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 21 
 on: March 30, 2015, 09:32:39 AM 
Started by Crafty_Pat - Last post by Krensky
If memory serves: Not an action and on their initiative count.

Before or after they take the mandatory move away?

At sorta answered this, but I would always play it as after the mandatory move.

 22 
 on: March 30, 2015, 09:27:28 AM 
Started by Slashes-With-Claws - Last post by Slashes-With-Claws
Page 316: Nations and Organizations
Players can be loyal to just each other, a nation, a guild, or just the greater good.  It is up to them.  But, whether they are loyal to a nation or not, those nations can still play a pivotal role in your story.  The nations of the world can be motivators of plot, sources of antagonism, or employers looking for the players to work for them.  Likewise, a common staple of fantasy is the guild, another source of any of those same three, and something you often find players willing to work for, or against.

Nations, guilds, criminal organizations, etc at the very least fill the role of background and world building.  And the size of each is not necessarily reflective of their relevance to the plot.  A huge kingdom might just be a background note while the local city could be a major plot point if that is the thing your players are more likely to interact with.  If your players are busy helping out a local magistrate of a small town to deal with bandits then that little town is many times more plot relevant at the moment than some huge distant kingdom.  As such, when developing your world, focus on places the players will interact with first and the most, the rest can be just notes and fleshed out more if they become relevant.

And finally it is important to consider your other choices about the setting.  A game in the Primitive Era is going to have a very different organizational structure than one in the Industrial Era.  Likewise, the presence or absence of magic can have a drastic effect.  Maybe in a world with powerful magic you will find nations rules over by the most powerful magic users and they suppress the non-magic folk, and another nation in the same world is rules by non-magic folk and that nation has a policy of exterminating magic users to avoid becoming a nation ruled by magic.  All things to consider.

Page 317: In His Majesty's Service
Sorry, no George Lazenby here.  Your Renown, discussed way back in the chapter on equipment, is your social standing withing one particular group.  But what is presented is just a default setting and, like may things in Fantasy Craft, can be customized.  Feel free to change the names, add new tracks, or even add restrictions.  The book presents examples of ways you can restrict or customize Renown and its rewards.  One thing I have seen talked about on the forums is the addition of Renown tracks for Underworld (As in the criminal underworld) and Scholars; also Clergy or Religious would be useful in some settings.

Page 317: Way of Life
A nice way to help fluff out the world is to put a bit of detail into the common folk.  Simply giving a one sentence description misses out on a huge amount of potential world building.  And this is the stuff your players will likely see immediately when they walk into a town and/or quickly learn a lot about.  So it can pay to spend time on this.  And again, consider your previous choices, how does magic, Alignment, government, species, etc all play in.

Page 317: Class and Caste
The book defines caste as being fixed from birth with no way to move up or down, so a noble is born a noble and stays there and a peasant is born a peasant and stays there.  But a class system you at least have a small chance of moving up or down, a peasant can work up to becoming a wealthy merchant or a noble can go bust and be ousted.  The book also says earlier eras tend to favor caste and later ones class.  But, what of this applies to your world, if any of it does, is all up to you; this is just a helpful guide, not a hard rule.  But, if you do want to think about this stuff, then decide if your world, or parts of your world (It can vary from one nation to another after all), are class or caste.  Then decide how an individual's standing in that society is determined.  Also important to consider is the view of society on people of different castes and classes, does the law treat people differently depending on caste?  Are people of one expected to react a certain way to people of another?  And how does the affect the players?  Can the players only be of a certain class/caste or can they be any?  And does being one or another affect gameplay by restricting Reputation and Renown?

Page 317: Everyday Living
Do not forget to fluff out all the different castes and classes.  What is their daily routine?  What do they eat, wear, drink, etc?  What is the level of education?  Put enough detail to help build the world for your players, but remember not to go overboard and spend an hour rambling on about it.

Page 317-318: Trade and Currency
What the game defaults to using silver coins there is nothing preventing you from fluffing it differently.  Maybe a Primitive Era world uses carved stone disks while an Industrial Era world uses paper money.  Just keep the relative prices the same and you should be fine.  Also try to keep the math easy, it will help everyone.  Or maybe your Primitive Era uses a barter system, trading furs, meat, and other more practical items.  Also, consider foreign trade.  Do prices vary from place to place due to availability?  Are some things more valuable in one place than others?

Page 318: Gear
While again the book presents a default list of gear and when it is available, the GM is free to make changes as needed.  Maybe you decide your Feudal game can use the main gauche despite it being a Reason weapon.  Or maybe blades are illegal inside city limits so have to be checked with the watch when you enter a town.

Page 318: Restricting Gear
Another way to alter the default options is to make one or more items very rare or non-existent.  Maybe the crossbow was never invented in your game.  The big one though is directly mentioned in the book, guns.  If your game is set in the Reason Era then black powder weapons are available.  But, maybe you want to restrict them, make them illegal for the common person, or make them so new that they are only available from certain smiths.  Likewise magic scrolls and elixirs may be something to consider putting certain restrictions on.

And probably the biggest consideration of them all, magic items.  Mainly, can players buy them by spending Reputation or not?  If magic is prevalent, then probably yes.  If magic is rare or weak, then probably not.  And there are plenty of Campaign Qualities to help.

Be sure to inform your players early of any alterations to the normal availability.  It would be rude to spring it on them suddenly that an item they want, and expected to be able to get, is not available.  However, do NOT tell the players any more than that, you might want to surprise them later by making it suddenly appear in one adventure or be invented, or similar.

Page 318: Mixing Eras
There is nothing preventing you from allowing anachronistic gear availability.  This is your world, so you can do what you want with it, as long as it fits your world.  This is where the idea of a main gauche being available in the Feudal Era comes in.  Also you game can have the Era vary by location.  You can have one nation be Feudal and another be Ancient with Primitive tribes in the jungles and a dwarf civilization deep under the mountains already in the Industrial Era.  So you can reenact a scene in a Sid Meyer game and have spearman beat tank.

Next time, more world building stuff.

 23 
 on: March 30, 2015, 03:26:02 AM 
Started by teroks - Last post by Ares
Depends on the challenge and how long we play.

Since our campaigns never last that long, I once awarded every session one level (and still we only made it to 14 before the next shiny thing caught our attention)

But your proposed progression seems viable. If you play once a week you'll have roughly a year to get to lvl. 20.

 24 
 on: March 30, 2015, 03:20:59 AM 
Started by teroks - Last post by Ares
It's actually not that complicated:

1. Congratulation, you now have one magical weapon - no further problems
2. No problem - instead of coin you pay with reputation. Fluffwise this means you repay him with favors, non-specific trinkets you own or magical ingredients.
3. Almost the same as 2., you just have to wait until your order has been created
4. Congratulation, you now have one magical weapon - but expect the owner to try and get his property back: Magic items are very valuable after all
5. Same as 1.

What you have to realize is, that a PC can only own a limited number of prizes that includes magical objects. The more renown a PC has, the more of those he can possess without problems. If you go over your limit, expect your GM to take away some of your toys (Magic items get stolen, contacts vanish, holdings burn down)

So, before you start investing all your reputation in magic gear you have to gain some ranks in renown.

 25 
 on: March 30, 2015, 03:11:14 AM 
Started by teroks - Last post by teroks
How much you give experience / game session. I thought that around one level / game session (first five levels), then one level for every two sessions (6-10) and then 3 sessions / level (11-15) and One level / four sessions (16-20). Just an average leveling speed, as rewards might change bit per session.

 26 
 on: March 30, 2015, 02:59:42 AM 
Started by teroks - Last post by teroks
I have somehow hard to get into system of getting magical items in Fantasy craft. How you have used the system and how it works?

1. Lets say that PCs find a loot. Magical weapon of some kind.

2. PCs buy a magical weapon from store.

3. PCs ask someone to create a magical weapon.

4. PCs steal a magical weapon.

5. PCs find a magical weapon from some ancient battlefield.

How you handle those situation?

 27 
 on: March 29, 2015, 09:37:17 PM 
Started by RusVal - Last post by RusVal
The Satellite Uplink shall be built in a few short days.  And coincidently (I seriously did not plan this), my free Heroes of the Storm Stimpack will run out tomorrow.  So 1.) I will have something to pass the time while I wait, and 2.) I will not have any distractions for when, if, there is the news that I think we are going to see.

Until then, some music.

Dang, if I had a penny for every time I listened to the readying music while I pondered who to take for my next mission, I'd have a brand new computer to play it on.  Tongue

 28 
 on: March 29, 2015, 08:15:28 PM 
Started by TheAuldGrump - Last post by MilitiaJim
The ionized air does shockwaves, not fragments.  A flash-bang would just flash, and a frag would still jack you up.

 29 
 on: March 29, 2015, 08:14:08 PM 
Started by Morgenstern - Last post by MilitiaJim
(Why can't I give them lasers?)

You expect fighter craft to have capital ship level long-range artillery?  The Plasma stuff is probably just a stand-in for the type of weaponry fighters would have that were capable of hurting such larger ships.
No, I want a set of light lasers so they can lurk in asteroid belts and plink from the edges instead of going in to do damage and getting killed.  Fighters stop being useful around the cruiser stage, and just get themselves killed.

 30 
 on: March 29, 2015, 08:10:15 PM 
Started by Mister Andersen - Last post by MilitiaJim
A friend has made a little shop writing little RPG addons, CandleLight Games.  He started with spell cards and has moved onwards and put together a Kickstarter: Infinite Firearms (OGL) for the Pathfinder Roleplaying Game.

(It seems to be a portion of what they would like to release as a sci-fi campaign setting using Pathfinder crunch.  Backer rewards include various card sets as .pdfs.)

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