Showing posts with label Fellhold Reboot. Show all posts
Showing posts with label Fellhold Reboot. Show all posts

"The Sages Say" Monster Generator

Ching Yeh

I made a thing that makes monsters. I'm terribly pleased with it right now, but let me know what you think. If the embed below is giving you weird formatting (on a phone or tablet, say), or if you just want to mess with it, check out the sheet here.


I used Brendan's excellent methodology to build it in Google Sheets. Every time you refresh this page, you should get a new result. If you open it up as a sheet, you'll get a new result whenever you refresh the page. If you make a copy for yourself that you can edit, you'll get a new result whenever you make a change.

Aaron Horkey

How I Got Here

This all started because I was trying to think up monsters for Fellhold and I'm kind of bad at that. The Monster Forge is awesome, but still puts most of the heavy lifting on me. So I started looking through various monster manuals to get ideas. As I took notes, it struck me that I could decompose what I found cool about monsters that caught my attention into elements of some kind, then I'd be able to create a generator. So I switched my notes over to excel. I arbitrarily picked six "things" I had to write down about each monster and purposely did not create categories until after I had gone through all the monsters in my list. Then I took each line item and copy/pasted it into a column if I felt like they "went together". Once everything had a home, I smashed some columns together, removed others, and ended up labeling each of them. 

Somewhere around here I recalled David McGrogan's epic Let's Read the 2E Monstrous Manual thread and Fire on the Velvet Horizon by Patrick and Scrap. Both make much of "the sages" that tell us things in monster manuals and how it's a really weird but very effective way to write about stuff in a book that is simultaneously giving you the god-like "truth" of the world but also trying to inspire you. So I figured that I'd arrange the generator into a natural language sentence flavored as if a sage were telling you about this thing.

The great thing about this approach was that it let me hit a sweet spot between providing enough concrete detail to get your imagination going but also enough vagueness that it's psychologically easier to ignore or massage any outright contradictory or uncool stuff that happens to come up. 

I also wanted this to be fairly usable, though, so after I got the natural language bit worked out, I went back and added some stats. I had grand ideas about tying these into all of the abilities and behaviors, but a) that's not all that helpful, as thinking up stats once you have the idea isn't too hard, and b) I couldn't figure out how to do it at all cleanly. So, what we ended up with was size affecting HD and AC, and whether some kind of humanoid came up in the type putting a lower limit on intelligence and animals shouldn't get weapons as attack types, but other than that, the stats are randomly determined.

Johan Egerkrans

Design Notes

  • The core of the description is one or sometimes two monster or animal base types - I did this to maximize the imaginability, but also because I wanted something a little more naturalistic than James Raggi's (excellent, but super random) Random Esoteric Creature Generator
  • Also, it's not as comprehensive as it might be, because my input monsters were all ones that I felt would fit in Fellhold, which is pretty aesthetically restricted compared to "kitchen sink" D&D - I ended up adding a few things in that wouldn't necessarily "fit" in Fellhold, but I didn't try to capture all of D&D
  • That being said, it should be pretty easy to adapt this to your own game world by changing up which origins, animal types, abilities, behaviors, and so forth are in the random tables - feel free to contact me if any of the formulas are unclear for customizing
  • Many of the entries (size, intelligence, combat stats) have normal(ish) distributions, so you're a little less likely to get totally gonzo stuff
  • For the stats, I normalized them around a B/X Grizzly Bear, following Jack Shear's advice, so you might need to beef up a solo monster for 5E or higher levels, or reduce stats if you're going for an organized and intelligent monster
  • I totally pulled the No. Appearing numbers out of my hat
  • I used descending AC cos that's how I roll - I figure we're all used to converting back and forth by now
  • Most of the monsters that come out will be somewhat unpleasant and hostile, so this isn't a great generator for coming up with more sympathetic or neutral creatures. If you want that sort of thing, just ignore the motivations/internal state and maybe the behavior and come up with your own
  • Anything of human level intelligence or more is more likely to have weapons listed as attacks than animal-type attacks, which may give some weird results - as with everything else, ignore if necessary

OSR Classes: The Mastermind and the Rook

After my last post on Flexible Reaction Rolls, I found myself thinking about how to build Character Classes that fit with the schemey, urban style of play I'm shooting for with Fellhold. The trouble for me until now was that I couldn't think of ways to get that stuff without impinging on the Old School playstyle I enjoy. What cracked it for me was turning the Reaction Roll into a mechanic with more knobs to play with. From there I also realized that Advantage/Disadvantage opened up a lot of new possibilities, and so I built one class on each of those realizations.


The Mastermind is the classic brains behind the operation. It struck me that advantage/disadvantage are a pretty great way to model careful planning without having to go full-on storygame metagame city. Their first level ability Forethought can potentially be quite powerful, but requires clever thinking and skill on the player's part. Their final ability ("I Love It When A Plan Comes Together") does get awfully close to the storygamey end of things, and might in reality just be "use in case of boss fight" - but I'll test it. The class also serves as a secondary adventure hook generator through the extra contacts, their starting gear, and their second level class ability ("A Little Bird Told Me").


The Rook is "the face" - hyper-sociable, built around understanding and tweaking NPC reactions. Getting +1 to reaction rolls per two templates is huge (especially when combined with the class features) and kind of guarantees this character will speak for the party all the time - I haven't decided if that means I need to remove it or if that's awesome. This class pretty much has super powers in one area that has very little to do with fighting, which right now seems pretty cool. Someone with 4 levels in Rook becomes a best-friend factory and basically gives the party an off-switch for combat with anybody even possibly open to parley.

(Incidentally, if you're following the classic trinity of group dynamics, I figure PCs will collectively provide the wild card).

Starting equipment is stingier than in Arnold's or Skerples's classes, but that's because I plan on building them into my Equipment Tables.

Multi-classing 2/2 with these two classes might be terrifyingly powerful in social situations, but I think I'm okay with that, given the usual lack of options for that sort of thing in OSR classes.

A Note on Mechanics
If you're not familiar, Arnold K's GLOG is his homebrew/Philosopher's Stone, and I rather like it. See the link if the format below doesn't make any sense to you.

If you do not use this most excellent modification, fear not! The classes below have a "base class" - use this for XP, HD, Saves, Attack Bonus, gear restrictions, and so on. As for the class abilities, you have a few options:
- Follow the same steep, ultimately low power curve of the GLOG and give one template per level up to 4
- For a more spaced out progression that assumes 10th level is about as high as you go, give the prime ability at level 1 and then a template every odd level (1, 3, 5, 7, 9)
- Look at the templates and eyeball when to give them to the character to match the power level of your other classes

Enough intro, here are the classes.

By Isei-Silva

Mastermind
Clever folks who think ahead and help their team get things done.

(Base Class: Thief)
Prime Ability: Meddlesome
Per Template: +1 Willpower Save, +1 Contact
Starting Equipment: Disguise Kit, Incriminating Letter
A Forethought
B A Little Bird Told Me
C True Sight
D I Love It When a Plan Comes Together

Class Features
MEDDLESOME
Once per day, you may give another character (PC or NPC) advice. If they follow it, you may decide to give them either Advantage or Disadvantage on one roll related to the advice. To give Advantage, the advice must be sound and something that either you or your character know enough about to advise on. To give Disadvantage, they must believe it to be good, but there must be something wrong with it (convincing bullshit counts).

FORETHOUGHT
Choose one or more of the following: activity, place, being, conditions. For each that you specify, gain one use of Advantage on rolls that meet all of the criteria. For example, if you said “Hand to hand fighting in an alley with humans while its raining”, you would get advantage on four rolls involving hand-to-hand fighting with humans in an alley in the rain. The GM may rule that any of the criteria are too broad and require more specificity. 

A LITTLE BIRD TOLD ME
Once per week, choose one: 1) Name a known NPC and the GM will tell you one true secret about them, which might be boring,  2) Learn a juicy rumor about a previously unknown NPC - might be true, might not, and the identity might be unclear.

TRUE SIGHT
As long as you can see their face, you always know when someone is lying to you - not necessarily about what specifically, just that there is untruth there.

I LOVE IT WHEN A PLAN COMES TOGETHER
Once per adventure or dungeon, you can declare that you’ve been planning for this very situation all along. Everyone in the group gets advantage on every roll this round. Gain an extra round of this if you come up with an especially convincing narrative of how you influenced prior actions to lead to this outcome.

Can't find the artist - let me know if you know

Rook
Affable folks that know how to say just what others want to hear.

(Base Class Thief, or Bard if You Have It) 
Prime Ability: Read Folks
Per Template: +1 to Reaction Rolls for every two templates, rounded down, +1 Contact
Starting Equipment: Flattering Clothes, Disguise Kit, Invitation to a Shindig
A Well Read
B Likable
C Tempting
D Charming

Class Features
READ FOLKS
You have an uncanny knack for seeing what folks are thinking and feeling. Once per a meeting, you can ask the GM what the NPC die will be on the next reaction roll if you take a certain approach, make a given argument, and so forth.

WELL READ
You know lots of interesting things to talk about. Any time you make a knowledge-based test in a social situation, you count as having the skill at rank 3. Note that you only know enough to talk about these things, not to do anything with them. You could have a wonderful conversation about quadratic equations with a mathematician, but you could not then plot ballistic parabola.

LIKABLE
When the GM makes a reaction roll where you are the spokesman, your PC die will be one step higher. 

TEMPTING
If you put the moves on someone amenable to your advances, and a reaction roll comes up middling or better, they are very attracted to you, which will color their reactions to you (improved reaction rolls, more willing to hear you out, and so forth). Note that it does not guarantee they will like you, just want you.

CHARMING
Once per week, you can declare you are laying the charm on thick before a reaction roll is rolled. If the roll comes up pretty good or better, they are affected as Charm Person. If after a week you haven’t done anything to push them away or piss them off, the friendship becomes genuine. Add them as a contact.

Flexible Reaction Rolls

Reaction rolls are one of my very favorite set of rules. They're quick, easy, and help me to come up with more interesting stuff than I might on my own. I use them as a general purpose social sub-system, though not nearly to the same extent as Courtney Campbell in his excellent On the Non-Player Character. Instead, I use them more as an oracle when I'm unsure of how the NPCs would react. With Fellhold being an urban game, social interaction is even more of a big deal than I like for it to be in dungeon or wilderness games, so I've been thinking about them a lot recently.

It was while trying to figure out how best to track PC's reputations with different factions that I hit on the core idea below: the PC(s) and the NPC(s) each "bring" a die to the roll. A couple years back, Logan Knight suggested I move reaction rolls up and down die steps (so, say, 2d4, 1d4+1d6, 2d6, 1d6+1d8, and so forth). Then the other week I read Mateo Diaz's post, which introduced me to the idea of having different sources for the two dice. What you see below is what I came up with based on all that. As always, let me know anything that doesn't work or could be better.

Underground Scene by Eric Koch

Reaction Rolls
Reaction rolls are hugely useful for an urban game, given the high number of social interactions. 

Context is very important for reaction rolls in Fellhold, and you will need to use some judgement in interpreting rolls. Guests at a dinner party are much less likely to attack on sight than a wild troll in a dungeon. The table below gives some guidance for common situations.
Roll
Dungeon
Merchant
Social
General
2 or less
Attack
Swindle
Mean
Worst Possible
3-5
Wary
Tightfisted
Rude
Pretty Bad
6-8
Willing to Deal
Fair
Polite
Middling
9-11
Interested
Helpful
Friendly
Pretty Good
12+
Friendly
Generous
Best Friends!
Best Possible

Two-Sided Reaction Rolls
All reaction rolls are made with two dice - d6s by default. Each side brings one die to the roll. The die for the player character(s) will be based on their demeanor and approach, while the die for the NPC(s) will be based on their disposition and prejudices, including how they feel about the factions the PCs belong to. Adjust the roll using the spokesman’s CHA modifier.

The game master determines both die sizes, but the PC die should be based on what steps the PCs are or aren’t taking to make a certain sort of impression - acting threatening or friendly? Somewhere they belong or not? Well dressed or filthy? Asking clarifying questions is a good idea here.

Die Steps for Reaction Dice
For both sides of the reaction roll, dice can step up or down from a d4 (the worst) to d12 (the best). 

The NPC’s die size is up to the game master’s discretion, but some common situations are covered below.
From a hostile faction: down one step
From a friendly faction: up one step
From a faction you belong to: up two steps
In hostile turf: down one step
On friendly turf: up one step

Multiple Reaction Rolls
Reaction rolls are helpful any time you need to gauge how an NPC feels about something, not just when first meeting the PCs, so some interactions will have multiple rolls. In such interactions, you may adjust one or both of the dice depending on how the encounter is going.


Example: the PCs meet a group of Pickers deep underground, you initially roll 2d6 because neither group is doing anything particularly helpful or harming and you get a 7. The Pickers begin speaking with the PC group, who try to overawe them with talk of how fierce they are. Pickers aren’t much impressed by this kind of thing, so when the PCs demand the Pickers hand over 50% of what they’ve found so far, you adjust the PC die down to a d4 and roll to see what they think of the offer, getting a 10, amazingly. The Pickers Laugh and say no way, but they like the stones on these guys. For further interaction, you bump it back up to 2d6. 

Money & Equipment in Fellhold

I don't know about you, but I find coming up with equipment lists a huge pain in the ass. Coming up with starting equipment packages? Even harder. So why don't I just use one of the perfectly serviceable equipment lists already out there? Because I definitely buy into the thought that equipment lists are a great way to convey implicit setting and approaches to the game. So I bit the bullet and cranked the below out. It could definitely use some work, and the equipment packs owe a great deal to Brendan's excellent OD&D ones

Any and all thoughts on how to spice this up are welcome, but I'm especially looking to make an evocative random item table so that everybody gets at least one interesting but not-obviously-useful piece of kit.


Coins of Fellhold
Fellhold has three kinds of coins, issued by the Soul Banks based on the Soul Standard (theoretically, you can take your coins into a bank and demand the current market rate for bottled souls in exchange for your cash, but why would you want to?)

Copper Pennings: The common coin used in most business in Fellhold - a triangle about an inch on a side with a hole in the middle. One copper penning equals one experience point. (CP)
Silver Skillings: 100 Copper Pennings make up one Silver Skilling, so they are used for settling contracts and loans, day to day business between merchants, and the like. A thin, rectangular piece of silver, both sides show fine old-dwarven knotwork.  (SP)
Gold Marks: Worth 100 Silver Skillings, Marks are rarely seen outside of large business deals or the hoards of the wealthy. These fat gold hexagons have a raised outer lip and show a leering devil face on one side and the mark of the bank that stamped it on the other.

Starting Cash & Gear
Player characters begin with 3d6x10 CP, or else can roll for a starting equipment pack by class. Either of these can be supplemented by loans as seen shown below. All characters begin with a backpack, blanket, a waterskin, three helpings of pack food, one torch, and a tinder box.

Taking Out Loans
During character creation, PCs may take out one or more loans to secure additional gear. To do so, create a random specialist NPC - this is the PCs creditor. The PC receives a loan of 3d6x10 copper pieces to be used however they see fit. Assign the PC a d4 Loan Usage die. For every week that goes by that the PC does not pay their loan, roll the die. On a maximum result, step the die up one step. The PC can move the Loan Die down one step by paying the original loan amount. If it every reaches a d10, their creditor has lost patience and sends out goons to collect.

Sellers
If you wish to make finding the right place to buy goods as much a part of your game as where to fence adventuring loot, you may create a seller using the Merchant Table in the Specialist NPCs section for each category of gear below. Adjust prices accordingly. The first seller generated carries the entire category of gear. If a player wants to buy something at character generation, they must use the first seller generated - but if players are unhappy with this particular seller, they may search out others by using urbancrawl actions during play. Every new seller has a 50% chance of carrying each item when visited (this can change on future visits, or items can be special ordered for a fee). Every new seller should be added to the game master’s list of NPCs and placed in a neighborhood.

Equipment Packs 
To speed up character creation, players can elect to roll for a starting equipment pack rather than “shopping” with starting money. This method is especially recommended for new players and when adding a new character to an existing game. Specific items can be substituted with the Game Master’s permission. Players can also step down one or more steps and take 10 CP per step down. All characters begin with a backpack, blanket, a waterskin, three helpings of pack food, one torch, and a tinder box. To generate an equipment pack, roll 3d6 and look in the column for your class. 

Roll
Fiend
Fighter
Ghost Wrangler
Thief
Wizard
Witch
3
Homeless, 
Homeless, Knife, Hammer, Iron Spikes, Lard
Homeless, Knife, Beer (1 qt), Candle, Bell, Ball Bearings
Homeless, Blackjack, Rope (50’), Grappling Hook
Homeless, Knife, Pipe, Seaweed, Bell
Homeless, Knife, Cigar, Cat
4
Poor, 
Poor, Knife, Cigarettes
Poor, Knife, Beer (1 Qt), Candle, Bell
Poor, Knife, Blackjack, Mirror, Chalk, Dice, Cards
Poor, Knife, Crow
Poor, Knife, Chicken
5
Poor, 
Poor, Knife, Caltrops, Shovel
Poor, Knife, Beer (1 Qt), Candle, Bell, Ball Bearings
Poor, Knife, Black Jack, Lard, Crowbar
Poor, Knife, Pipe, Seaweed, Candle, Chalk, 2 CP
Poor, Knife, Cigar, Cat
6
Comfortable, Knife
Poor, Hand Axe, Dice, Chalk, Mirror, Pipe, Playing Cards
Poor, Knife, Beer (1 Qt), Candle, Bell, Disguise Kit
Poor, Knife, Rope, Grappling Hook, Bell
Poor, Knife, Pipe, Seaweed, Crow, Candle, Chalk, 2 CP
Poor, Knife, Cooking Kit, Chicken, Chalk, Playing Cards, Candle, 1 CP
7
Comfortable, Knife, Crow
Poor, Tomahawk, Knife, Hammer, Iron Spikes, Oil Flask
Poor, Knife, Tomahawk, Beer (1 Qt), Candle, Bell, Ball Bearings
Poor, Knife, Throwing Knives, Ladder 
Poor, Knife, Club, Pipe, Seaweed, Crow, Candle, Chalk, 2 CP
Poor, Knife, Cat, Chicken, Acid
8
Comfortable, Sword
Poor, Spear, Knife, Sledgehammer
Poor, Knife, Tomahawk, Beer (1 Qt), Candle, Bell, Disguise Kit
Poor, Knife, Ball Bearings, Caltrops, Sack, Lard, Candle, Chalk, Playing Cards, Dice
Poor, Knife, Club, Pipe, Seaweed, Crow, Coffee, Candle, Chalk, 2 CP 
Poor, Knife, Cigar, Cat, Chicken, Acid
9
Comfortable, Sword, Crow
Poor, Sword, Tomahawk, Hammer, Iron Spikes, Bucket
Poor, Sword, Tomahawk, Beer (1 Qt), Candle, Bell, Coffee
Poor, Knife, Brass Knuckles, Hand Axe, Caltrops, Crowbar
Poor, Knife, Club, Pipe, Seaweed, Galdrabok (extra), Candle, Chalk, 2 CP 
Poor, Knife, Blackjack, Disguise Kit, Acid, Cooking Kit
10
Comfortable, Knife, Pack Goat
Poor, Sword, Tomahawk, Sledgehammer, Crowbar, Cigarettes
Poor, Sword, Tomahawk, Beer (1 Qt), Candle, Bell, Coffee, Ball Bearings
Poor, Knife, Throwing Knives, Rope (50’), Grappling Hook, Ball Bearings, Dice, Chalk, Playing Cards, Candle
Comfortable, Knife, Club, Pipe, Seaweed, Crow, Candle, Chalk, 2 CP 
Comfortable, Knife, Cat, Cooking Kit 
11
Comfortable, Knife, Pack Goat, Sack
Poor, Warhammer, Knife, Pick Axe, Bucket, Coffee, Cigarettes
Poor, Sword, Tomahawk, Beer (1 Qt), Candle, Bell, Coffee, Disguise Kit
Poor, Bow, Knife, Arrows, Caltrops, Rope (50’), Grappling Hook, Ladder
Comfortable, Knife, Club, Pipe, Seaweed, Coffee, Crow, Candle, Chalk, 2 CP 
Comfortable, Knife, Cooking Kit, Chicken, Acid, Lard
12
Comfortable, Knife, Pack Crab
Poor, Hand Axe, Shield, 2x Oil Flasks, Cigarettes
Poor, Sword, Tomahawk, Beer (1 Qt), Candle, Bell, Coffee, Disguise Kit, Ball Bearings
Poor, Sword, Knife, Throwing Knives, Disguise Kit, Dice, Cards, Chalk, Mirror, 5 CP
Comfortable, Knife, Club, Pipe, Seaweed, Coffee, Crow, Candle, Chalk, 2 CP 
Comfortable, Knife, Cooking Kit, Chicken, Disguise Kit, Cigar, Lard
13
Comfortable, Tomahawk, Pack Crab
Poor, Sword, Shield, Bow, Arrows, Oil Flask
Poor, Sword, Tomahawk, Beer (1 Qt), Candle, Bell, Coffee, Ball Bearings, Dog
Poor, Bow, Sword, Knife, Arrows, Rope (50’), Grappling Hook, Crowbar
Comfortable, Knife, Club, Pipe, Seaweed, Galdrabok (extra), Candle, Chalk, 2 CP 
Comfortable, Knife, Cooking Kit, Disguise Kit, Chicken, Cat, Cigar, Lard
14
Comfortable, Sword, Pack Crab
Poor, Spear, Shield, Throwing Knives
Poor, Sword, Tomahawk, Beer (1 Qt), Candle, Bell, Coffee, Dog, Disguise Kit
Poor, Knife, Blasting Stick, Fuse, Ladder, Rope (50’), Bell
Comfortable, Knife, Club, Pipe, Seaweed, Galdrabok (extra), Crow, Candle, Chalk, 2 CP 
Comfortable, Light Armor, Knife, Lard
15
Comfortable, Light Armor, Tomahawk, 5 CP
Poor, Light Armor, War Shovel, Oil Flask
Poor, Light Armor, Sword, Tomahawk, Beer (1 Qt), Candle
Poor, Light Armor, Bow, Arrows, Knife, Sack
Comfortable, Light Armor, Knife, Pipe, Seaweed
Comfortable, Light Armor, Knife, Cooking Kit
16
Comfortable, Light Armor, Sword, 5 CP
Poor, Light Armor, Bow, Arrows, Knife, Caltrops, Cigarettes
Poor, Light Armor, Sword, Tomahawk, Beer (1 Qt), Candle, Ball Bearings
Poor, Light Armor, Sword, Knife, Tomahawk, Dice, Cards, Mirror, Chalk
Comfortable, Light Armor, Knife, Pipe, Seaweed, Crow
Comfortable, Light Armor, Knife, Cooking Kit, Chicken
17
Comfortable, Light Armor, Sword, Knife, 5 CP
Poor, Light Armor, Spear, Throwing Knives, Lard 
Poor, Light Armor, Sword, Tomahawk, Beer (1 Qt), Candle, Disguise Kit
Poor, Light Armor, Sword, Bow, Knife, Arrows, Disguise Kit
Comfortable, Light Armor, Knife, Pipe, Seaweed, Crow, Candle, Chalk, 2 CP
Comfortable, Light Armor, Knife, Cooking Kit, Chicken, Cat
18
Comfortable, Light Armor, Knife, Pack Goat, 5 CP
Comfortable, Light Armor, Sword, Knife, Hammer, Iron Spikes 
Comfortable, Light Armor, Sword, Tomahawk, Beer (1 Qt), Candle
Comfortable, Light Armor, Bow, Arrows, Knife, Lantern, Oil Flask, Rope (50’)
Comfortable, Light Armor, Knife, Pipe, Seaweed, Crow, Coffee, Candle, Chalk, 2 CP
Comfortable, Light Armor, Knife, Cooking Kit, Chicken, Cat, Cigar

Equipment List
The lists below give a good flavor of what adventurous types might be most interested in buying in Fellhold, but just about anything can be had in the vast city. Talk to the Game Master about anything you’d like to buy that you don’t see below. All characters begin with a backpack, blanket, a waterskin, three helpings of pack food, one torch, and a tinder box.

Homeless (0) Free
Poor (d4) 20 CP
Comfortable (d6) 50 CP
Luxurious (d8) 1000 CP

Weapons
Axe, Hand (Cleave) 30 CP
Axe, Lumberjack (Heavy) 40 CP
Axe, Tomahawk (Ranged, Light) 20 CP
Blackjack (Close, Light, Knockout) 5 CP
Blunderbuss (Firearm, Spread) 200 CP
Bow (Ranged) 30 CP
Brass Knuckles (Close, Knockout) 20 CP
Club (Knockout) 10 CP
Knife/Dagger (Close) 10 CP
Musket (Ranged, Firearm) 240 CP
Pistol (Ranged, Reactive, Firearm) 160 CP
Spear (Reach) 40 CP
Sword (Smooth) 30 CP
Throwing Knives/Stars (Close, Ranged, Light) 30 CP
War Shovel (Reach, Heavy) 50 CP
Warcrow (Crush, Cleave) 60 CP
Warhammer (Crush) 40 CP

Armor
Light (AC 7) 75 CP
Medium (AC 5) 500 CP
Heavy (AC 3) 1500 CP
Shield (-1 AC, Sunder) 50 CP

Gear
Acid (vial) 20 CP
Arrows (per usage die) 5 CP
Ball Bearings 10 CP
Barrel 20 CP
Bell 5 CP
Blanket 2 CP
Blasting Stick 50 CP
Block and Tackle 10 CP
Bucket 5 CP
Caltrops 10 CP
Camp Blanket 5 CP
Candle 2 CP
Cards, Playing 1 CP
Chain, 10’ 5 CP
Chalk 1 CP
Cooking Kit 15 CP
Crowbar 10 CP
Dice 1 CP
Disguise Kit 20 CP
Fuse (1 usage die) 30 CP
Galdrabok 30 CP
Grappling Hook 10 CP
Hammer 10 CP
Iron Spikes 5 CP
Ladder, 10’ 10 CP
Lantern 20 CP
Mirror 2 CP
Oil Flask 5 CP
Pack 30 CP
Pickaxe 10 CP
Pipe 5 CP
Pole, 10’ 2 CP
Rope, 50’ 15 CP
Sack 10 CP
Shot & Powder (1 usage die) 10 CP
Shovel 10 CP
Sledgehammer 10 CP
Thieve’s Tools 30 CP
Tinder Box 5 CP
Torch 5 CP
Water Skin, quart 2 CP
Wheelbarrow 40 CP

Food, Drink, and Drugs
Beer, pint 3 CP
Lard, quart 5 CP
Pack Food, Meal 15 CP
Roasted Coffee Beans 10 CP
Seaweed Cigar 10 CP
Seaweed Cigarettes (per usage die) 10 CP
Seaweed, Loose (per usage die) 10 CP
Whiskey, quart 40 CP

Critters
Cat 10 CP
Chicken 10 CP
Crab, Pack 60 CP
Crow 10 CP
Dog 30 CP
Goat, Pack 40 CP
Pig 30 CP 

The Soul Economy in Fellhold

So, back when I first started rebooting my home campaign setting from a Tentpole Megadungeon generic D&D world that owed a lot to Dwimmermount and into something a little funkier, one of the ideas I hit upon was that the economy would be based on souls. I didn't really know what that meant, but it seemed cool, so I ran with it. Well, after lots of reading and thinking and coming up with other parts of the world, it finally clicked together into something that makes some (warped, D&D, in-game) sense. To sweeten the deal, I've included some awesome art that my co-creator Eric Koch has done so far. 



Brief Word on How We Got to Now
Far back in dimly remembered times, the Dwarves arose as the first mighty kingdom and took over all the peoples of the lands they could reach. After tens of hundreds of years of dwarven overlordship, nomads of the steppe swept over the empire and made it their own with the help of dark sorcery. These witch kings took on much of the Dwarven culture, liking what they found, but they kept their magical ways, lengthening their lives through many means. After many, many kings, a group of them enacted a ritual to give them unending life - of a sort. The ritual worked, creating the mighty Lich Kings, but so great was their work that it killed the gods. The world turned wrong after that, and eventually the kings and the remnants of their folk had nowhere to run but to a far flung outpost on the edge of the world across the sea - Fellhold.



Birth of the Fiends
When the gods were murdered, their blood fell to earth - pure, concentrated soulstuff, stronger and more fearsome than anything tied to a mortal body. Where it struck, the dumb things of the world - sticks, rocks, beasts, and birds, and so forth - took on the twisted mockery of a soul. Some tiny and petty, others mighty and awful. So were born the fiends. 

The Closing of the Underworld
Something in the liches’ ritual or its aftermath closed our world to the underworld, and the souls of the dead were left to wander around this world unseen and unfelt but by those with the power to do so. Fellhold is wholly full of ghosts. 

Souls and Soulstuff
It is well known that souls are made up of many parts, each its own bit of the whole man or woman. All of these bits are made of soulstuff, the same stuff that godsblood and fiends are made of. Like energy or matter, soulstuff cannot be created or destroyed, but it can change form and state and be moved around. When someone dies, some bits of their soul hang together and become a ghost - others pass on to family or back into the wider world.

The Bits of the Soul
1. Lyke - The Body 
2. Hame - Shape, Seeming
3. Ond - Breath
4. Hugh - Will and Wits
5. Myne - Memory 
6. Wode - Inspiration
7. Hamingja - Luck, Might
8. Fetch - Guardian/Magical Spirit

When someone dies, they lose their Lyke and their Ond, and most of the time lose their Wode, Hamingja, and Fetch. The Hamingja most times passes to close kin, children if the dead had them. Sometimes the fetch goes along to a child, but more often goes out into the world on its own, and rarely finds its way into fiendhood of its own. The wode most often fades back into the world, to be mixed with that of others and taken up by new life, just as the flesh is in the world we can touch.

Ghosts
So, when folks die, they are left with some bit of their Hame, their Hugh, and their Myne. Of these, Myne is far the strongest. Over time, ghosts lose more and more of their Hugh and their Hame, becoming lost, confused, and vague, but their Myne ties them to those things most weighty in their life - often home or kin, but betimes hatred and death. Ghosts sometimes fade together to strengthen the bits that go together - so, your many dead forefathers and foremothers might all fade into a vague set of ancestor spirits. Others are so tied to their homes or other steads that they’ll become a part of the soul of the place - very old and well loved (or hated) buildings have a strong character.



Bottling Ghosts
At some time in the past, someone clever came up with a way to put ghosts into bottles. When done well, using the right kind of glass, these bottles stop the bleeding away of a ghost’s soulstuff over time - at least so far as anyone can tell since ghosts have been bottled. So, ghosts who are bottled get to keep their selves, and can come out sometimes, like when the great grandkids come over. The rest of the time it’s awfully lonesome, though. At least unbottled ghosts have each other to see and talk to.

Fiends and Souls
The souls of living beings belong to them, fair and square - they take no thought in how readily they call upon the different bits of their soul, nor even feel any difference between them. For fiends it is otherwise. Fiends are squatters on their own souls, and their soulstuff comes from the dead mess of the godsblood. Some started with more, others less, but all hunger and thirst for as much soulstuff as they can get - always more. Soulstuff, though, cannot be eaten, drunk, or taken - only given or lost. Over the years, fiends have tried many ways to get what they yearn for, some combing the unseen world for the leavings of fled Wode or Ond, others eating the flesh of the dead, until they found something truly deep: they gain the same strength from owning a soul as from taking it into their own soulstuff. 



The Rise of Soul Banks
Some fiends took note of the bottling of ghosts and the lore of soul ownership and thought up something truly clever. They saw that they could own bottled souls and get everything they wanted. Overtime, further cleverness came about: learning that holding a loan as collateral counts as “owning”, that the bits of the soul could be bottled on their own, and that ownership can be shared without breaking up the soul - only the shares of ownership. And so what started as piles of ghost bottles squirreled away in dark holes grew into great shared vaults, which grew into huge joint stock businesses that now back all of the ebb and flow of commerce in the great city. 

A Quick Word on Worship and Magic
Worship and Magic both involve efforts of the Hugh, though magic also needs to draw on the Hamingja. Worshipping and making magic create a kind of energy from these bits of the soul - not pulling away the actual substance, but made by it, like heat or sound coming from a place of friction. Such "heat and sound" can then pass energy into other soulstuff, strengthening it without enlarging it. So some fiends seek out the worship of living beings, and others make deals with mighty wizards as other ways to gain strength beyond owning souls.



Selling Your Soul
All of this means that the folk of Fellhold have many ways they can “sell their soul”, whether they want to set up a will to be bottled and kept safe upon their natural death, or if they reckon they don’t need their Luck as much as they need to make this month’s rent, all the way up to signing on to a stint as a draug thrall, bottling their soul in the meantime and loaning out their Lyke, Hame, and Ond to work for others. 



Souls and Coins

So, when you put all of this together, you have a thing that is very worthwhile to some and somewhat worthwhile to everyone (bottled souls), that takes a fairly fixed amount of work to make (a life). You can’t spend that thing day to day, however, so you need something else. Over time, the banks took over from the Witch Kings in minting coins, each a token worth some tiny bit of a one of the souls in their vault. If you truly wished, you could take a pile of coins, go into your bank, and walk out with bottled ghosts, maybe to seek a better payout at a neighboring bank - but day to day, almost no one does this. So souls work the way that gold used to work for bank notes and pre-fiat currencies in our own world - the underlying asset that the money gets its worth from.  

By Our Powers Combined: Fellhold has an Artist!

I am very excited to announce that the Fellhold project now has an official artist! The talented and gracious Eric Koch has signed on as the better half of this DIY monstrosity. You can check out his stuff here at his tumblr. So far he has been a joy to work with, and while I plan on greedily hogging all of his RPG-related art time for the next year or so, if after that you're in need of pictures, I highly recommend him.

So far, we've been focusing on concept work, making sure we're on the same page with what some of the weirder stuff in Fellhold looks like. If you've never had someone else produce a piece of work for something that has heretofore only been in your head or words on a screen, let me tell you that it is electrifying.

Anyway, enough of my words, let's get to the good part: some of Eric's concepts. First off, we have some crabmen, who are close to their final look, the first a fighter, and the second a wealthy merchant:

Flippin' Sweet
This second guy is actually a little more typical for a crabman - most are merchants and intellectuals
Next up, we have the very first thing Eric drew, when we were still discussing whether or not to work together as a sort of "here's what I can do" piece. It's his take on a half dwarf (not a literal child of human and dwarf, but instead an entire fairly stabilized race descended from dwarves and humans). While the clothes are probably a bit more medieval than we'll go for in the end, the look is spot on.

I love this guy's gruff face
Finally, we have two early concepts on the star of Fellhold, the city itself. Eric wasn't super happy with the second of these, but I thought it was pretty darn great. Both have done a better job capturing the weird fusion of architectural styles I'm shooting for than anything I've been able to put together.


Isn't that rad? Look especially at that tall building in the mid ground

Eric didn't like this one for artistic reasons, but I think the architectural details are darn near perfect

This week, Eric's starting to take on some demon concepts (hinted at by that fella in the arch above). In other words, lots more exciting things to come!

(Oh, and I'm still cracking away at the words and tables parts, more of that coming to the blog soon).

Call for Fellhold Artist to Conquer the DIY D&D World


[UPDATE 1/6/21: I no longer support spending money on products that benefit Zak S, or giving him positive attention and connection. The short version is that I find credible claims that he has engaged in unacceptable behavior and not made up for it. For more detail, see here for the core of the accusations. To get Zak's side of things, he maintains this separate blog from his main one to post updates on the legal status of these complaints. 
Please consider these claims and make your own decision on their validity, and the implications thereof, before either supporting or shunning Zak.]

I've never felt an especially strong pull to attend Gen Con - my only gaming conventions are one time at Games Day in Baltimore when I was a young lad, and once at North Texas RPG Con last year. Nothing against gaming conventions, it's just that when I'm divvying up limited time and money between say, a vacation with my wife, friends' weddings, and going to play games with strangers, the cons end up at the bottom of the pile. I can play games with strangers any time online!


That being said, next year, apparently there's going to be one hell of a DIY D&D party. This is something I'm seriously tempted to make plans to attend. And as part of the build up, Zak points out that here in the DIY-o-sphere, we have a tremendous surplus of talent. I can't claim any share of that, but I'm gonna keep putting out the best stuff I can that gets me excited.


But I could use some help. Fellhold needs art. I would do it myself, but I'm probably about 5-10 years of full time practice (minimum) away from making art that comes anywhere near my vision for the material. Are you an artist? Do you know any artists? I want to pay a good rate for quality art, and I'm more than happy to collaborate creatively. Let me know if you or someone you know might be interested in bringing the vision of Fellhold to life.


(check out more of the images I've found inspirational here: https://www.pinterest.com/jeffpowellrusse/fellhold/ )

Uncaged: Faces of Sigil Review and Rework Part 1

You can buy it here

[UPDATE 1/6/21: I no longer support spending money on products that benefit Zak S, or giving him positive attention and connection. The short version is that I find credible claims that he has engaged in unacceptable behavior and not made up for it. For more detail, see here for the core of the accusations. To get Zak's side of things, he maintains this separate blog from his main one to post updates on the legal status of these complaints. 
Please consider these claims and make your own decision on their validity, and the implications thereof, before either supporting or shunning Zak.]

While I've been working on the Fellhold reboot recently, I've had an unofficial policy to avoid reading too much "reference material" in the form of other RPG supplements. This is for a couple of reasons. First off, as Zak has pointed out multiple times, a lot of what's been put out for as "Official D&D stuff" over the years has not been great, so why do I want to read mediocre stuff if I'm trying to make great stuff? Secondly, I don't want to get "locked" into imitating stuff that I've seen elsewhere, or read something I like and copy it and miss the amazing idea I might have had on my own.

Instead, I've been trying to hold off when I hear about a book that might do something I'm interested in. So, if a cyberpunk city supplement sounds appealing, instead of reading it and mining it for ideas, I try to think about what could be in there or what I would put in there - and then I can just make that stuff up for Fellhold. Later on I can go back and compare the thing I made with the source that gave me the idea, and see if I missed anything or if their way was totally better.

For some reason, though, the idea of Uncaged: Faces of Sigil just kept creeping into my brain, causing an itch I finally had to scratch. So, over the weekend I gave it a read, and it was basically what I expected (in both the good and bad sense). I probably would have been better off with reading the thumbnail synopsis and then making my own version of it, like I described above, but like I said, I had an itch and I decided to scratch it. Since I gave in and scratched that itch, though, I figured I should do something useful with it, and instead of just telling you what I would change, I'm actually reworking it into something useful (coming up in Part II). Enjoy and let me know what you think!


The Good
First off, the basic idea of what the book is/is for is really good. It's a collection of NPCs that are "ready to go" when a GM needs them. Each is meant to be useful on their own, but they also have various relationships with each other. For an urban campaign, NPCs are where the game is, so having interesting, ready to go NPCs is just as (if not more) important as having a monster manual. I think the reason we haven't seen more of this is because making up interesting/useful people is usually easier than thinking up interesting/useful monsters. Our entire brain is wired to care about other people and their interactions, so we have a lot to fall back on when it comes both to making up people and interacting with them. Making monsters that are fun and interesting when you interact with them in fictional, abstract combat, though, that's tough. 

All that being said, getting good, interesting NPCs handed to you does essentially the same work that good, interesting published monsters do: it saves the GM work and breaks up the "samey-ness" that might happen when they make everything up themselves. Especially in a kooky place like Sigil, getting help with the NPCs is a fantastic idea. And the book does a good job of not just giving you a bunch of humans, elves, dwarves, and other standard types that you could find just anywhere. It takes full advantage of the plane part of Planescape, giving you ogre mages and Genasi and fiends and modrons and sentient plants and more. Another place where the characters shine is that it takes full advantage of all of the levers available with alignment, faction, and personal motivations. There are good characters working with evil characters because they share common ends, there are folks who share a faction but have totally different reasons for working for them, and there are evil characters that can quite likely be useful to the PCs. 

Oh, and how have I gotten this far without mentioning the art? Every single character gets a gorgeous large-size illustration by Tony Diterlizzi (well, the "main" ones - there's a handful at the back with less detail, more on that soon). My favorite one is Zadara the titan. Besides being nice for all the reasons that illustrations in RPG books are always nice, for a book of characters, the illustrations are damn near essential. They make each character more concrete and gives the GM a way to differentiate them. Instead of lengthy description, they can just turn the book to the players and go "they look like this". Now, they could have done more to make the illustrations useful rather than just pretty, but more on that later.

My favorite piece in the book
The various characters are all linked to other people in the book in different ways, and as you read through, you become aware of a few distinct but sometimes related plots. This is actually kind of a neat idea, and I think with a deft enough hand could be done "artistically" - kind of how the key in Deep Carbon Observatory is ordered so that the GM reading through the adventure has a building sense of discovery of what's going on with a "punch line" at the end, or how the interconnections between the different things going on in Maze of the Blue Medusa become clear as you read through the key in order. I'm imagining something that has a metafictional justification for being a collection of short biographical sketches - like a book of royal genealogy or a guide to members of a society or something, and as you read through it, you get pieces of a story that becomes clear by the end (but each entry is still a useful and gameable reference). Anyhow, in Uncaged, you don't get as carefully crafted a build up, but the characters are linked into intrigues and their are hooks to involve the players, which is nice.

In the appendix at the end of the book, there’s a handful of less detailed NPCs that get about a paragraph or two of description, and no detailed workup of powers/combat abilities and so forth. Then you get a half dozen “quick ideas”, which give a name, a bare minimum stat line (race, gender, hit dice, class, level, faction, alignment), and then two sentences or so of characterization. Honestly, these are some of my favorite characters and some of my favorite writing in the book. A booklet of 50-100 interesting, evocative NPCs in this format with a little thumbnail mugshot? That would be awesome.


In terms of layout and information architecture, there's a few high points, but unfortunately, most of what I have to say will be in the next section. As for the good stuff, though, I almost overlooked the table of contents, which gives a little one sentence description of who/what this character is and why you might want to reference them. They're terse and evocative and useful, which is great. The introduction explains the point of the book and how to use the characters presented, and it’s a pretty useful orientation. Within the write-ups themselves, each character has a summary that takes up about a quarter of a page, and in typical late 2E fashion focuses mainly on describing special powers and combat info, but there are some tips on how to roleplay and where to find them. The best part of the summary, though, is the “See Also” section. This little blurb tells you the other NPCs from the book that are especially connected to this NPC and mentioned in their write up.

For the whole book, my favorite piece of information architecture is at the back in the “Ties That Bind” appendix. This brief section provides a list of which NPCs run establishments and what sort it is, which NPCs provide services (and what they are) and little diagrams that show the various intrigues, with a summary of what the intrigue is about. Besides the specific plots, there is also a diagram of “Bigwigs with Jink” which shows the three especially rich/influential people presented in the book, who are their allies and who they oppose. This whole section neatly summarizes the interesting and gameable stuff throughout the book, and it is very much appreciated. There’s also a little section on locations mentioned in the book organized by Ward, with a brief mention of it’s relevance (so and so lives here, this guy runs it, et cetera). 


This is a pretty close runner up for my favorite piece
The Bad
Okay, so a lot of what we’re going to talk about here will not come as a surprise, and a lot of it is more along the lines of how they fell short with the good stuff. Like, there’s nothing terrible about the book, and most of the stuff I’m most upset about is seeing the potential implied not get fulfilled. I’m gonna rag on it a bit here, but it’s all the set up for how we could do something better with the same concept and same characters in part II.

First off, remember back in the “Let’s Talk About Campaign Settings” post on the second edition settings where we talked about padding? Yeah. That. This book is an exercise in padding. A disertation on padding. The platonic ideal of padding. Okay, I exaggerate, obviously, but the padding is strong with this one.

Above, where I said that you don’t need to waste time on a lengthy description if you have a good picture? They do that anyway. You get long backstories and detailed descriptions of stuff that could be usefully (and more interestingly) summarized. There was even a “bait and switch” moment I experienced when reading the introduction. First we get this sentence:

Each entry in this volume includes the same basic information about a Character: personal history, physical appearance, goals, personality, occupation or activities, favorite hangouts in Sigil, and potential connections or utility to the player characters.

And I’m thinking “wow, those are some good headers for NPC entires, if each entry is organized with those, you’ll get plenty of info and it’ll be easy to reference!” Then I read the next sentence:

But you won't find these topics set apart and labeled within the body of the text. Each entry is meant to be read as a narrative one that tells you everything you need to know about a character without reducing him, her, or it to a list of facts.

But, but, but an NPC is a list of facts - that’s what’s useful to the GM. They don’t become a character until those facts are acted out or described by a person. I actually laughed out loud when I read this because it so clearly embodies the late 90’s RPG writing ethos that is now so thoroughly rejected by the DIY D&D crowd. Later on there’s a nod to the fact that that’s not a useful format for GMs in the heat of play, so that’s why they have the “Quick Chant” summary sections mentioned above.

The trouble with the “Quick Chant” sections is that they display mid to late 2E’s typical obsession with combat stats, special powers, and statting everything by PC rules - an obsession that would later find its full flowering in third edition. Now, don’t get me wrong - if you are using all those powers and they are relevant to your game, I’m sure they’re useful to have called out and summarized, but they’re kind of weirdly intermixed with the roleplaying info in the summary. In order, you get a detailed statline, a description of all special abilities (and every character has several), then you get three or four words to summarize their personality, then special equipment, then spells, then spell-like abilities, then the location you can find them, then notes on roleplaying them, then notes on running them in combat, and finally the “see also” we mentioned earlier. Does that order make much sense to you? Cos it doesn’t to me. 

Speaking of combat and special powers - almost all of the characters listed in here are powerful, classed figures. And the descriptions of them often specifically indicate that they use their high level powers to stop people from screwing up the status quo. Want to steal something from that shop? Too bad, she’s got crazy golems made out of the wares. Try to fight the nice gnomish bookstore owner? He’ll wreck your whole day with crazy illusions and his demon paladin friend. 

Such shenanigans could be handled well if they gave a feeling of “wow, Sigil’s a crazy place where you would need ingenious ways to stay on top of things!" Instead, almost all of these kinds of examples feel painfully specifically like “if the players try to fuck with this person or place, here’s how you shut them down.” It’s gross.

This Guy Really Wants to Rub Your Shoulders

Now, there are one or two people who are special or influential despite being 0-level normal folks, but the correlation is usually important = good at fightings. Another typical 2E-ism is that there’s a lot of powerful “good guy” NPCs that are probably intended to be DM-stand-in allies for the PCs, which is kind of boring. One of these powerful good guys runs a day spa. The entry goes on at great length about the services available there (manicures, pedicures, acupuncture, full body massage, facials, you get the drift) and how amazing they are. Somebody contributing to this was way into spas. Don’t get me wrong - spas can be good stuff for RPGs, check out Arnold’s adventure here. But there’s zero indication of why the PCs might care. There’s no intrigue happening there, the spa doesn’t grant you any bonuses or remove any conditions, it reads as if it’s simply a place to encourage “good roleplaying” of the late 90’s sort - describe stuff about your character because it isn’t rules-relevant, or you’re not really roleplaying.

Guess I got a bit worked up about spas too. 

Let’s go back to some of the issues here. I mentioned before that the book includes several intrigues or plots that various NPCs are involved in, which is good. What is less good is that the intrigues are a bit boring and are lacking any serious “so what?” for the players. The main intrigue involves an angel (excuse me, “deva”) running upper planar weapons to the Blood War between demons and devils (ahem, between the Baatezu and Tanar’ri). The angel figures all the fiends will wipe each other out and stick to their own turf if they don’t have to go get weapons elsewhere. Some evil people involved think that the weapons will keep the war going, which they want for their own evil reasons. And some people just want to make a bunch of cash running the weapons across the planes. That’s it - that’s the plot. 

It assumes that the players will care about the blood war because they’re heroes and fiends are bad, right? Another typical 2E-ism. Or, even worse, it perhaps assumes that the GM will present clues to a thing, and the players will investigate because that’s the adventure that was prepared. 

It took me awhile to realize something reading this book, but it was thinking about this plot where I realized something was ringing false. The book sounds like a very sandboxy kind of tool - a grab bag of NPCs to be used as needed as the PCs run around a big, complex city. Having grown used to the modern DIY D&D mindset, I assumed it really was just such a sandboxy tool, since it was not a specific "adventure", where I would have been on guard for railroady bullshit. 

Near the end of the book, though, it clicked that this was written by people caught in the grip of an age of pre-planned storyline adventures. Even if the intent was for the characters to be used in a sandboxy way, the plots they pursue all feel just a bit too “complete” - like "this is the story this person is a character in, no others!" Each PC has very specific goals, actions, and interactions spelled out, and the connections between the NPCs are very tight. This makes the NPCs less modular, which is a shame. Any one character kind of needs all the other ones they're involved with to do anything more interesting than provide a good or service. In other words, when you bring one of these NPCs in as written, you're committing to a particular storyline adventure.

I will say, to the writers'/editors' credit, none of these plots have a specific outcome defined, so maybe I should say a pseudo-storyline type adventure.


Okay, enough ranting about what is lacking in the intrigues, I think you get the idea. Let’s talk about the writing a bit. As mentioned before, it’s quite wordy, and every entry would benefit tremendously from being maybe one quarter the length (which, coming from me is a bit rich, I know). The entries are also presented in a variety of “voices” - sometimes a personal narrative, sometimes an interview, sometimes the typical disembodied all knowing sage of monstrous manual tradition. If this had been done well, it might have been interesting, but instead it just felt kind of grating to me. Your tastes may vary on this obviously, but it felt a little to me like “ooh, look how creative we’re being!” 

The quality of NPCs and their write ups was also variable, which I presume is a remnant of the fact that they came from multiple sources (several appeared first in Dragon, some in adventures, - the original sources are included at the back of the book. No authors are listed in the credits, just an editor. Presumably the “special thanks” section includes the authors). On the plus side, the Planescape cant isn’t too strong - I’m a fan of it when used sparingly, and this one gets it about right. There’s a bit of fun at their own expense - a rogue modron presented in the book uses too much cant and uses it wrong. Unfortunately, some of the humor is fairly “hurr, hurr, see what I did there, guys?” - such as a character in conversation “forgetting” that the realms are on Toril, not Krynn (Get it, you guys? Forgotten Realms, you guys. You guys.). 

And speaking of published campaign settings, I felt like they were referenced too often when talking about the prime material plane. I assume this was TSR trying to push the “interoperability” of Planescape with the other campaign settings, but it just made the prime feel smaller - you keep referencing the same three planets when there’s supposed to be an infinite number out there? Weak sauce. Another way that some of TSR’s questionable business drivers crept into the book is that you get a few wiffs of loathsome metaplot. Some of the entries reference the build up to the forthcoming faction war. I know this sort of stuff was all the rage back then, but I hated it even as a kid, and I hate it even more now. Bleh, keep your stories out of my campaign setting, we’ll make our own, thanks.

Pretty picture, not so easy to quickly find character details
Ahem. Let’s talk about the problems with the layout and organization. Despite the positive things I mentioned above, overall I was not super happy with this aspect of the book. Each NPC entry is an average of 3-5 pages, and that is nothing but straight up prose. Nothing is done to set off important or rules-relevant material in this wall of text, the only formatted section is the “Quick Chant” described above. This sidebar is printed over a faux-parchment texture that made the text over it damn near unreadable at times (at least in my pdf scan - it might read better in print). 

The entries are basically in alphabetical order, but because some characters have last names and others don't, the fact that characters are ordered by their last names if they have one made it somewhat non-obvious, and I imagine it would make flipping through difficult. As I said when talking about the introduction, I would have loved for each NPC to have the sections they detailed as actual headers, or at a minimum, have a little thumbnail that describes that stuff along with the six pages of so-so prose.

And the art! The art was beautiful and large, which is appreciated, but more could have been done, oh yes, much more! Little thumbnails of the character’s faces in the table of contents, some kind of icon for the different plots, more diagrams of how characters are related to each other right there in their entires. Reprints of the art in another section without text so you can show players without giving stuff away. More of it bigger, because you didn't waste space on thousands of words. Basically it was presented as nothing more than decoration, when it could have also been treated as a game aid.


What I'm Gonna Do About It
Okay, enough grousing: since I went to the trouble of reading all of and thinking about what it could have been, hell, should have been - let's just totally go there.
Here’s what I'm thinking:
     - Create headings for the essential stuff and organize the content below them
     - Summarize the good stuff, cut out the bad, lightly edit 
     - Make little face thumbnails for everybody and include them anywhere that character is referenced
     - Tweak the plots to be more open ended, with more hooks for self-interested PCs
     - Create icons for each plot and include them whenever that plot is referenced
     - Make "no words" pictures to show the players - "They look like this"
     - Re-organize the order based on the first word of the name
     - Make better diagrams of relationships and include them with each entry (with the thumbnails from above)

I'll post the results in part II, but there's a lot of culling involved, so I'm not sure how long it'll take. Stay tuned.