I am back after more than one month of silence: I admit that I was on holidays however this doesn’t mean I didn’t work on the project… and this doesn’t mean that I had more time than usual to spend on it unfortunately!
Anyway, I made some steps forward and hereby a summary of what has happened in this period:
I planned a campaign to be run in the next future; this means I wrote some plots an adventures! There are actually two almost developed modules and several drafts still ‘in nuce’… one of the modules is a kind of metaphysical trip starting from a real piece of art: this one!
In addition to that I managed to have different kinds of adventures: the ‘traditional’ module which can be used as a stand-alone product, a themed campaign which is a group of single modules tied together by a common theme (that is not exactly a path like the Pathfinder paths or a sequence of events… I built them up thinking to use them randomly during the campaign whenever the circumstances are favorable… I like the idea that the players can realize a ‘fil rouge’ among the events their characters attended which are not necessarily in a row!) On the concept of ‘themed campaign’ I will come back when I will have completed the first one. Last but not least, I worked on an adaptation of a short story to an adventure (I can’t say more until I run it…) and I have planned another adaptation (this one is based on a folklore tale). One final note goes to the idea to have also some ‘seeds’: I have plenty of them however I miss the time to concentrate on this activity…
With ref to the setting, I made progresses on some details: the geography, the demography, the history and religion… There is nothing completed but some cornerstones have been placed. I am happy about the way I developed the topics however the effort to complete the setting is really impressive as too many details need to be defined and put together! I am not scared by this but I find some concerns about the overall framework: I have now many small pieces and I have not yet clear in my mind how to organize them as a book… this is a relevant issue for me! What is nearly read is an Excel generator of ‘hexes’ in case someone wants to run a ‘sandbox campaing’: to be more precise the generator is a ‘square’ generator since I plan to have 40km squares as the grid of my maps… (apologies to any hortodox, I am not a wargamer and I find more easy having a ‘quadrille map’).
I also made a complete revision and reorganization of the expanded rules: now a part of them is already in the future book whereas another part (larger than the first one) has been re-edited on my notepad and still needs to be moved from paper to file! Within the expanded rules there is the part “How to run a KUP game”… well on this topic, I revised all the notes I already have and there are many other notes I miss (and I should add)… the main point is that now I have to start with some posts here so that I can leave these contents as a preview of this chapter (I had in mind to start writing a series with this title long ago indeed!)
Since I am writing about something I planned some time ago and still haven’t realized, then another point comes to my mind: I have to think and write the ‘KUP manifesto’! This is very important for me! (and very difficult as well…)
All the supplements have been revised and one (the GM notebook) has been re-edited in order to stick with the new version of the core rules… the other supplements will follow in the next future!
From the feedback and subsequent fine tuning on spellcasting mechanics, I decided to add another rule… let me say as a foreword that I am not enthusiastic for this add-on: I am realizing that the rules for magic are getting too many… anyway, I feel this last addition important and therefore it will be part of the core rules: in case a spellcaster uses two words where there is a relevant difference in the ES score (i.e. more than 3), the difference is going to be a negative modifier in the ARC calculation. This can find an explanation in the fact that a character can develop a single word very well and use it with many other words he didn’t develop at the same level: the rule as it is allows to behave with this approach but with a malus. In terms of game-play the explanation is sound as well: if a caster knows a word very well and the second is barely known, then he can have some troubles in casting them within the same spell with the ‘power’ of the strongest one. The amendment to the rules is now present in the updated Errata and the ‘leaflet’ version as well (these files are available as usual at the bottom of the Product page). Enjoy!