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Organizing the Expansions

8/31/2016

1 Comment

 
I'm going through a bit of a quandary and I figure I'll put this up here and see what people have to say about it. Writing down clearly the issue I'm facing will probably be helpful, too, and help me think of a solution.

I have a lot of work done on three things: New Classes and a Role, Items, and Monsters. The three things combined will almost surely be too much for one book, so my plan is to publish two: one that is essentially player-facing, and another that is essentially GM-facing.

Now, along with the Monsters, I was thinking of presenting a setting that is about hunting monsters and magical creatures and using their feathers, scales, hearts, and etc. to make magical weapons, armor, potions, and other items. Thus, combining them into a single "monsters and items plus a campaign setting" book seems completely sensible.

However, this leaves the book that was intended to be player-facing with no content other than the new Classes, and while they certainly form the heart and soul of a book all by themselves, they aren't quite enough to fill it. A big chapter on items and item-creation rules would certainly fit well here, too, but splitting the items and loot chapters between the two books seems senseless.

The obvious answer is to craft a fourth pillar and make it essentially player-facing so that I can do the monsters and items together along with the campaign setting that uses them both, and then do the classes plus whatever other material for the other book. The problem with that obvious answer is that I don't really have a good answer for what other content players need... maybe rather than one big thing it could be a series of smaller things: a collection of new Kits, several sets of Origins divided by setting, new feats, a bunch of pre-generated characters divided by setting, rules for coming together as a party to make a home base or a company, etc.

This is still a ways out - I've got plenty of writing to do still on the items, setting, and monsters, and the more playtesting the new classes get, the better. (If you haven't checked them out yet, look at the post below this one!) If any of you have any cool ideas for content you'd like to see (especially player-facing content that would go well with the new Classes), I'm open to suggestions.
1 Comment
Robert Mohr link
12/20/2017 04:57:32 pm

Been a while, obviously, so you've probably worked this out already, but one big bit of content I'd love to see in a player-facing expansion is more character creation content - more ready-to-choose Backgrounds and Origins for a variety of settings, more sample Tricks, some sample Fallbacks (it's sometimes a little hard to tell exactly what should make a Fallback), and more sample Complications. In the case of Tricks, Fallbacks, and Complications, they could be connected to the Backgrounds / Origins or not - it'd be great to just have a larger list of those to use as examples. More Kits and such like you were suggesting above could be great too. :-)

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    Jim McGarva is married to an awesome (and very patient) wife, and a father to three awesome (and not so patient) young girls. He is a math instructor who loves to play and create games.

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