Hi guys,
The fourth book of the Classic Play series for Mongoose has arrived! This is the Book of Adventuring, a 256 page hardback tome that tells you just how to get the best out of your character. Full of survival tips, how to use mundane equipment to its fullest, how to make your way through a wilderness and much more, this book is _the_ essential survival manual for characters - a 'true' player's guide, if you like. You may think that, after playing all these years, you know everything, but there is something for everyone here!
The Book of Adventuring is split into three parts, covering The Adventurer's Craft, A World of Adventure, and Playing the Adventurer.
The Adventurer's Craft begins by Gearing Up, a guide on just how to equip your character for all eventualities without being weighed down by unnecessary items. After all, packing for a sea voyage may be very different than preparing for a dungeon expedition. The concept of 'pocket contents', knick-knacks that characters may have because of their class or profession is also featured, along with typical uses for such items (which can range from simple metal rings to woodscrews). Your class will also effect the equipment you will carry and 'essential' equipment for each class is covered. Throughout this book, you will find box outs that explain rules tricks in detail and maybe, just maybe, give you that extra edge when you are in serious trouble. All perfectly legal, of course!
The Rules of Engagement lists several positions of responsibility within the typical party (such as Front-line or Supporting Combatant, Point and Magic Support) and which characters are best placed to fulfil each role. Also covered is how to lead a party, how combat tactics can be employed, how parties can work together and how to divide up loot fairly. The nature of threat assessment is also inspected, along with tips and tactics on how to combat each individual enemy. This chapter is jam-packed full of ideas!
The next chapter is Intelligent Spellcasting, a phrase that may raise a wry smile on the face of any veteran gamer. . . The nature of different spells are considered, and they are divided into several categories that will help players pick the right spell for the job quickly and easily. Different roles for spellcasters are covered, giving guidance, for example, on how to create an Artillerist Druid, a Defender Sorcerer or Recon Bard, just by altering spell selection. This chapter is your one-stop shop for better spellcasting.
The Home Base gives some clues on how to create an effective HQ, whether it is temporary and in the field or if the players have moved beyond staying in taverns all the time. Location, traps, sentries and other considerations are all examined in great detail, ensuring the party will never be caught unawares.
Part I of this book is all about preparation. That done, you can move onto Part II and learn just how to be the best adventurer around. Out in the Wild examines some possibilities for gaining XP for making huge overland journeys or surviving or surviving other challenges of nature. Ever had a session where you felt you did a lot but got very few XP? This chapter should sort those days out! Camping is also covered in depth, allowing players to set effective watches, place tents in a suitable manner and construct hasty defences that will be torn down the very next day. Keeping warm, cool and dry in the wild is also a necessity and you will be avoid most non-combat related threats with the advice in this chapter. As well as suitable clothing, the construction of shelters and fires, even in enemy territory, are all covered.
Down in the Deep does much the same, but for more traditional dungeon settings. How to make your way in the dark while in cramped places is covered, along with intelligent uses for ropes and spikes, and how to avoid the natural hazards of dungeon delving. City-based scenarios are covered in Social Adventuring, while planar adventures are detailed in The Otherworlds, and some pretty special survival advice that is too!
Finally, Part II looks at the roleplaying of an adventurer, the drives and ambitions that might drive one and how to reflect that in your games.
The Book of Adventuring is a 256 page hardback priced at $34.95, and will be available from games stores and all good bookshops within the next couple of days.
The fourth book of the Classic Play series for Mongoose has arrived! This is the Book of Adventuring, a 256 page hardback tome that tells you just how to get the best out of your character. Full of survival tips, how to use mundane equipment to its fullest, how to make your way through a wilderness and much more, this book is _the_ essential survival manual for characters - a 'true' player's guide, if you like. You may think that, after playing all these years, you know everything, but there is something for everyone here!
The Book of Adventuring is split into three parts, covering The Adventurer's Craft, A World of Adventure, and Playing the Adventurer.
The Adventurer's Craft begins by Gearing Up, a guide on just how to equip your character for all eventualities without being weighed down by unnecessary items. After all, packing for a sea voyage may be very different than preparing for a dungeon expedition. The concept of 'pocket contents', knick-knacks that characters may have because of their class or profession is also featured, along with typical uses for such items (which can range from simple metal rings to woodscrews). Your class will also effect the equipment you will carry and 'essential' equipment for each class is covered. Throughout this book, you will find box outs that explain rules tricks in detail and maybe, just maybe, give you that extra edge when you are in serious trouble. All perfectly legal, of course!
The Rules of Engagement lists several positions of responsibility within the typical party (such as Front-line or Supporting Combatant, Point and Magic Support) and which characters are best placed to fulfil each role. Also covered is how to lead a party, how combat tactics can be employed, how parties can work together and how to divide up loot fairly. The nature of threat assessment is also inspected, along with tips and tactics on how to combat each individual enemy. This chapter is jam-packed full of ideas!
The next chapter is Intelligent Spellcasting, a phrase that may raise a wry smile on the face of any veteran gamer. . . The nature of different spells are considered, and they are divided into several categories that will help players pick the right spell for the job quickly and easily. Different roles for spellcasters are covered, giving guidance, for example, on how to create an Artillerist Druid, a Defender Sorcerer or Recon Bard, just by altering spell selection. This chapter is your one-stop shop for better spellcasting.
The Home Base gives some clues on how to create an effective HQ, whether it is temporary and in the field or if the players have moved beyond staying in taverns all the time. Location, traps, sentries and other considerations are all examined in great detail, ensuring the party will never be caught unawares.
Part I of this book is all about preparation. That done, you can move onto Part II and learn just how to be the best adventurer around. Out in the Wild examines some possibilities for gaining XP for making huge overland journeys or surviving or surviving other challenges of nature. Ever had a session where you felt you did a lot but got very few XP? This chapter should sort those days out! Camping is also covered in depth, allowing players to set effective watches, place tents in a suitable manner and construct hasty defences that will be torn down the very next day. Keeping warm, cool and dry in the wild is also a necessity and you will be avoid most non-combat related threats with the advice in this chapter. As well as suitable clothing, the construction of shelters and fires, even in enemy territory, are all covered.
Down in the Deep does much the same, but for more traditional dungeon settings. How to make your way in the dark while in cramped places is covered, along with intelligent uses for ropes and spikes, and how to avoid the natural hazards of dungeon delving. City-based scenarios are covered in Social Adventuring, while planar adventures are detailed in The Otherworlds, and some pretty special survival advice that is too!
Finally, Part II looks at the roleplaying of an adventurer, the drives and ambitions that might drive one and how to reflect that in your games.
The Book of Adventuring is a 256 page hardback priced at $34.95, and will be available from games stores and all good bookshops within the next couple of days.