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The Fantastic Science: A Technologist Handbook
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<blockquote data-quote="Cabe Zeree" data-source="post: 2791886" data-attributes="member: 20453"><p><strong>From a different school...</strong></p><p></p><p>I joined the <a href="http://wanderersguild.com" target="_blank">Wanderer's Guild</a> early on for a reason. We're just a bunch of people who like the story and art of the game a whole lot more than the mechanics. So, I usually end up looking at any gaiming material differently. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I agree that chapter three is necissary, like with "artifact" there just isn't a more elegant solution. And I should have mentioned it wasn't lengthly.</p><p></p><p>I might have a dirty mind, but I polled five of my friends who also had first impressions, that if not in the gutter with me, were just a smidge above. But I bring it up now just to tease. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> I don't think you should change it. </p><p></p><p>Re Appendix A, I like that you included the tables. I might love the story, but if I can't understand the mechanics, and they don't look reasonable, I'm never going to use the item/play the game. </p><p></p><p>Re Fluff vs Crunch</p><p>You already provide a few campaign seed possibilities in chapter 1; I would mind seeing a few honest campaign and adventure seeds using those possibilities, just a few paragraphs each. They'd have to spand the gamut of fantastic science involvment depending on how much the campagin features, i.e. unknown, barely known about, as common as magic, heavily prevalent. </p><p></p><p>You could also detail government, organization, and group ideas that include fantasy science themes. What would a government, society, or school built around fantasy science be like? Technologist guilds or houses? </p><p></p><p>I hope all this helps. Thanks for the discussion and the chance to flex my creative muscle!</p></blockquote><p></p>
[QUOTE="Cabe Zeree, post: 2791886, member: 20453"] [b]From a different school...[/b] I joined the [URL=http://wanderersguild.com]Wanderer's Guild[/URL] early on for a reason. We're just a bunch of people who like the story and art of the game a whole lot more than the mechanics. So, I usually end up looking at any gaiming material differently. :) I agree that chapter three is necissary, like with "artifact" there just isn't a more elegant solution. And I should have mentioned it wasn't lengthly. I might have a dirty mind, but I polled five of my friends who also had first impressions, that if not in the gutter with me, were just a smidge above. But I bring it up now just to tease. :p I don't think you should change it. Re Appendix A, I like that you included the tables. I might love the story, but if I can't understand the mechanics, and they don't look reasonable, I'm never going to use the item/play the game. Re Fluff vs Crunch You already provide a few campaign seed possibilities in chapter 1; I would mind seeing a few honest campaign and adventure seeds using those possibilities, just a few paragraphs each. They'd have to spand the gamut of fantastic science involvment depending on how much the campagin features, i.e. unknown, barely known about, as common as magic, heavily prevalent. You could also detail government, organization, and group ideas that include fantasy science themes. What would a government, society, or school built around fantasy science be like? Technologist guilds or houses? I hope all this helps. Thanks for the discussion and the chance to flex my creative muscle! [/QUOTE]
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