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This gets no love. I think we could rework this so that it could be more useful. Often times the gaming worlds we have are teaming with spirits. Very often the PCs have the ability to contact these spirits to gain information about a person, an item or perhaps just ask for directions. If you have this ability in the game you may never know for sure when the PCs are going to use it. An easy go to list of death stories may be handy to have around when you have to come up with a ghost on the spot. When you conjure a spirit you conjure both a life and a death. You also conjure up the past and get in touch with a lost time. The story of that person's death should be short but it should hint at a large amount of information and at a larger world. Each of these lines in this 30 hint at a story. I think there is use to this list of demises. I have five suggestions for what might be on that list. Check the forum.
The pulling of the 1 of 20 to 200 (depending on the campaign) arrows from a 30 sp quiver smoothly and without error has always bothered me. PCs would have to spend hours carefully loading their arrows. I like anything that makes the game easier for everyone without sacrificing depth or detail.
"Newly discovered, the ancient treasures have sparked the desires and imaginations of a hundred thousand archaeologists and paelontologists across the galaxy, and the race of discovery is on."
That pretty much sums up the effect that this post had on me, very nice!
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If gaming system doesn't have a developed system for differentiating combat styles and rewarding the use of or micro-managment of the knowledge pretaining to that system then you can be sure that at least one player will complain. The is an excellent slap patch for one of the genre's most common "injuries".
I think the use of this post to other campaigns is that outlines an academic treatment of a popular academic text. Being that it is a history, then perhaps it could easily be translated into another world with a view word changes. We want the characters in our worlds and campaigns to have access to a culture so that they can hang their personality quirks on it and to give them a chance to rally around or against something. A book of the elite such as this which appears similar to The Persian Expedition, Parallels, War with Hannibal or the Mort de Arthur would be useful prop for a character.
However, I think this write up does not go far enough and that it lacks any real hook. I understand the value of vagueness in RPG writing and I know that something suggestive is often more useful then something specific, but this item is too far into the specific realm to be suggestive. Yet it also lacks details and a thesis, and therefore we come away with little sense of the intended or actual meaning of this work to the people that might right. I hope that CP comes back to give us a more complete picture, because I like the idea behind this post.