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These are definitely not intended as hard rules, even for myself, and I will adjust or discard them later if they prove confining, but I needed something to get the ball rolling. So without further ado:
1. Introduction (aim for 1,500-4,000 words)
- Overview of the Setting: Keep it tight and evocative, and try to make the first few hundred words an elevator pitch for the setting.
2. Chapter One: Character Creation (aim for 4,000-6,000 words)
- Process: Describe the character creation process (within the limits of the Pinnacle licence), including anything that differs from the core rules.
- Archetypes: List around 5-15 character archetypes, with roughly 50-200 words of description for each.
- Races: List the races, with roughly 50-200 words of description for each (not including ability descriptions).
- Hindrances: 5-10 new Hindrances geared towards capturing the flavour of the setting.
- Edges: 20-30 new Edges geared towards capturing the flavour of the setting.
- Arcane Backgrounds: List which Arcane Backgrounds are available, and describe their usage and available powers.
3. Chapter Two: Equipment (aim for 1,000-4,000 words)
- Currency: What sort of coins or other forms of currency are used in the setting.
- Adventuring Gear: List of prices and weight.
- Weapons: List of prices, weight, and mechanics.
- Armour: List of prices, weight, and mechanics.
- Special: List any special items that are used in the setting.
- Descriptions: For any listed items that aren't self-explanatory.
4. Chapter Three: Setting Rules (aim for 1,000-4,000 words)
- Setting Rules: Aim for 3-5 new rules that help capture and evoke the flavour of the setting.
5. Chapter Four: Magic (size of this chapter depends entirely on the setting, anything from 0 to 10,000 words)
- Religions: List the different gods, along with aspects, powers, duties and sins (as per the FC).
- Powers: List any new powers.
- Other: Provide any further information or rules related to magic.
6. Chapter Five: Setting Information (aim for 15,000-25,000 words)
- History and Geography: Fluff about the setting, split into sections and subsections as appropriate (a typical subsection should ideally be around 100-300 words).
7. Chapter Six: GM's section (special)
- Special: Move anything here from the other chapters (particularly Setting Information) that should be kept secret from the players.
8. Chapter Seven: Adventures (aim for 3,000-6,000 words)
- Savage Tales: Include at least 2-3 short adventures (each around 1,000-1,500 words, the same as a One Sheet)
- Adventure Seeds: Brief outlines for further adventures (each perhaps 50-100 words).
- Adventure Generator: System for randomly generating new adventures (typically 500-3000 words)
9. Chapter Eight: Bestiary (aim for 5,000-10,000 words)
- Major NPCs: List of the major NPCs in the setting. Each should have a description (40-60 words) and some background information (200-300 words), as well as a statblock.
- NPC archetypes: List any common NPC archetypes (town guard, wandering minstrel, insane cultist, etc), along with some descriptive text (perhaps 50-200 words).
- Monsters: List any monsters specific to the setting, along with some descriptive text (perhaps 100-300 words).
The total document should be around 45,000-50,000 words, which after layout and artwork should be around 90-100 pages.
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