Page 5 of 5

Re: V5 in Development

Posted: Mon Jun 02, 2025 9:27 am
by waysoftheearth
Next up:

Map Terrain

Hommage to Dave Arneson's FFC hex map generation method. Bam!

Re: V5 in Development

Posted: Wed Jun 04, 2025 11:13 am
by waysoftheearth
Next up we have:

Human Habitations

Again, a distillation of Arneson's method from FFC. Comments welcome :)

Re: V5 in Development

Posted: Fri Jun 06, 2025 8:31 am
by waysoftheearth
Next up for public preview/comment:

Encounter Areas

This time around, you get to preview the fully annotated version. Enjoy!

Re: V5 in Development

Posted: Mon Jun 09, 2025 2:36 pm
by rredmond
waysoftheearth wrote:
Fri May 30, 2025 11:37 pm
Next up for public preview:

Wilderness Preparation

Comments welcome!
Ooops a wee bit behind here. There's one too many "or"s in the first paragraph :)
I'm thinking you might want a comma after "the nearest dungeon" in the second paragraph? Or maybe commas surrounding "or transposed"?

Just some thoughts that might be helpful :D

Before the players can mount expeditions to discover monster lairs, legendary treasures, or territories to occupy, or the referee must prepare a wilderness map.

The referee’s map must always remain unknown to the players! It should minimally include a village or town where the player can base themselves, the nearest dungeon and immediately surrounding territory.

The referee can create an original, hand-drawn map, adapt an existing map or playing board to serve, or generate a map by random determination.

Whatever the case, the map should be drawn, or transposed, onto hexagonal graph paper.

The referee should, ideally, place the major map features thoughtfully, and use random determination to fill out the remainder of the map, as required.

Re: V5 in Development

Posted: Thu Jun 12, 2025 10:04 am
by waysoftheearth
Thanks @rredmond, well spotted! I will make appropriate corrections...

Re: V5 in Development

Posted: Fri Jun 13, 2025 12:53 am
by waysoftheearth
Next up for public preview:

Monster Lairs


These couple of pages bring together three key elements/tables of the game design:

1. The lair (and therefore monster) distribution in the wilderness,
2. The number of monsters in a lair, and
3. The type of treasure found in the lair.

Comments welcome!

p.s. Yes, use of the term "super-normal" is potentially controversial--open to alternative suggestions :)