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Ptolus: The Dark Project?
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<blockquote data-quote="Shades of Green" data-source="post: 2995411" data-attributes="member: 3297"><p>I don't know much about ptolus (other than everyone getting excited about it) and I don't have the money to buy it (I've spent too much on other books earlier in this decade), but I have all three Thief games and I love them very much - in fact, they have greatly inspired my D&D campaigns.</p><p></p><p>Anyway, for a Thief: The Dark Project atmosphere, your game should focus more on networking (i.e. talking with contacts and fences, interacting with underworld elements, building a reputation etc) and stealth rather than combat; adventuring and exploration would be welcome, but these would deal less with killing monsters and more with exploration, tricking monsters, circumventing monsters, traps, puzzles and non-combat obstacles. You might want to make modifications to the CR/EL system to reflect the challange of circumventing a monster (by stealth and/or trickery and/or deception) rather than going toe-to-toe with it.</p><p></p><p><strong>Legends & Lairs: Sorcery & Steam</strong>, by Fantasy Flight Games, is IMHO a relatively good source for D&D steampunk material, though Thief technology would be a little bit different, especially as it (mostly) lacks gunpowder weapons (but has gunpowder), and since Thief technology is somewhat magical in nature. Still, a good resource for skills, feats, prestige classes, and a few clockwork items.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 2995411, member: 3297"] I don't know much about ptolus (other than everyone getting excited about it) and I don't have the money to buy it (I've spent too much on other books earlier in this decade), but I have all three Thief games and I love them very much - in fact, they have greatly inspired my D&D campaigns. Anyway, for a Thief: The Dark Project atmosphere, your game should focus more on networking (i.e. talking with contacts and fences, interacting with underworld elements, building a reputation etc) and stealth rather than combat; adventuring and exploration would be welcome, but these would deal less with killing monsters and more with exploration, tricking monsters, circumventing monsters, traps, puzzles and non-combat obstacles. You might want to make modifications to the CR/EL system to reflect the challange of circumventing a monster (by stealth and/or trickery and/or deception) rather than going toe-to-toe with it. [B]Legends & Lairs: Sorcery & Steam[/B], by Fantasy Flight Games, is IMHO a relatively good source for D&D steampunk material, though Thief technology would be a little bit different, especially as it (mostly) lacks gunpowder weapons (but has gunpowder), and since Thief technology is somewhat magical in nature. Still, a good resource for skills, feats, prestige classes, and a few clockwork items. [/QUOTE]
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