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 Post subject: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Wed Aug 11, 2010 2:51 pm 
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Hey, GamerNation. :-)

As many of you know, I've been working on turning the Star Wars Saga Edition system we all know and love into a fantasy game for some time.

To that end, I've created:

Legends
A Saga of Heroic Fantasy for the Star Wars: Saga Edition Roleplaying Game

I've developed this campaign guide (currently at over 125 pages) that was released in a beta format at the start of the year, and several groups have been helping me playtest. It's almost near completion! My goal is to have the final document available to the masses by the end of Sept./mid-Oct.

The one hole I really want to plug up is to add more threats/NPCs. Creating these is a time consuming process, and time is at a premium for me right now. ;-) So I thought I'd put my feelers out there and see if anyone would be interested in tackling any creature/NPC stat blocks for the final version?

Creation of beasts/intelligent beasts/magical creatures/undead/NPCs is already codified in the document. There are rules for doing so. I just need folks willing to DO it. :-D

Currently, the guide already contains the following threat stat blocks:

Beasts
Alligator/Crocodile
Gelatinous Blob (Gelatinous Cube, without the cube)
Great Cat
Griffon
Ground Worm (Purple Worm, essentially)
Giant Bee
Giant Scorpion
Giant Spider (normal and Brood Mother)
Swarm of Locusts
Manticore
Giant Rat
Swarm of Rats
Troll
Wolf (normal and Pack Leader)
Yeti

Magical Creatures
Dragonkind (True Dragons and Drakes)
Eye Tyrant (pretty much the Beholder)
Dryads
Woodlings (think Ents, lesser and greater)

Undead
Ghost
Skeleton (both simple, and skeletal warriors)
Zombies
Vampires (spawn and true vampires)


What I'm looking for are people willing to pick up the slack in these areas, adding monsters and beasts that hold special places in their hearts - all done using the Saga Ruleset and this Campaign Guide.

Also - I'm seriously lacking any form of NPC. And I'd really like to beef that up (at least give as many examples as are in the core rulebook for Saga). This setting provides racial stats for humans, dwarves, elves, gnomes, half-elves, half-orcs, halflings, fairies, giants, gnolls, goblins, kobolds, ogres, and orcs. But they're just that - racial stats. I don't like how this campaign guide leaves NPC character generation so much on the shoulders of the GM. It's really nice to have some pregens to just "go to" when you need them.

More than anything, I'd love for people to take up the mantle of building NPCs for this compendium. :-)



If this is something that interests you, and you are willing to COMMIT to taking on the design of one or two (or twenty) NPC stat block or creatures - then this is your chance to seriously contribute to this project. :-)

I'll take any suggestions and offers, though I can tell you that I'm really seeking a fair number of NPCs of various CLs. Mages, Scouts, Merchants, Barbarian Warriors, Master Theives, etc. etc. etc.

I can't guarantee your submissions will make it into the final release, but I'll certainly provide a contributor credit to anyone willing to help with this stage of the project. :-) I will need all completed submissions by Sept. 30, 2010.


If you're interested, let me know. This is a two-fold process. First of all, make a post in this thread, calling your stat-blocks, so folks aren't doubling up. Secondly, email me at gmchris@d20radio.com and let me know there as well. Once I've got your confirmation, I'll send out a development version of the document (to be used in conjunction with the SECR) to use for your development efforts.

If we work together, we can make this a reality!



Peace, Love, and Good Gaming!
GMC

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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Wed Aug 11, 2010 6:58 pm 
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Um... yes?

In all seriousness though, I'd love another channel for my various stat block endeavors (and there's a lot of them that don't make it on here or the blog :lol: )

As for what I'd like to take a crack at...

Start off with some Golems.
Add a dash of Lycanthropes.
Mix in some Barbarian tribes until smooth and creamy.
Bake at 350 for three hours and enjoy.

There's a distinct (read, very likely) possibility that there's some things rolling around in my head that aren't currently being called to mind, so if I think of anything else that isn't/hasn't been worked on I'll let you know.

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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Wed Aug 11, 2010 9:05 pm 
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I'll take on the Barbarian Warrior builds. Probably even do them in a few different races. I do want to know how many CLs you all would want. Knowing myself I will probably do all the way up to CL 20 if no one stops me.


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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Wed Aug 11, 2010 9:26 pm 
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I guess I have a few questions since I haven't seen the document yet, and related to other things.

Do you want race specific NPCs? Orc Soldiers, Human Mercenaries, Elven blademasters... or would you prefer a more "template" build where you build the NPC as a human and mark the additional feat and skills that this NPC/Mook would be missing should it be another race.

I noticed in your race descriptions that you mentioned the mechanics skill, how are mechanics used in this game? Steampunkish? Dwarven tech like World of Warcraft? Gunpower? Electricity?

Are the feats and talents available only in the campaign guide that you've created or is there a whole slew of ones from SAGA itself that would be used (I'd guess the ones from the Core rulebook, but there is always the noble fencing from the KOTOR book and plenty of other nice feats and talents).

I'm definitely up for helping out with what I can. I'll post what NPCs I'm going to attempt after I take a look at the campaign guide, mostly because i want to see what draws me in and really interests me. I already have ideas for a Dwarven airship crew and some magic users.

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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Wed Aug 11, 2010 11:25 pm 
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Quimnthemaster wrote:
I do want to know how many CLs you all would want. Knowing myself I will probably do all the way up to CL 20 if no one stops me.

Erm... think of it like Threats of the Galaxy. You present a threat (ie: Mercenary), and then usually two versions of that threat. A common "footsoldier" version a GM can use many of together as foes, and an "advanced" version with a much higher CL, designed to be a significantly larger threat or lead a group of the "footsoldiers". At most, I'd like no more than three "tiers" of a foe; low, middle, and high CL.

Xphile wrote:
Do you want race specific NPCs? Orc Soldiers, Human Mercenaries, Elven blademasters... or would you prefer a more "template" build where you build the NPC as a human and mark the additional feat and skills that this NPC/Mook would be missing should it be another race.

The SECR presents all builds as human, and advises GMs to adjust the stat blocks as necessary, adding racial templates and subtracting a feat/trained skill from the stat block. You CAN do this. But... if you feel (for flavor) that a specific race is needed in the stat block - have at it! (Because "Orc Marauder" is cooler than "Marauder") ;-)
Xphile wrote:
I noticed in your race descriptions that you mentioned the mechanics skill, how are mechanics used in this game? Steampunkish? Dwarven tech like World of Warcraft? Gunpower? Electricity?

Mechanics is just a name. ;-) Don't get too hung up on it. It's a name for an Int-based skill used to repair, build, and disable objects. That's it. That's all it is now, and all it is in Legends. One of the tenets of this guide is to alter the Saga ruleset as little as possible (trust me, there's enough changes :lol: ). As such, the label of the Mechanics skill has stayed the same. It's used in the same way Saga uses it. Except instead of repairing a blaster or a starfighter, you're repairing a sword or a galleon. Instead of building a comlink or lightsaber, you're carving a bow or forging a spearhead. Instead of disabling a computerized lock or power generator, you're rigging a wagon wheel to fall apart or deactivating a devious trap. The core skill works the same as it does in saga, with a few minor tweaks (obviously, there's no explosives to set). ;-)

Feel me?

The only MAJOR changes to skills were the combination of Climb/Jump/Swim into Athletics, the complete removal of Use Computer, and the addition of the Thievery skill.
Xphile wrote:
Are the feats and talents available only in the campaign guide that you've created or is there a whole slew of ones from SAGA itself that would be used (I'd guess the ones from the Core rulebook, but there is always the noble fencing from the KOTOR book and plenty of other nice feats and talents).

Good question. For now, Legends is designed to work only in conjunction with the Saga Edition Core Rulebook. A handful of new feats have been added in the supplement, as well as re-tweaking of a few feats to give them a fantasy flair. Some feats in the SECR are called out as being simply removed (such as Burst Fire and Cybernetic Surgery). But on the whole, the majority of feats in the SECR remain available. Talents are a bit different. On the whole, Noble, Scoundrel, Scout, and Soldier appear as they always have. Some individual talents (called out in the guide) are flat-out removed or severely changed, and a few new ones were added. Talents that don't make sense in a fantasy setting (such as Demolitionist) were removed. (I know explosives and black powder CAN be added to a fantasy game, but that's a bit ambitious for this first guide. It will most likley manifest in a later supplement.) :-) Other talents were altered to fit the fantasy theme. In a fantasy setting, licensing makes less sense, so the Connections talent (for example) was re-tooled. And in two glaring cases, entire talent trees had to be scrapped (the Scoundrel's Slicer and Spacer Talent Trees; which incidentally, have been replaced by the equally cool Cutpurse and Seadog talent trees). Lastly, the entire Jedi class was removed from the game; replaced with The Mage, which has a lot of transplanted Jedi talents, Force talents, and just as many new ones. ;-)


Oh - and all of you, be sure to email me, so I can send you the gamma version of the document. ;-)

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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Thu Aug 12, 2010 12:38 am 
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I was going to offer to do some werewolves, seeing as that is my pet fantasy creature, but it looks like Cyril beat me to it. >_<

I could maybe do some wargs or something along that lines. I also like giants- hill and frost, mostly. Expect very Norse myth-influenced. Oh, and fir bolgs (the 4e/mytholgical kind, not the Blizzard play-on-words-bear things.)

EDIT: I'd also be interested in developing some Magical Traditions and giving them each an Apprentice, Member, Master NPC template, but I'm not sure if that's something you're planning on exploring a lot in the core book.

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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Thu Aug 12, 2010 6:27 am 
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Tag me in, Chief! If I couldn't get a game together for this rules set, at least I can contribute some other way!

I'll take the Manticore, at least. I've got a soft spot for that sucker.

I'd be interested in taking a stab at a dragon or two; where you looking for flavors of dragons? Or one catch all basic set of stats?

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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Thu Aug 12, 2010 6:45 am 
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I would like to take a crack at developing some underground critters like the Myconids, although they will need to be called something thing the Sporians.


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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Thu Aug 12, 2010 7:52 am 
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DarthGM wrote:
I'll take the Manticore, at least. I've got a soft spot for that sucker.

I'd be interested in taking a stab at a dragon or two; where you looking for flavors of dragons? Or one catch all basic set of stats?

Everything I've listed above has already been statted out. ;-)

Including Manticores and Dragons.

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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Thu Aug 12, 2010 8:35 am 
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GM Chris wrote:
Everything I've listed above has already been statted out. ;-)

Including Manticores and Dragons.


...sometimes I read things too quickly, and comprehension no workie.

*facepalm*

Gimmi a few minutes to amend my request.

Edit: Got it.

I'll take on some classics with the Chimera and the Hydra.

Any thoughts or preferences on demons and devils? I could take a stab at Hellhounds and Balrogs too...

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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Thu Aug 12, 2010 8:44 am 
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I'd like to tackle a few NPC Mages. Right now I am going to commit to these:

Apprentice
Journeyman
A healing specialist
Court mage

************
Chris, forgive me if I missed this somewhere, but for Saga are we limited to the SECR?

EDIT: To fit with the Mage "hierarchy" better, I did Apprentice, Mater & Archmage instead of Apprentice & Journeyman. Also provided bonus NPCs, A Halfling Innkeeper & a Chiurugeon

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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Thu Aug 12, 2010 9:35 am 
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ZRissa wrote:
Chris, forgive me if I missed this somewhere, but for Saga are we limited to the SECR?


Yes. The SECR and the new Campaign Guide only. ;-)

I'll have the updated guide mailed out in the next 24 hours (easier to do a blast email).

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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Thu Aug 12, 2010 10:54 am 
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NPCs that I'll start working on, tell me if you'd like something changed or modified:

Spellswords of the Sunset Islands
Warriors who focus on both the martial and magic, combining both with deadly effectiveness.
Fire Spellsword
Water Spellsword
Earth Spellsword
Air Spellsword
Master Yin
Grand Master Chi

Dwarves of the Boulderfist Mountains
Dwarven Miner
Dwarven Hammerer
Dwarven Crossbowman
Helgar Boulderfist, Giant Slayer
Bazric Boulderfist

Orcs of the Black Arrow Clan
Orc Huntsman
Orc Berserker
Valig, Master Hunter
Drur, Chieftain

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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Thu Aug 12, 2010 3:20 pm 
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Just out of interest are you going to be using the rules in the unknown regions for designing beasts.


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 Post subject: Re: Open Call for design on my SWSE Fantasy Game!
 Post Posted: Thu Aug 12, 2010 4:19 pm 
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Gm on fire wrote:
Just out of interest are you going to be using the rules in the unknown regions for designing beasts.


Designers are welcome to use them, but I'm just referencing the Core Rulebook. :-)

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