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#11 |
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Join Date: Aug 2004
Location: Auckland, New Zealand
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So, when exactly is the last time that anyone actually read 3e Low Tech?
First of all, I disagree that it's a catalog of gadgets, and if the 4e equivalent is keeping all of the information that is present in 3e, I think there is already quite a lot of discussion regarding the infrastructure that supports the gadgets. If anything, I would like to see MORE space devoted to lists of equipment with prices and game stats. However, rather than putting them all in the last 10 pages, perhaps they could be separated out by TL and placed near the appropriate bits of text discussion in the relevant chapter. Also, I found the discussion of technologies in each of the TL chapters to be overly attached to particular cultures, which is fine if that happens to be the culture you're interested in for that TL, but not so good otherwise. I suggest that the 4e book keep the format of having the four sections; one for each TL within the scope of the book, but broaden the discussion to talk about the achievements, abilities and limitations of each TL in more general terms, then somewhere in each section, include as large and exhaustive list as you can of times and places that fit this TL. e.g. TL2 Scandinavia ??? AD - ??? AD Roman Republic/Empire ??? BC - ??? AD Central Europe (France and Germany) ??? AD - ??? AD etc. Or perhaps have only one chart/table, in a prominent location, with an entry for each cultural/geographic region, and a brief paragraph detailing its overall technological progress at various dates, and including notes about deviations from overall TL in specific areas. e.g. Scandinavia can generally be considered to be TL0 until about ??? BC, then TL1 until ???. The early Viking period (~400AD - 700AD) is mostly TL2, but definitely TL3 in the area of sea transport and possibly in some specific areas of arms and armour technology... etc. This way, no matter what cultural inspiration the reader has in mind, they can identify with it and read the more general information through a lens that resonates with them. This also caters more to the reader that is more interested in Fantasy gaming than Historical gaming, as it allows them to more readily adapt the elements from each TL to an entirely fictional culture. Then, at the end of each TL section, have about 10-15 pages devoted exclusively to Fantasy considerations and how myth and magic might affect the technology at this level, as well as lists of fantastic/magical gadgets that fit best with that TL, to supplement the more mundane items in the main part. So, if you keep all of the supporting information that exists in 3e, but generalise it so that it is less culture-specific, increase the information on arms, armour, adventuring supplies, and transport, integrated with weights, prices and game stats throughout the book, and supplemented with game-relevant rules on customisation (especially with respect to melee weapons, armour and bows/crossbows), and tack on 10-15 pages of Fantasy-specific stuff at each TL, I think you should have more than enough to fill 240 pages. In particular, expanding on game rules for smithing, armoury and bow-making, both in mundane and fantasy aspects, would be invaluable. Finally, expanding the Job Table from the 3e version to be consistent with existing rules on wealth by TL, and including info on Cost of Living by TL, that would be great. ... ... Yep, I think I'm about done. |
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| Tags |
| cabaret chicks on ice, low-tech |
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