Mark
CreativeMountainGames.com
ColonelHardisson said:
I guess I'm sorta recommending the GURPS book, but only because:
* I don't know of any other RPG treatment of the subject
and
* GURPS sourcebook (and there seems to be at least one for everything) are very, very good general resources for any RPG. The setting info within them is compiled with an eye to gaming, and doesn't really have to be limited to just the actual GURPS mechanics.
I agree completely and this sums up my reasons for pointing redwing in that direction. There's just not much sense in re-inventing the wheel when that much work has already been done and assumably sanctioned by Pratchet. 90% of the fun of such a setting is going to be in the hands of the GM and dependent on the GM's improvisational skills during the course of the game. It's a one in a million shot that such a campaign will be fun so, redwing, you'd better wear your helmet down over your eyes...
