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[PR] S.T. Cooley Publishing releases the OGL-Fantasy Lite Basic Player's Guide
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<blockquote data-quote="The Sigil" data-source="post: 1527798" data-attributes="member: 2013"><p>Well, now that this is out the door, I'm going to be turning my attention to these products...</p><p></p><p><strong>1.) Buy the Numbers</strong> - In some ways, the "reverse" of this "Lite" product... a system for "buying" your special abilities, saves, hit points, spells, etc. with XP directly, rather than using the "class & level" system. It will be (admittedly) mostly a re-shuffling of SRD material, basically with different mechanics for "how you get this" (e.g., instead of getting one Feat every three levels, you can spend your XP to "buy" as many Feats as you want - for a cost of xy where x is the total number of Feats you have and y is some constant)... you keep track of both "unspent XP" and "total XP earned" - total XP earned lets you figure out the "level equivalent" of your character, while "unspent XP" is just that - available for you to spend on stuff. In theory, a character who has earned (and spent), say, 8,000 XP will fall somewhere between a 4th (6,000 total XP) and 5th (10,000 total XP) level character in power and abilities... though this system lets you create, for instance, a crappy-saves, no-BAB, two-hit-points spellslinger with 9th level spells (the "crazy old hedge wizard who has spent 56 years locked away in his tower").</p><p></p><p><strong>2.) The Enchiridion of Eldritch Energies</strong> - Combining descriptors and doing new and strange things with magic spells. It will probably also incorporate some heavy "magical theory" as to how magic works, why it works, and what consequences (in game terms) this can have on your world. I'll probably structure it similar to a "textbook" with several "introductory-level course" chapters followed by a couple "upper-division course" chapters that "build" on things found in the earlier chapters. I know what I want to do with it mechanically, but the execution in turning it into anything other than a horridly dry read is proving difficult.</p><p></p><p><strong>3.) Adventure Modules!</strong> - Hal Greenberg tells me he's mentioned this in some IRC chats, so hopefully I'm not "spilling the beans" here - I am working on several adventure modules that I originally wrote and submitted to him for the Bluffside campaign setting - they got pushed to the back burner for various reasons, so I asked for them back so that I could do them... and MEG graciously agreed. They were originally submitted as "raw text" (so he could have them formatted however he wanted) so they need some cleanup, they need updating to 3.5e, and of course layout work (and looking at them after a year and a half away from them, the writing is a bit weak in some places), but it looks like we're talking six adventure modules here, and since <em>most of the substantial writing is done</em>, odds are good these will be the next things out of the chute... my goal is to get all of them "cleaned up" and published by the end of the year (which, given my ability to hit production deadlines, means you should see the first one in 2007 LOL).</p><p></p><p><strong>4.) Cybernetics</strong> - Though I dislike the "Bit O' Book" trend - making just a few pages available for a buck, I have developed a pretty nice (I think) cybernetics system. This one will probably run somewhere around 16-24 pages, but I can't really justify "fluffing it up" much past that, so I'll probably release it as a "Bit O' Book." But it's not just for cybernetics in "high tech" - it can also be used to handle "animated metal arms" in a fantasy milieu (let's be honest, the game mechanics can be the same and the flavor text different - a mechanical arm and a 'human-sized steel golem arm' work about the same way from a mechanical standpoint. They're actually surprisingly easy to handle!</p><p></p><p>I expect at least some of the Adventure Modules and Cybernetics will be completed first, with the Buy the Numbers and Enchiridion of Eldritch Energies probably farthest away time-wise (in that order, too). I'm NOT saying these are even speculative release dates (we know my track record), but if I had to make a guess at what I really hope I can get out there with a lot of hard work, I'd say look for one adventure module per month starting in June and running through November, with the Cybernetics book some time in July. Buy the Numbers should be in around Thanksgiving-ish, with the Enchiridion of Eldritch Energies seeing the light of day January of next year. Realistically, it will probably take me twice as long as I think it will. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>--The Sigil</p></blockquote><p></p>
[QUOTE="The Sigil, post: 1527798, member: 2013"] Well, now that this is out the door, I'm going to be turning my attention to these products... [b]1.) Buy the Numbers[/b] - In some ways, the "reverse" of this "Lite" product... a system for "buying" your special abilities, saves, hit points, spells, etc. with XP directly, rather than using the "class & level" system. It will be (admittedly) mostly a re-shuffling of SRD material, basically with different mechanics for "how you get this" (e.g., instead of getting one Feat every three levels, you can spend your XP to "buy" as many Feats as you want - for a cost of xy where x is the total number of Feats you have and y is some constant)... you keep track of both "unspent XP" and "total XP earned" - total XP earned lets you figure out the "level equivalent" of your character, while "unspent XP" is just that - available for you to spend on stuff. In theory, a character who has earned (and spent), say, 8,000 XP will fall somewhere between a 4th (6,000 total XP) and 5th (10,000 total XP) level character in power and abilities... though this system lets you create, for instance, a crappy-saves, no-BAB, two-hit-points spellslinger with 9th level spells (the "crazy old hedge wizard who has spent 56 years locked away in his tower"). [b]2.) The Enchiridion of Eldritch Energies[/b] - Combining descriptors and doing new and strange things with magic spells. It will probably also incorporate some heavy "magical theory" as to how magic works, why it works, and what consequences (in game terms) this can have on your world. I'll probably structure it similar to a "textbook" with several "introductory-level course" chapters followed by a couple "upper-division course" chapters that "build" on things found in the earlier chapters. I know what I want to do with it mechanically, but the execution in turning it into anything other than a horridly dry read is proving difficult. [b]3.) Adventure Modules![/b] - Hal Greenberg tells me he's mentioned this in some IRC chats, so hopefully I'm not "spilling the beans" here - I am working on several adventure modules that I originally wrote and submitted to him for the Bluffside campaign setting - they got pushed to the back burner for various reasons, so I asked for them back so that I could do them... and MEG graciously agreed. They were originally submitted as "raw text" (so he could have them formatted however he wanted) so they need some cleanup, they need updating to 3.5e, and of course layout work (and looking at them after a year and a half away from them, the writing is a bit weak in some places), but it looks like we're talking six adventure modules here, and since [i]most of the substantial writing is done[/i], odds are good these will be the next things out of the chute... my goal is to get all of them "cleaned up" and published by the end of the year (which, given my ability to hit production deadlines, means you should see the first one in 2007 LOL). [b]4.) Cybernetics[/b] - Though I dislike the "Bit O' Book" trend - making just a few pages available for a buck, I have developed a pretty nice (I think) cybernetics system. This one will probably run somewhere around 16-24 pages, but I can't really justify "fluffing it up" much past that, so I'll probably release it as a "Bit O' Book." But it's not just for cybernetics in "high tech" - it can also be used to handle "animated metal arms" in a fantasy milieu (let's be honest, the game mechanics can be the same and the flavor text different - a mechanical arm and a 'human-sized steel golem arm' work about the same way from a mechanical standpoint. They're actually surprisingly easy to handle! I expect at least some of the Adventure Modules and Cybernetics will be completed first, with the Buy the Numbers and Enchiridion of Eldritch Energies probably farthest away time-wise (in that order, too). I'm NOT saying these are even speculative release dates (we know my track record), but if I had to make a guess at what I really hope I can get out there with a lot of hard work, I'd say look for one adventure module per month starting in June and running through November, with the Cybernetics book some time in July. Buy the Numbers should be in around Thanksgiving-ish, with the Enchiridion of Eldritch Energies seeing the light of day January of next year. Realistically, it will probably take me twice as long as I think it will. ;) --The Sigil [/QUOTE]
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[PR] S.T. Cooley Publishing releases the OGL-Fantasy Lite Basic Player's Guide
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