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Old 06-29-2017, 08:28 AM   #1
Michael Cule
 
Join Date: Jul 2005
Default Contribute Something For Yrth

From the "What do you want for Yrth?" thread:

Quote:
Originally Posted by David Johansen View Post
I'm not sure, it depends on how mana works. It could be that reducing the mana level beneath the flying island would be highly effective.

I wonder if we should move on to a, "Contribute Something For Yrth" thread?
Yes, we should. Especially as it allows me to drag things off my hard drive that have languished there for many a year and thus boost my languishing ego.

No attempt should be made to ensure compatibility with other contributions. This is intended for inspiration and adaptation to various campaigns. Your Yrth Will Vary.

First: This was written when the Demon Emperor was still firmly on the throne:

THE IMPERIAL SUCCESSION

The Emperors of Megalos have consciously tried to model their realm on Roman precedents, down to the uniforms and organisation of their legionaries. They have also tried to avoid the errors that Rome made of which the worst (in the opinion of the early Emperors) was the instability that came when the succession to the Imperial purple was under dispute.

So for centuries the ritual following the death of an Emperor has gone as follows. The chief Herald of the Empire, Sable Dragon King of Arms, sends out a proclamation to the Empire, declaring the Emperor’s departure and calling all ‘persons of Rank’ who hear the proclamation to attend the next morning at the Great Hall in Megalos to take part in the Acclamation of the New Emperor.

By persons of rank is meant any noble above the rank of knight, all commanding officers of the Legions and all Masters of Religious Orders, Bishops and Archbishops. In the early days of the Empire it was only those within a day’s ride of Megalos who could attend. Nowadays, the announcements go out by the teleport routes and the mages of the Empire bring work hard at getting all who want to be there to the City.

No-one is allowed to bring any troops or bodyguards. The only people permitted to bear arms in the City are the First Legion who man the walls and the Legion True Dragon, who guard the Hall. Inside the Hall, thousands of nobles stand jostling for position: more wait outside. The Imperial Secret Service notes who has not turned up and who is standing near who.

Then Sable Dragon takes out the old Emperor’s will from the magical chest where it is kept and reads it out. It has only one clause, “I (OLD EMPEROR) will the throne of Megalos to (NEW EMPEROR).” At this point every body in the Hall is expected to start to hail the heir with loud cries of “Ave (NEW EMPEROR)” and “Vivat, (NEW EMPEROR)!” and “God save you, (NEW EMPEROR)”) And anyone who does not demonstrate loud and clear loyalty to the heir will have his neck broken and then be eaten by the Lizard Men of True Dragon.

Normally, the Heir is declared long in advance of the Acclamation and has been preparing half his life for this moment. Some Emperors with an unfortunate sense of humour have placed little surprises in their wills and the proud son who thought he had things sewn up finds himself either having to learn to ‘ave’ his despised younger brother or over-looked cousin or feeling a pair of strong, scaly hands on his throat. Normally, heirs are chosen from within the Emperor’s family. Sometimes, competent outsiders are preferred.

This doesn’t prevent people from going back to their estates and raising forces in rebellion but it usually ensures that Megalos the City is loyal to the chosen Heir and there is no immediate threat until after the coronation is over.

Sadly, the current Emperor has refused to name a successor. His paranoia has grown so strong that the list of people he trusts can be counted on the fingers of one hand. And two Sable Dragons and an Archbishop of Megalos have lost their lives for trying to remind him of his duty to the Empire. When he goes (which could be tomorrow the way he debauches himself or could be twenty years from now) it looks as if the chief Herald will find himself with no will to read. And what will happen then? Who will the Legions be loyal to? What will True Dragon see as their duty?
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Old 06-29-2017, 08:33 AM   #2
Michael Cule
 
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Default Re: Contribute Something For Yrth

And this is slightly later than the last thing.

The Choosing of Bishops

In the early years of Christianity on Yrth, before the establishment of the Curia, there was a period when there was no central authority for the Church but a continued need for hierarchy and organisation. And a continued need for Bishops and eventually Archbishops to provide those two commodities. You can’t make new priests without Bishops.

Now, in Catholic dogma, a Bishop is someone whose consecration partakes of the Apostolic Succession. That is that he was made a Bishop by someone whose own consecration could be traced back (in theory) to one of the Twelve Apostles, commissioned by Christ to spread the Faith throughout the world. The annals of Christianity on Yrth speak of at least two itinerant Bishops who were caught up in the Banestorm: an Italian called Paulo and a Norman called Roger. Their original dioceses are not clear from the record and the Church does not encourage sceptical historians to examine these legends too closely. (Given the fact that people from several similar timelines arrived on Yrth at about that period the theological complexity of the mutual validity of the two bishops’ consecrations has driven more than a few scholars mad.) Thus Episcopal continuity was satisfied. However the Church still had to face the problem of how to choose who replaced a deceased Bishop, a matter that was not entirely fixed in canon law on Earth at the time of the Banestorm. Before the rise of the Curia this was decided on by locally evolved customs, most of which gave the local ruler a big say in who got to wear the mitre.

When the Curia emerged as the collegial central authority, they wished to impose a uniform code for the choosing of bishops. The solution that eventually emerged was that of election, a custom already found in some places.

When a Bishop or Archbishop dies, canon laws requires the Dean of his Cathedral to contact the next higher level of authority: the Archbishop in the case of a Bishop, the Curia for an Archbishop. That authority will send a representative to the Cathedral to supervise the election of the new Bishop. At the election of a Bishop the secular clergy of the diocese (that is those not belonging to an Order) will be invited to attend to elect their new leader, most will send a fellow priest with a proxy vote. At the election of an Archbishop the Bishops of the archdiocese are the electors. Local rulers (if Christian) will be permitted to send observers but not to vote. If the candidate chosen is unacceptable to the authority calling the election (the Archbishop or the Curia) the election will have to be repeated until there is a candidate acceptable to both the electors and the higher authority. The heads of the regular Orders are also elected by means specified in their charters and those candidates are also approved or vetoed by the Curia.

That’s the theory. In fact the system varies with local political conditions and the culture of the particular place. In one place there will be a genuinely open election. In another it will be an exercise in pure bribery, politicking and corruption. In a third the election is simply a rubber stamp for a candidate chose by a powerful ruler. The Emperor of Megalos in particular expects to be able to fill any Megalosian vacancy with a candidate of his choice and it is a foolish cleric who tries to defy him.

Oddly, the place where the system works at its best is in the Archdiocese of Tredroy, where the divided nature of political authority means the Church is left to govern its own affairs. A Tredroyan conclave to elect an Archbishop is an exercise in politics as a High Art.
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Old 06-29-2017, 09:25 AM   #3
jason taylor
 
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Default Re: Contribute Something For Yrth

Joint Stock Corporations: These were actually invented in the late Middle Ages and contained most of the refinements we know today. Usually they would however be a catspaw for a powerful family or group of such rather then a self-existent formation.

Alberghi: Somewhere between a clan and a guild. Or rather they were what might be called artificial clans. They were family confederations that controlled a section of urban area as well as some commercial assets. They would likely have a private citadel as well as some public facilities such as a wineshop or bathhouse held in common.

Speaking of that, Chinese clans are also a model. These tend to be scattered but have a headquarters, usually a shrine, where geneological records are kept. I forget what the other details like how combined polices are decided are.

Secret Societies: These can vary from the mundane to the sinister. In some areas they might form an alternate government. In other areas enough officials are members that it is another face of government. The thieves and assassins guilds already give hints of this.
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Old 06-30-2017, 01:29 PM   #4
Michael Cule
 
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Joint Stock Companies seem a natural fit for Tredroy and perhaps Araterre.

The Alberghi are a natural fit to many fantasy universes (I really wish that Columbia Games had thought to flesh out the clans of Harn with the idea) but I suspect the dread hand of Megalos insisting on feudalism would step on it a bit. Their obsession with Roman models would seem to make it a natural fit but having the nobles owe direct fealty to and dependence on the Emperor would seem the best way to avoid 'over mighty subjects'. Perhaps it would be something that could be used as a model for Sahudese society?

I certainly think that any write ups or re-writes of older material should include family/clan alliances especially in Tredroy.

Speaking of Tredroy I'd make it the centre for the insurance industry on Yrth. Mostly marine insurance but there would be other markets too. I once tried to work out what the rates would be for insurance to pay for a resurrection, given that the Jewish healer mages of the city offer it as a commercial service.
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Old 06-30-2017, 01:59 PM   #5
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Default Re: Contribute Something For Yrth

The only thing I've done in Yrth is a short campaign that was essentially low-powered DF before DF was published. We had a hand-to-hand fighter a ranged fighter, a thief and a magician, whom I played.

Mushtaq is a Suni Muslim from Tredoy: he's a younger son of a Tredoy general merchant, and had talent as a mage, so went into training as a company magician. Father went spectacularly broke, and Mushtaq is trying to get cash to let him re-start. Did the Hajj at sixteen before starting mage training, to avoid complications. Considered joining the Michaelites of Cardiel, but that won't rebuild the family fortunes.

His ambitions, once Father is re-financed:
  • Cure the Pilgrim's Plague. This is difficult: one can't use magic in the Holy City, so we need to make people immune to the plague. Resist Disease only lasts an hour, and an item is way too expensive, so we need to look into this "vaccination" idea.
  • The normal to low mana line between Caithness and Megalos is moving. How about the low to none line between Caithness and the Great Desert? Ask the dwarves when and how the desert became no-mana: was this connected with the Banestorm accident?
  • Circular bays with high mana: Keyhole Bay isn't high mana, but how about that island in its centre? It's on the map, but there seems to be no common knowledge about it. One suspects it might be a Magalos base, so caution is advisable!
  • Suhad Spirits. I have a suspicion that those are neither demons nor spirits of other kinds: they're some weird kind of magical creation caused by the rituals of Sahudanese life, which seems to assume that there are spirits everywhere. Sahud is normal mana, and High in places.
  • Is "The Eternal" the way Allah has chosen to show himself to the Elves and Dwarfs of Yrth? Note that "Eternal" is used here much in the sense of "present throughout time," and one of Allah's names in the Koran is "The Ever Living." The idea that "eternal" is important to elves and dwarfs because of their long lifespans would be silly: until humans arrived on Yrth, they didn't have anyone shorter-lived to compare with, and their longer lives mean little in comparison to the vast timespan of the universe, still less Allah's eternity.

Name: Mushtaq ibu Hussain at-Tredoy al-Hajji
Race: Human

Attributes [96]
ST 9 [-10]
DX 10
IQ 15 [100]
HT 11 [10]

HP 9
Will 14 [-5]
Per 14 [-5]
FP 13 [6]

Basic Lift 16
Damage 1d-2/1d-1

Basic Speed 5.25
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities: Christian [1]; Muslim (Native) [0].
Languages: Anglish (Accented) [4]; Arabic (Native) [0]; Latin (None/Literate) [2].

Advantages [48]
Magery (3) [30]
Magery 0 [5]
Signature Gear (3x7pt Powerstones) (6) [6]

Disadvantages [-65]
Code of Honor (Arab) (-2) [-10]
Colorblindness [-10]
Discipline of Faith (Muslim) (-1) [-5]
Honesty (9 or less) [-15]
Phobia (Technophobia) (-1) (12 or less) [-5]
Sense of Duty (Close friends & companions) (Small Group) [-5]
Sense of Duty (Ulema, primary) (Large Group) [-10]
Skinny [-5]

Quirks [-5]
Attentive [-1]
Broad-Minded [-1]
Likes fires! [-1]
Obsession (Mend family fortunes) [-1]
Responsive [-1]

Skills [37]
Animal Handling (Equines) IQ/A - IQ-1 14 [1]
Area Knowledge (Tredroy) IQ/E - IQ+0 15 [1]
Area Knowledge (Yrth) IQ/E - IQ+0 15 [1]
Axe/Mace DX/A - DX-1 9 [1]
Boating/TL3 (Unpowered) DX/A - DX+0 10 [0]
Connoisseur (Literature) IQ/A - IQ-1 14 [1]
Cooking IQ/A - IQ-1 14 [1]
Current Affairs/TL3 (Politics) IQ/E - IQ+0 15 [1]
Current Affairs/TL3 (Travel) IQ/E - IQ+0 15 [1]
Diagnosis/TL3 (Human) IQ/H - IQ-1 14 [2]
Diplomacy IQ/H - IQ+0 15 [4]
Finance IQ/H - IQ-2 13 [1]
First Aid/TL3 (Human) IQ/E - IQ+1 16 [2]
Innate Attack (Projectile) DX/E - DX+1 11 [2]
Law (Suni Islamic) IQ/H - IQ-2 13 [1]
Merchant IQ/A - IQ-1 14 [1]
Packing IQ/A - IQ-1 14 [1]
Physician/TL3 (Equines) IQ/H - IQ-2 13 [1]
Physician/TL3 (Human) IQ/H - IQ-1 14 [2]
Riding (Equines) DX/A - DX+1 11 [0]
Staff DX/A - DX+0 10 [2]
Survival (Plains) Per/A - Per-1 13 [1]
Survival (River/Stream) Per/A - Per-1 13 [1]
Tactics IQ/H - IQ-2 13 [1]
Teaching IQ/A - IQ-1 14 [1]
Teamster (Equines) IQ/A - IQ-1 14 [1]
Thaumatology IQ/VH - IQ+1 16 [2] includes: +3 from 'Magery'
Theology (Suni Islam) IQ/H - IQ-1 14 [2]
Theology (Yrth Christian) IQ/H - IQ-2 13 [1]

Spells [60]
Analyze Magic IQ/H - IQ+1 16 [1]
Apportation IQ/H - IQ+1 16 [1]
Armor IQ/H - IQ+1 16 [1]
Bladeturning IQ/H - IQ+1 16 [1]
Body-Reading IQ/H - IQ+1 16 [1]
Continual Light IQ/H - IQ+1 16 [1]
Cook IQ/H - IQ+1 16 [1]
Create Fire IQ/H - IQ+1 16 [1]
Create Food IQ/H - IQ+1 16 [1]
Create Water IQ/H - IQ+1 16 [1]
Detect Magic IQ/H - IQ+1 16 [1]
Detect Poison IQ/H - IQ+1 16 [1]
Explosive Fireball IQ/H - IQ+1 16 [1]
Extinguish Fire IQ/H - IQ+1 16 [1]
Final Rest IQ/H - IQ+1 16 [1]
Find Direction* IQ/H - IQ+1 16 [1]
Fireball IQ/H - IQ+1 16 [1]
Fireproof IQ/H - IQ+1 16 [1]
Flame Jet IQ/H - IQ+1 16 [1]
Flaming Armor IQ/H - IQ+1 16 [1]
Haste IQ/H - IQ+1 16 [1]
Heat IQ/H - IQ+1 16 [1]
Identify Spell IQ/H - IQ+1 16 [1]
Ignite Fire IQ/H - IQ+1 16 [1]
Itch IQ/H - IQ+1 16 [1]
Lend Energy IQ/H - IQ+1 16 [1]
Lend Vitality IQ/H - IQ+1 16 [1]
Light IQ/H - IQ+1 16 [1]
Major Healing IQ/VH - IQ+1 16 [2]
Measurement IQ/H - IQ+1 16 [1]
Might IQ/H - IQ+1 16 [1]
Minor Healing IQ/H - IQ+1 16 [1]
Missile Shield IQ/H - IQ+1 16 [1]
Pain IQ/H - IQ+1 16 [1]
Pathfinder IQ/H - IQ+1 16 [1]
Purify Water IQ/H - IQ+1 16 [1]
Quick March IQ/H - IQ+1 16 [1]
Recover Energy IQ/H - IQ+1 16 [1]
Resist Cold IQ/H - IQ+1 16 [1]
Resist Fire IQ/H - IQ+1 16 [1]
Seek Earth IQ/H - IQ+1 16 [1]
Seek Fire IQ/H - IQ+1 16 [1]
Seek Food IQ/H - IQ+1 16 [1]
Seek Water IQ/H - IQ+1 16 [1]
Seeker IQ/H - IQ+1 16 [1]
Sense Danger IQ/H - IQ+1 16 [1]
Sense Emotion IQ/H - IQ+1 16 [1]
Sense Foes IQ/H - IQ+1 16 [1]
Sense Life IQ/H - IQ+1 16 [1]
Shape Fire IQ/H - IQ+1 16 [1]
Shield IQ/H - IQ+1 16 [1]
Spasm IQ/H - IQ+1 16 [1]
Stop Bleeding IQ/H - IQ+1 16 [1]
Stun IQ/H - IQ+1 16 [1]
Tell Position IQ/H - IQ+1 16 [1]
Test Food IQ/H - IQ+1 16 [1]
Truthsayer IQ/H - IQ+1 16 [1]
Vigor IQ/H - IQ+1 16 [1]
Warmth IQ/H - IQ+1 16 [1]

*Islamic variant: tells you the direction to Geb’al-Din

Last edited by johndallman; 06-30-2017 at 03:38 PM. Reason: Spell variant
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Old 06-30-2017, 03:26 PM   #6
RogerBW
 
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Default Re: Contribute Something For Yrth

Quote:
Originally Posted by Michael Cule View Post
Speaking of Tredroy I'd make it the centre for the insurance industry on Yrth. Mostly marine insurance but there would be other markets too.
This interacts interestingly with my half-formed idea for a Pirates of the Ring Islands campaign. Insurance Claims Adjusters of the Ring Islands? ("See, you've been pirating too effectively, and we can either charge our clients more (heaven forfend)) or kill you. Unless you want to make a deal.")
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Old 06-30-2017, 04:02 PM   #7
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Quote:
Originally Posted by johndallman View Post
The only thing I've done in Yrth is a short campaign that was essentially low-powered DF before DF was published. We had a hand-to-hand fighter a ranged fighter, a thief and a magician, whom I played.
My close-up fighter from that campaign is online.
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Old 07-01-2017, 05:18 AM   #8
Michael Cule
 
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All of these would make excellent focuses of entire campaigns.

Quote:
Originally Posted by johndallman View Post
The normal to low mana line between Caithness and Megalos is moving. How about the low to none line between Caithness and the Great Desert? Ask the dwarves when and how the desert became no-mana: was this connected with the Banestorm accident?
The trouble here is that one would have to introduce a certain amount of hurry up to a change that has been happening over centuries for it to make PCs interested. I would suggest borrowing (without any satirical intent, honest) from the real world debate on climate change. The PCs are sent to accompany a mage working for the Crown of Caithness to the fringes of the Great Desert. The data obtained indicates that the rate of change is accelerating and is about to flip into another state as the heart of the desert suddenly regenerates. There is disagreement among the thaumaturlogical experts and any way is there anything that can be done to stop such a change? And if it could be done would it be the right thing to do? (What are you going to do? Raise another Banestorm? "A very bold and courageous proposal, Your Majesty but...")

Quote:
Originally Posted by johndallman View Post

Circular bays with high mana: Keyhole Bay isn't high mana, but how about that island in its centre? It's on the map, but there seems to be no common knowledge about it. One suspects it might be a Magalos base, so caution is advisable!
I made the island the centre of the Big Conspiracy Behind Everything on my Yrth.

Quote:
Originally Posted by johndallman View Post
[*]Suhad Spirits. I have a suspicion that those are neither demons nor spirits of other kinds: they're some weird kind of magical creation caused by the rituals of Sahudanese life, which seems to assume that there are spirits everywhere. Sahud is normal mana, and High in places.
Creating the magic system for Sahud is one of the major jobs to be done if it ever gets a new version. It is bound to affect the culture enormously.

Quote:
Originally Posted by johndallman View Post
[*]Is "The Eternal" the way Allah has chosen to show himself to the Elves and Dwarfs of Yrth? Note that "Eternal" is used here much in the sense of "present throughout time," and one of Allah's names in the Koran is "The Ever Living." The idea that "eternal" is important to elves and dwarfs because of their long lifespans would be silly: until humans arrived on Yrth, they didn't have anyone shorter-lived to compare with, and their longer lives mean little in comparison to the vast timespan of the universe, still less Allah's eternity.
The fight between 'liberals' and 'conservatives' in the Muslim nations (do the natives of Yrth deserve to be treated as 'people of the Book'?) would only be second to the fight among the Christians over the topic.

In my GURPS 1100 campaign I allowed myself the vanity of guiding the players at the first Church Council to a very 21st Century set of conclusions.

Quote:
A DECLARATION BY A COUNCIL OF THE CHRISTIAN CHURCH ON YRTH

Assembled at Wellbourne on the Feast of Saint George in the year of our Lord Eleven Hundred and Five.

This Council was called at the inviting of Paulo of Padua, Bishop of Wellbourne, sometime Bishop of Areopolis to reconcile, as much as God permits, the doctrines of the various Churches present on Yrth and to resolve certain theological issues raised by our presence on this new world.

Be it resolved:

FIRSTLY, that we know from comparison of our own histories and the histories known to those we have met that the peoples newly arrived on Yrth have been brought here from many differing worlds. Some vary greatly, some but a little. Of the Christian Churches represented here there is evidence that at least three differing worlds have brought clergy to this Council.

SECONDLY, we most heartily believe that all worlds, whether they know of the doctrines of the Faith or not, are the beloved creations of the One God who we worship. Most certainly that includes the new world, called Yrth by the elves and dwarves, on which we find ourselves. It is blasphemy to suggest, as some have in despair at losing their former homes, that this world is the creation of Satan or his angels for this is to ascribe the power of Creation to that which can only corrupt and destroy. Also we deny it to be mere illusion, a plane of Hell or even of Purgatory but declare it to be a world like any other where we should strive to live as God wills us to.

THIRDLY, that it is plain that the most High God reveals himself to the different worlds in whatever way He sees fit and that though we hold the doctrines of our Faith as the Highest Truth we shall not turn away from our communities any who would live with us as good neighbours, loving justice, showing mercy and acknowledging with humility the limits of our mortal minds and souls even if they know nothing of the One God under any name. Judgement is His, not ours, in all things. As our Lord was merciful to those who did not share the faith of Abraham and as He told of virtue in those who the Temple at Jerusalem would turn away, so we will seek to see the virtues in all who would be our true neighbours.

FOURTHLY, notwithstanding that some of those we meet are plainly not of the blood of Adam and Eve we shall not therefore consider them monsters or accursed unless they by their natures show themselves such. We shall offer the teachings of the Church to all who will hear it and welcome into fellowship all those who hear the call of the Lord, no matter what their origins, form of body or tincture of skin. We shall not seek to convert those who do not know the Faith with the sword but with the Word that was given to us.

FIFTHLY, specifically we shall not hold as our enemies those whose world this first was but shall proffer always the hand of peace, seeking the same in return. The Elves, the Dwarves and their kin are known to worship the Creator of this world of Yrth under the title of the Eternal and we shall not presume to know the Creator (who we believe to be Our Lord) better than them.

May Almighty God guide us ever in our mortal judgements and find them pleasing to His Sight as we attempt to reconcile doctrine and practice in our new world.
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Old 07-01-2017, 07:27 AM   #9
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Sweet, should we set some ground rules like sticking to cannon or just go wild?
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Old 07-01-2017, 08:31 AM   #10
Michael Cule
 
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Sweet, should we set some ground rules like sticking to cannon or just go wild?
It's going to be more useful to other people if we take what's published and treat it as true if not the complete story.

So if you're going completely Alternate Universe say so up top.

You're under no obligation to accept anything anyone else puts into the thread as established though.
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