ideas and cool background info supported by rules to make it actionable during a game.</p></blockquote><p></p>
[QUOTE="Samothdm, post: 1613312, member: 5473"] Thanks for your interest. I used a lot of resources when writing the book, including books and websites on the Carolingian-era, ancient Rome, ancient China, feudal Japan, ancient Korea, medieval Europe, and 15-18th century Europe as well as many more. The ideas are sprinkled throughout the book in all of the different sections. As far as rules to fluff ratio... well, it's really a Player's Guide to being an aristocrat. It has rules in the form of Character Concepts, Prestige Classes, Feats, new uses for skills, new equipment (mostly clothing, actually, as opposed to weapons or armor), and stuff to add to your manor (basically, unlike a castle which is purely defensive in nature, a manor is mostly ornamental and so has things like halls of statues and elaborate gardens). For fluff, there is background on each different character concept, and I also did that with the prestige classes. I designed the very basic bare bones of a government for each race and built a prestige class around that to use as an idea starter for helping to flesh out the governments in your setting. The real fluff still includes rules applications: things like Bloodline Feats, which enable an aristocrat to come from an aristocrat house that has magical blood in their past. Let's see... this is all from memory and I wrote it quite a while ago. A few things I created that had quite a bit of fluff were ideas on heraldry (making a family icon and the symbology behind them) and an "aristocratic affiliation" (basically, ideas for designing a noble house or other organization for your aristocrat). Each affiliation has "ability scores", just like a character. And, they can gain "feats" like characters, and basically give bonuses to the characters who belong to them. That was a fun chapter to write. When I get back to my other computer tomorrow (the one where my copy is downloaded), I'll try to make a better guess as to the ratio. Basically, if you've ever looked at one of Mongoose's Quintessential series, you'll get the idea. Lots of ideas and cool background info supported by rules to make it actionable during a game. [/QUOTE]
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