Saturday, January 7, 2023

#CharacterCreationChallenge - Ruleset AD&D e1 - Regulus the F/MU/T

One of the more intractable problems for an AD&D e1 DM is the addition of a multiclassed character. They cause a variety of problems. First and foremost, it creates a capability challenge for the DM to work against. Having to plan for spells and abilities is hard enough, but when you have a Magic User and a multiclassed F/MU you might forget the party can do something twice. 

This problem could be its own post, so I'll rein it and move on to the commercial. I mean the character. Or both. 

I am using my own character sheet which you can download from DriveThruRPG for Regulus, the Fighter/Magic-User/Theif. This Regulus is one variation of the same basic character I used for a friend's campaign. I was the only person who didn't know we were in Narnia and died a zillion times. It got so bad that I stopped making up new names. 

Let's start at the top. This sheet has more than your typical slots for information. Its missing a phone number and a blood type, but that is ok. 

Not bad for a sheet designed by a committee. 

Moving over to the next part, we have class and level information which also has enough space for multiclass information: 



Next up is the attribute block. At the time we made this sheet, Unearthed Arcana was new and we wanted to use everything in it. Doug, the DM at the time wanted to use Comeliness for the big villain Jadis. It made perfect sense because that is 50% of how she works. 

Beyond this one time, it was a mostly ignored stat. It's too complicated and extraordinarily dangerous for Illusions and Bards to have. 

On the far left were armor class and hit points. 

There isn't too much to comment on here, except for the Armor condition box. We had this concept that your armor could stand up to about 10 fights without repair. If you didn't maintain your armor, it stopped working. It was basically the fighter equivalent of studying. Unearthed Arcana also had field plate which acted like bonus hit points that could be tracked here. 

The box for HP was dual-purpose. First, AE had a couple of spells that would act like hit points so tracking was necessary. 

Amusingly, what really happened was you'd burn a hole in the first box erasing and rewriting, so the second box extended the amount of time you could use the same character sheet. 

Ingenious, right? 

The middle of the page was dominated by the weapons chart. 


It had the weapons adjustments, but we never used it despite dedicating so much space to it. 

While we all loved AE's new character classes and abilities, somehow we forgot to at the Acrobat's abilities to the thieves' ability chart. 


Moving to the left again, we had the other Stats and abilities block. If you were non-human, this would be your favorite place. If you were human, you'd take notes here. 

See the weaponless combat table? 

Never used. Actually, we did use it once in a Shaolin temple setting and all of the characters died from open-handed Monk attacks. 

Silly system. 

Next up was the spell table. It was functional and handy, but we didn't have enough room for actual spell names. 

Honestly, we just wrote spells on index cards and called it a day. Reg only has 5 spells per day, but if you hop back up to the stat block he actually knows 6 per level.  

One odd thing that we did was allowed all magic user types to use the clerical bonus spells from Wisdom. It seemed to make sense. 

The other trick we used was magic users always knew Read Magic, Write and Detect Magic spells. If you lost your spell book, this knowledge was necessary to make a new one.  

On the second page, and we always had a second page because we used pin-feed printers, was the weapon proficiencies. We were also using the weapon specialization rules from AE. 

The second block was for non-weapon proficiencies. This was a block insisted on by me. Even way back then, I had an embryonic idea for a set of skills based on professions. What ultimately became my book Zero to Hero: Uncommon Commoners started with this tiny two-inch block. 

The book has 50 NPC classes and rules for PC to have secondary abilities. You can grab it on DriveThruRPG

Three-quarters of the second page was dedicated to encumbrance. 

Remember I mentioned that Bards and Multiclass heroes are the banes of a DM's existence? Bards and Multiclass characters have a tendency of dropping into the background because the other players have surpassed them in combat and magic abilities. When things go badly, they tend to pick over dead bodies. A fine inventory sheet can solve that. 

(Unless a sneaky person has 2 or 3 bags of holding...)

Now, I've said very little of Regulus himself, but if you look at this sheet, you can see a special level of trickery going on. In the backpack is a bag of holding. Next to the bag of holding, there is a quiver, a water and wineskin, rations, and a scroll case. 

With the quiver poking out the top, my character had virtually no reason to open his backpack at any time outside of camp. 

One of our DM's named Mark was driven buggy by characters toting around 3 pouches and a backpack plus a ton of junk in each hand. He said you could have a backpack OR a large pouch and two small pouches. So this is why so many slots appear on our sheets. 

For the numerically minded, we had a section for tabulation. Note that the items worn by Reg plus the items that were in the bag of holding don't count toward encumbrance. 

Personally, I always like the idea of a smallish pack and two hip-sized pouches. 

Anyway, I hope you liked the tour around my characters sheet. 

Remember, you can always click those links and download it for yourself. It is dated but I find it charming. 
















Thursday, January 5, 2023

The Character of Metals


I use various metals in my campaigns. I have written at length about silver for weapons, here, here, and here. The gist of all of these posts is silver is a special metal, a magical metal. In my campaign, it is a gateway metal for true magical weapons. By its very properties, it can strike targets immune to regular weapons but does not confer bonuses to hit or damage. It is the metal of choice for fey folk and elves, be it for weapons or armor. 

Iron is also a special material. Iron poisons fey folk, so they will not use it. They also look down on those that do use it. Regular weapons are usually made of some sort of steel, so the more sophisticated cultures don't carry iron weapons anymore. The fey receives 1 extra point of damage from a steel weapon, but actual iron weapons do an additional 1d4 points of damage, dissipating at a rate of 1 point per round. 

For example, if struck by a short sword made of iron, a pixie would take 1d6 from the weapon itself and 1d4 for the iron's poisoning effect. If 4 points of damage were rolled for the iron poisoning, it will dissipate over 4 rounds. 4 HP in the first round, 3 in the next, and so on. 

If crafted into armor, it will do poison damage to fey folk just like a weapon - 1d4 HP dissipating. This is per touch. Steel armor will not cause any damage as it can't penetrate the skin and get into the blood. 

Elves do not use iron for two reasons: they are too advanced for it and they respect fey folk too much. They also have mithril, which is finer than steel or silver. 

The next special metal in my campaign is Cold Iron, also known as meteoric iron. It is exceeding rare. It is always at least +2. If a creature is from a different plane, the bonus is doubled and it also causes a poisoning effect just like iron does to the fey. 

Things look grim for magical folks in my campaigns. No so. They have access to Blood Metal. Blood Metal is a dull blue color, and takes a fine edge. Blood Metal affects mammals, snakes, birds, and lizards (but not spiders, insects, or magical beings) with draining damage. Every strike causes a save vs. paralyzation. If failed the target is weakened to the point of exhaustion. This is dastardly metal when added to sling bullets or arrowheads.    


Demon's Bane is wrought iron alloyed with many different kinds of minerals and metals in a magical process. This kind of weapon has a bonus to hit but never a bonus to damage. The maximum bonus to hit is +5. Sometimes, precious metals are applied to the surface. All weapons and armor made of Demon's Bane appear to be ceremonial. Against creatures of the prime material plane, they do half the damage and never apply their bonuses to hit. 

However, when used against creatures from other planes they receive the bonus to hit and it does normal damage. People wearing Demon's Bane armor cannot be touched by creatures of other planes or those who are astral or ethereal. However, wearers can be struck with a weapon. 

When used on a Demon (not a devil) this metal shows its worth. Demon's Bane causes a Demon's blood to boil and burn. This causes an additional 1d8 points of damage dissipating over up to 8 rounds. This is in addition to the damage done by the weapon itself. Armor and holy symbols also cause the same 1d8 point burning damage on contact despite not normally being able to cut or injure a Demon like a weapon can.

Now one final point in this post. I have a schedule for when a character can draw and hold a magic weapon. For AD&D it was: 

Silver  1-3 levels
+1       4-6 levels
+2       7-9 levels
+3      10-12 levels
+4      13-15 levels
+5      16+ levels  

For OSE and rules which do not get to such heights, every other level suffices. The reason for this rule is I could give a character a plussed weapon on day one and just not think of it again. It would work like a special survival reward for reaching x level. Usually, the pitch was this was a family weapon passed from parent to child and was only effective in the hands of the worthy. 

#CharacterCreationChallenge - Ruleset OSE - Mugwar the Ranger - For the Fame

 Ah! The Adventures I have... not known? 

Last year, I made an impulse purchase of the Dungeon Masters Adventure Log (Link to Noble Knights). I know this is an item I always wanted, but never had and when I saw it at Noble Knight Games, I had to have it. As you can see from the image above, someone wrote in it... as they should. Nowadays, I can just scan and photoshop a new book for myself but there is a lot of value to me in a pre-loved book. 

There are some initials in it (which a cropped out) and a few hints as to what was happening to these characters. It appears the party had just run S2 White Plume Mountain (Link to Noble Knights) and survived. Of course, these aren't full-character sheets, but I can guess what they might have looked like. 

Here is my rendition Mugwar the 8th-level Ranger: 

Level 8 Ranger 
Armour Class -3 (+2 elven chainmail armour + ring of protection +3)
Hit Points 54
Attacks
1 × Long Bow (1d6) or 
1 × Two-Handed Sword (1d10)
1 × Dagger (1d4)
Movement Rate 90' (30')
Saves D8 W9 P10 B10 S12
Alignment Lawful
STR 12 INT 11 WIS 9
DEX 18 CON 16 CHA 10
Spells invisibility to animals [See Advanced Fantasy]
Items 
 
Now, the difficulty comes in matching that -3 AC. With an 18 Dex, we hop from 9 to 6. Add in chainmail and we are at 2, leaving us 5 short. Let's skip a shield and use magic to get us lower.  

There are a couple of options from here. 

I like the possibility of  +2 Elven Chain bringing us to AC 0. And a magic ring of protection to get us the rest of the way. 

 At least that is what I would want my Ranger to look like.  

Now, there is this tiny, tiny chance that the player of Mugwar is still around and playing. Perhaps some magic will happen and we will get a real answer. 

You can also use DriveThru as a source for White Plume Mountain at this link. They do not have the Dungeon Masters Adventure Log available. 

Wednesday, January 4, 2023

#CharacterCreationChallenge - Fighting Fantasy #4 - Steve Jackson's Starship Traveller


I know, I am playing fast and loose with the idea of "rules" and "characters", but this is one of my favorite gamebooks. You are the captain of the starship Traveller. You and your crew are swept into a black hole, flung across the universe. Good choices and leadership are needed to get you and the crew home. 

This book came out back in the 1980s as a part of a series. The initial offerings were fantasy based and have a different feel to this one. As the captain of the ship, you can make choices to bring particular characters along with you on this adventure. 

In case I forgot, 
It came with a special 80s sticker

This novel game takes place in a universe very much like Star Trek. Many of the plot devices feel like Trek and in a positive way. The "rules" are interesting as they are initially hidden from the reader until needed. You can melee, use phasers or engage in ship-to-ship combat. These rules are super easy to learn, but even so, they are collected together on a series of pages in the back of the book.  

I often wonder if the creators of Star Trek Voyager read this as a kid. It feels right. 

One of the other great features of this book is the plentiful and beautiful images. These are your basic black-and-white line art. I have to refrain from coloring them. They are remarkably consistent with a story which is quite the trick in a non-linearly formatted book.   

But the point of this challenge is the characters. And have to admit, the characters are needfully light as the intent is to read and work through the scenarios presented in a handful of paragraphs per entry. 

The first couple of pages of the book contains the character sheet.


We are so lucky to have pdfs, scanners, and photos nowadays. I would image that many children "ruined" this book on Christmas morning, writing in it.  

As you can see, there are 7 characters plus a sheet for the starship Traveller. As mentioned before, each character is super lite - just two statistics. For every stat, you roll usually one die and add it to a base amount to generate scores. Two statistics and a handful of rules are more than enough to immerse you in the story without drowning you with details. Due to the sparse stats, they get reused in a couple of different and ingenious ways. 

As you can see, I wrote in the stats on a copy of the pages. After I took the picture, I thought about naming each character. That is up to you, it doesn't affect anything in play. 

One great thing I notice is, these books are also available in electronic form. You can "play" them on your Android or iPhone. Several are free, but more than a few cost 2-3 bucks. The app bundles everything together so you don't end up with a mess of icons on your device. 

#CharacterCreationChallenge - OSE Rules - Ormonde the Assassin

I'm a day behind in my #charactercreationchallenge. I'll have to catch up and skimp on my goal to have a useful image in each post. 

In many of my campaigns, I use Assassins as soldiers. The reason for this is that assassins have valuable military skills for recon. While OSE doesn't specifically list spying as one of their abilities, their skill set supports it. 

Meet Ormonde, a nicely named soldier-assassin. 

Level 3 Assassin
Armour Class 5 [14] (leather)
Hit Points 11
Attacks:
1 × crossbow (1d6)
1 x sling (1d6)
1 x short sword (1d6)
THAC0 19 [0]
Movement Rate 90' (30')
Saves D13 W14 P13 B16 S15
Alignment: Neutral
STR 9 INT 13 WIS 12
DEX 17 CON 12 CHA 16

Items: Beastiary, country map, journal, papyrus, ink, 3 quills, knife, map case, lamp, oil flasks x3, sarcina, bed roll, trinket bag, 5 days of rations, 24 bolts, 2 potions of healing, 1 potion of giant strength, 2 potions of diminution, 6 potion vials of rum (non-magical), a small net bag, 100 gold pieces. 

Ormonde is a veteran of many campaigns but has never progressed in the ranks. That has not held him back, he loves army life. Very often he is paired with a new lieutenant or unit of green troops. He has a special ability to teach the troops to campaign. He had a very hard time as a recruit due to his lack of strength and constitution. Often mocked, he was able to turn this around by putting his other skills to use. He was a master of collecting gossip and scuttlebutt, which he offered to his superiors and peers usually for a price but sometimes for free. 

When things got rough, he can calm and soothe the troops. Many nights around the campfire, he would pen letters home for the new recruits or tell stories of fantastic (and funny) beasts. Ormonde has a funny map that doesn't seem to be useful for anything but telling tall tales. He has a trinket bag full of lucky charms, orisons of hope, and boozy potions of courage. Most of his "rations" fall under the category of welcome and surprising treats like dates and other dried fruits. Items that can be soaked in booze or poison or nothing at all.     

Everything about him screams Bard, except for the whispers of things that happen in the dark. Ormonde uses his other abilities to make dangerous and foolish people disappear. He will do anything to keep his warband safe. 

He is often elected or volun-told to travel with rookie troops and smooth out any mistakes or poor choices by the officers or the troops, one way or another. These special assignments require payment in gold to ensure what is desired by the officer or peer happens. Much to his credit, the vast majority of newbies return home with more skill and respect for the institution of soldiering than those who don't return. He is known and highly valued by a select number of veterans and officers in the army. 

He is a savvy assassin. His sling remains hidden until needed either as intended or as a garrot. Ormonde will lend his crossbow out for hunting and take the time to teach how to ambush prey. He is a terrifyingly good shot, which is often more the point than hunting. 

Ormonde is also careful to explain his potions to his peers, so as not to be mistaken for a poisoner. Many times he uses his potions on others in creative ways. Usually, the drinker is willing in the case of healing. On other occasions, he will dose someone with a potion of diminution before putting them in a net bag until they learn some important facet of soldiering or command. Other times, he will drink the potion himself to gain access to places he normally couldn't reach.  

There is one famous tale about Ormonde which is usually told around the campfire. Ormonde and three young soldiers were cornered and almost captured behind enemy lines. He dressed in a dirty sack and gave his charges the Diminution potions before placing them in another dirty sack. He brazenly walked through several enemy checkpoints, offering to sell his bag of chickens to various officers and sergeants. He was kicked, knocked down, and punched so many times, it took him a month to look and walk like himself again, but he and his men escaped. Those three men are generals now, but cluck when he calls them "his chickens". 

Monday, January 2, 2023

#CharacterCreationChallenge - Star Smuggler - Emily Pilot/Gunner

This is an odd choice of rules for #CharacterCreationChallenge, but Star Smuggler is one of my favorite games. It is a solo game where the player takes the role of Duke Springer a roguish merchant ship pilot. The ruleset is super light as it needs to be for solo play, but I've found it has enough meat to handle full parties and several players. It has some of the spirit of Traveller, but not enough to be a replacement for Traveller. 

You can pick up a set of rules for play at Dwarfstar Brainiac. The set will allow you to print and play this game, which is very nice of the authors. Due to the collapse of the company, Dennis Sustare never got paid for this one but still allows Dwarfstar to host the files. 

All characters have 3 stats: Marksmanship, Hand to Hand, and Endurance. The main character Duke, your avatar has one additional statistic, Cunning generated by a 1d6. 

Duke's stats are: 

Marksmanship: 5
Hand to Hand: 6
Endurance: 10
Cunning: 1d6 (2 in this iteration). 

He has a starship, the Antelope with Tech Level 1 guns, a hopper, and he has 1d6x100+150 Secs, the money in this system. He can use starship guns, and smaller hand weapons plus pilot the Antelope and the Hopper. Oddities he lacks are the ability to use heavy weapons (depending on the players reading of the rules) cannot drive a land vehicle and can't fix his own stuff. 

I invented Emily as a Duke analog, with a different loadout. She can use all of the same weapons and equipment as Duke, but can also drive land vehicles. She does not come with a starship, hopper, or anything else Duke receives at the start. As a consequence, she can roll for her equipment's Tech Levels and receives 2d6x100 Secs. to start. Her stats are generated as follows with results in parentheses: 

Marksmanship: 1d6+2 (8)
Hand to Hand: 1d6-1 (4)
Endurance: 1d6+2 (7)
Cunning: 3

Only her Cunning is locked in at 3, everything else is randomly generated. Where Duke is excellent in melee, she is better at Marksmanship. And by a lot. No other character receives a +2 to any stat, so she is dangerous with guns. 

As you can see from the drawing, she's had more than a few iterations. 



Sunday, January 1, 2023

#CharacterCreationChallenge - Rules Old School Essentials - Magarven the Mad (Drow, 9th level)

Since I have gone all in on Old School Essentials, I decided to start with a long-time AD&D character that I converted to OSE. His name is Magarven and he is a 9th-level Drow. I think I have uploaded an image of his stats, but I have adjusted them to be more in line with my current campaign. 


As you can see, I am using their character sheet rather than my old AD&D sheet. They have 4 flavors of sheets, ascending AC and descending AC, encumbrance by item, and so on. 

You can download the full PDF for Magarven here. This opens in a new window so you can read this post and the character's stats at the same time. 

Although Magarven is a Drow limited to 10th level, and this version is only 9th level, he is my campaign's Thanos-level threat. He is super smart but lacks matching wisdom. This leads him to believe he has god-like capabilities. And sometimes he does. This causes him a lot of problems. 

I have a strange campaign setting. The key thing you need to know is our world collapsed and the world of fantasy took over. Everything that has happened in our world is the campaign world's distant past. 

Magarven was an atypical Drow, he craves attention in the extreme. He has a massive ego and likes to feed it. He comes up with grandiose stunts and promotes himself heavily, such as the Polyandrion incident. He has written a couple of books and made a few famous discoveries such as the Tribe of Minwan and the House of the Folly. He wants people to believe that he is a great inventor, explorer, and thinker. And, he sort of is. 

He is currently under the sanction of Lolth for some of his past exploits. Before I detail the sanctions, let me tell you how he got her attention. 

Magarven climbed as high as he could adventuring before he decided the world was not big enough for his ego and everyone else's. Using his access to the Commune spell, he contrived a way to locate a ring of wishes and a Deck of Many Things. Using this one spell, he was able to manipulate the Deck so he received the Vizier card followed by the Moon card. He used a wish to reset the deck so he could do this several times. He was after information more than wishes, although the wishes helped. 

Manipulating such powerful forces drew Lolth's attention. She was curious as to how and why one of her supplicants used 4 wishes in a row. For a moment, she could not find him which was worrying. When she did locate him, he had already obtained his objective: The Demon Core.

Long ago, The Demon Core played a part in creating the world as it is now. The Earth of Old fell, in part due to the force of and like The Demon Core. 
One song says:

"They brought The Demon Core, blood hexes, and shells.
"We moved like eidolons hunting, as the skies erupted with hot brass and steel rain.
“Desperation rose within us, fanned by orisons, curses, and automatic fire.
"You tell them we stood.
"But fell before The Demon Core." 

Lolth knew that no mortal should possess such terrible power. Magarven had already plumbed The Demon Core's power and was going to give it to her. All 23 kilotons of nuclear death so he could rise to take her place. There was a brief conflict as Lolth brought all her powers against Magarven, even going so far as to invoke the Weavers of Fate to erase Magarven from existence. 

It was not enough. 

Magarven used all of his knowledge and his remaining wishes to bend reality and keep his fate and existence. He managed to reach an accord with Lolth. 

He would give up all of his naturally bestowed Drow abilities save his infravision, which was greatly weakened. He also gave up the ability to cast several spells like Darkness, Web, and Cause Wounds. All of this was offered to Lolth. 

She cursed him in several ways. First, his ring of wishes was fused to his left hand as punishment. Next, his Deck of Many Things was demagiked and it follows him like a bad penny. This prevents him from obtaining or using a second. Third, she greatly enhanced his drive for self-aggrandizement but also punished him by causing him to lose knowledge just at the moment when he should capitalize on it. There is a 5 in 6 chance of losing a level instead of going up a level. 

To the Fates, he surrendered his ability to wish or see one fulfilled. Not only can't he invoke a wish, but he also is not subject to any other beings' wishes, for good or bad. 

Interestingly, Magarven managed to retain The Demon Core but seemingly lacks the desire to use it. He is now driven to feed his ego rather than cause destruction or subjugate the people of the world or their gods. 

Magarven has a lot of magical equipment, but most of it feeds his vanity and ego. He likes to appear unencumbered, so has a Bag of Holding for all of his gear. Often, his armor and weapons are stuffed in the backpack-shaped Bag of Holding. His sword is named Defender's Boon. It is a +2 weapon which also improves his AC. If he strikes hard enough to kill, he can speak the word "Boon" and the target will fall asleep rather than die. He is not terribly bloodthirsty, but he will occasionally bump people off secretly. Boon allows him a bit of cover to do this. 

He has other quirky items such as two flasks that perform very much like a Bag of Holding for liquids. They hold 36 gallons of water and brandy. He has a Pearl of Wisdom that he doesn't quite trust. His armor is impressive, a suit of Mithril Chainmail and a ring of protection +2 plus the power of Defender's Boon. 

Another quirk is Magarven loves horses and often swaps his horse for a new one, often at a loss. Of late he has taken to research and writing. He even knows some fictional languages like Latin and Esperanto. He is never without a writing instrument and often feeds people for details and tales of distant lands. He considers direct payments disdainful. He is also a great collector of books. 

Magarven is a very interesting anti-villain. He is as dangerous as I need him to be. Physically, he doesn't put on airs, but he is no slouch. However, he doesn't like to fight fair or publically. He will mostly do people in by withholding knowledge or if that is not possible, use magic to wipe them out at a distance. 

Taking Stock - Part Two - The Reality With a Preview of Things to Come

As you can probably guess, I am really excited about Old School Essentials. It's an OGL product and they have a handy instruction page right here. So this year, I will be looking at all of my products and reworking them into OSE-type products. 

Two of my works are perpetually frozen because they are too specific or too generic: 

1. The Hex Pack is too generic to rework in any meaningful way. It is what it is, a pack of colorful hex templates. It cannot change much, if at all. Unless someone asks me to change something, I won't. 

By the way, this title was changed based on feedback from a single person, so by all means, mention your needs. I do like feedback.

2. My Character Sheet for AD&D is linked specifically to Unearthed Arcana. The charm is that it's a scanned image of a character sheet created in the 80s. It is immune to change. 

Because they cannot change, I gave them their own little corner to the left side of the blog. 

That leaves my other 4 works that I would like to revamp. These are the two rule-agnostic mini-settings, Kobold's Folly and The Compass Rose Inn. These two don't have to change so I have also given them a less prominent spot on the left. I would like to flesh them out into actual modules for OSE. 

My first book should also get the OSE treatment, Zero to Hero: Uncommon Commoners. Ironically, it was written before I saw Old School Essentials. The professions listed in it are almost a verbatim match for the list that appears in those books. Realistically, it just needs editing down and to conform to the ability check mechanics as per those rules. Easy to say, but a rather lengthy project in execution.

The last title, The Swashbuckler Character Class bothers me. I am tempted to delete it. It is too heavily based on AD&D 1e, it is less than useful for B/X. Altering it would be like polishing a turd. 

I also have a couple other ideas. First, I am going to sit down and play some games. I have OSE, Battletech with some nice figures, and a couple of others I would like to feature here. Assuming I can get in the swing of this, I should have time to produce other content. 

Second, I have recently acquired a 3d printer. I need to learn how to produce models using it, mostly to supplement my games, but also to produce products to sell.  I might be doing terrain, robots, cars, characters, etc. I have no idea what I am doing, so we will see what happens.

Speaking of other content to sell, my OSE campaign will feed into a completely new project. 

Currently, I am reading a series of books called: A Handbook for Travellers in Northern Italy. It comes in 3 parts, northern, central, and southern Italy. Not only is it in the public domain, but it was also written in a strange time period before Italy unified into a single country. It was published in the mid-1800s, so it was only accurate for a decade or two. The editor goes out of his way to mention the publisher indirectly and never mentions his name or the names of the writing correspondents. 

This gives the whole thing a very odd but familiar vibe. Here are 3 books about a place we all know with passing familiarity, but it gives details that are not current, accurate, or even the whole story. On purpose... Probably because the publisher and editor realized the world was changing too fast to be a useful reference and didn't want to slap their names on it. They hide this with an air of humility.

It sounds like a D&D module. Theoretically, all modules exist within your homebrew campaign world with references to the goings-on of people who you don't know, but also theoretically exist in your campaign world. 

I hope to use these three books as a framework to produce modules and a campaign book for my homebrew campaign. It would come in two parts, a lore book which is directly modeled on those old handbooks of Italy, and the campaign book which would reframe the lore into specific modules and setting details that DMs with find useful. 

The funny bit is this stuff almost writes itself. Where the real-world handbook is cloaked in humility to sell copies, my version is written by an evil, selfish person working on heavy self-aggrandizement. As a sample, I offer the preface of this work: 

Volume One

PREFACE TO THE SEVENTH EDITION

═ ═ ═ ═ ═ ═ ═ ═ ═ ═ ═ ═

The length of time that has elapsed since the first publication of this (1274) Handbook has made many additions and alterations necessary.  The extension of roadways, trails, and ferries in several nations of the Northern portion of the Peninsula, important changes in the distribution, and descriptions of several Routes became indispensable. Some new Routes have been added. 

It has been the Editor’s endeavor to render this New Edition as a complete guidebook of the region that it professes to describe, as Drowishly possible; in doing so, I, Magarven the Great Traveller, must acknowledge my obligation to numerous kind Correspondents, Spies, and those who I have lavishly interrogated on numerous occasions, who have transmitted to me valuable, practical information for the purpose. These lesser people and contributors, second always to me as the Great Traveller, allow the author of this work to claim perfection. I must solicit from those who use THE HANDBOOK FOR TRAVELLERS IN THE NORTHERN PENINSULA, any additions, or forsooth, corrections, founded on personal experience, they may be able to transmit to me or any information generally of a practical character, useful to travellers on the Peninsula. Assuming, of course, that they are more correct than I am. Which is unlikely.  

I, Magarven the Great Traveller, the Editor Extrodinare of this work think that it is proper and just to leave out the name of the author who penned the first edition of The HANDBOOK FOR TRAVELLERS IN THE NORTHERN PENINSULA. That lesser person has had nothing to do with the six subsequent editions, except as regards those portions which were appropriated and rewritten, to an exceptional standard, through the hard work of myself and perhaps the few minor and lesser contributors who I have righteously selected as better correspondents than the original hack.

I warn the reader that any mistakes or misinterpretations of this guidebook must be attributed to the scribes or a failure of the reader’s intellect. As mentioned before, this is My greatest work, a simple and humble Perfection. 

Porto di Nazza, Juno, 1361


2023, I hope will be a very good year. While I doubt I will be able to meet every goal I've listed, having them spelled out will help me attain a couple of them.