Re: So, how great is Kromm anyway?
I'm curious to see what David's new book will be about, but I don't think we'll get an answer for at least another few months.
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Re: So, how great is Kromm anyway?
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Or, more speculatively, perhaps it's the gun-design rules that once formed part of the Vehicles project. I think GURPS Arsenal was once mooted as a title? Even more vaguely, it could always be another Spaceships title, though I can't really imagine which design space remains to be explored in that subline. |
Re: So, how great is Kromm anyway?
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Re: So, how great is Kromm anyway?
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Re: So, how great is Kromm anyway?
A new Dungeon Fantasy Monsters?
So, we've had a generic group, a slimy set, a magical menagerie, a den of dragons, and a jumble of demons. So what's next? Undead? Weird Things from Beyond? Fey? |
Re: So, how great is Kromm anyway?
Looks like a lot is happening!
I'm sorry you had a terrible cold, but am glad you're back. But don't blame me for the cold--that was from Ada, not Alden! |
Re: So, how great is Kromm anyway?
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Re: So, how great is Kromm anyway?
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We know Kromm is partial to the topic, so I'm hoping for Undead. Everything from necromantically animated hands (also suitable as 62-point familiars!) to assorted pyramid/barrow attendants to gruesome mass-grave conglomerations to BBEG liches. Obviously you'd update some material from the 3rd-edition Undead title and offer plentiful cross-marketing call-outs to Zombies and Template Toolkit 4: Spirits. |
Re: So, how great is Kromm anyway?
No guesses here as to what category will be next... other than to bet that it won't be Mundane (too broad).
And categories like Plant and Spirit get some treatment in other books, so those are lower on my guess list. Well, I'll welcome anything. Maybe Constructs and Divine Servitors in particular – not that they're notably exciting to me, but they're maybe prime candidates for more fleshing-out. |
Re: So, how great is Kromm anyway?
So much guessing! I will say that Monsters 6 is not about a monster class.
My reason for doing that for demons was, frankly, that demons lend themselves all too well to randomness. A wise man named Eddie once said, "Chinese have a lot of Hells." Something similar holds for demons: If you want a demon of rattlesnake venom in the desert, you'll be waiting a long time for it to show up in a bestiary, so why not roll your own? Almost all of the other monster classes work better as specific examples: Animals actually exist, shouldn't be random, and would fill dozens of 21-pagers – and hybrids would come after all that, so don't wait for it. Constructs ought to be, er, engineered to the encounter. Divine servitors (already in Allies) and Elder Things generally need to serve a purpose somewhat narrower than that of demons . . . but on the other hand, if you want a random one, you could just roll it up as a demon and change the label, so I'd prefer not to offer those so soon after demons. Elementals are cool but there's already a good system for them in Summoners. Mundane is stupidly broad, essentially a catchall, and never going to happen. Slimes have already happened. Less negatively, I agree that plants and undead might be cool, but I can promise you that it isn't either of those this time around. Maybe someday . . . I can also promise you that it isn't a random menagerie, like Monsters 1. Leaving a final clue, this theme is not a class like that of Monsters 2 or 5 (slimes and demons), nor is it as narrow as that of 4 (dragons). It comes closest to that of 3: Monsters linked by an idea. This time, though, the idea isn't linked to the monsters' origins (like myth or magic), but more to their dramatic role and another thing I cannot mention without giving up the guessing game. |
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