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Old 09-19-2024, 02:34 PM   #1
TippetsTX
 
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Default Hexagram #13 Discussion

Rather create a separate thread for each topic or article, I thought it might be more efficient to have one thread where folks can post questions or comments on any of the content presented in the latest Hexagram.

I'll start with Steve's GIFT OF TONGUES idea (pg 9).

This is actually a common spell concept which several other forum members (myself included) have attempted to solve for. See also...
https://forums.sjgames.com/showpost....6&postcount=10
https://forums.sjgames.com/showpost....&postcount=263

The function of Steve's version is nicely described, but the mechanics are frustratingly vague. I assume it would be a Thrown spell and "medium high" level probably means IQ 13 to 15. Not sure I agree that the spell's ST cost should be "high" but I guess that would depend on what he considers high. It certainly shouldn't exceed the cost of something like TELEPATHY. TBH, I think making the spell some kind of lesser version of TELEPATHY makes alot of sense flavor-wise.
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Old 09-20-2024, 08:54 PM   #2
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Default Re: Hexagram #13 Discussion

Question for Howard Kistler about his Clay Battery article... is there more?

It feels like some content may have gotten trimmed due to word-count constraints. How much damage should a 50 volt shock trap do, for example? Do you have ideas for more mad mechanician devices that the battery might power?
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Old 09-30-2024, 11:25 AM   #3
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Default Re: Hexagram #13 Discussion

Minor nit about the Skarg's ORQ article. It is good practice to spell out the first use of an acronym, in this case ORQ. It took me a while to figure out what ORQ was even after I figured out that I had the die in question. Probably others that had the same questions.

I liked the article itself. Good way to make each visit to Skarg's different.

On the off chance someone is still curious ORQ = One Roll Quest.
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Old 09-30-2024, 12:36 PM   #4
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Default Re: Hexagram #13 Discussion

Quote:
Originally Posted by DeadParrot View Post
Minor nit about the Skarg's ORQ article. It is good practice to spell out the first use of an acronym, in this case ORQ. It took me a while to figure out what ORQ was even after I figured out that I had the die in question. Probably others that had the same questions.

I liked the article itself. Good way to make each visit to Skarg's different.

On the off chance someone is still curious ORQ = One Roll Quest.
Although I'm human and not infallible, I have always used that rule when writing reports and do my best to do it emails even when most know the acronym. Some that get pulled into the email may not understand it. It is a great way to lose your audience.
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Old 10-04-2024, 04:18 AM   #5
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Default Re: Hexagram #13 Discussion

Neat to see what Jean has done with my off handed comment about complex generation. I think she's developed a system that resists automation because so much of the scenario generation is tossing puzzle pieces at the GM to assemble into the adventure. For example the GM may have already introduced the locally suppressed religion or may introduce this into the campaign at this point. All that seems to be lacking is a ready source of village/outpost scale map boards or map generators.
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Old 10-10-2024, 02:56 PM   #6
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Default Re: Hexagram #13 Discussion

Agh. Darn.


I meant to provide here, and on the TFT Discord, some stuff removed from Caverns of the Carrion Judge.


But I didn't preserve the earlier version. Let this be a lesson to you.


Let's see if I can recreate it:



Outsiders are forbidden from visiting Gurrend, the vast and impressive dwarven city. Important visitors will be put up in inns set amidst the truck gardens that cluster around the approaches to the city. Less prestigious visitors must make due with hostels in a noisome caravanserai.


There is an exception to the ban on non-dwarves. Those who have committed egregious offenses against the kingdom are welcome to a long stay in Dottkar, the prison far below the grand halls and galleries of Gurrend proper. Offenders are marched through the residential areas, where residents line up to jeer and through moldy bread and rotten vegetables.

A very few dwarves will furtively approach the prisoners and hand them a sack of provisions -- fresh bread, goat cheese, dried fruit -- and a bundle of sheets and blankets. "Let my ---- know we haven't forgotten him!" they might whisper, "If he still lives, share these with him. And may the gods have mercy on you, since the guards won't."


Most of the descent to Dottkar is by a seemingly endless circuit of stairs. The last hundred feet or so are made by a sort of elevator, a large basket able to fit three or four prisoners. The guards below communicate with the crew that mans the winch via a speaking tube. Code words, changed every week or so, are required to summon a basket outside of scheduled visits.
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Last edited by stefanj; 10-19-2024 at 10:59 AM.
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Old 10-18-2024, 12:03 PM   #7
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Default Re: Hexagram #13 Discussion

Quote:
Originally Posted by stefanj View Post
Agh. Darn.

I meant to provide here, and on the TFT Discord, some stuff removed from Caverns of the Carrion Judge.

[SNIP]

Most of the descent to Dottkar is by a seemingly endless circuit of stairs. The last hundred feet or so are made by a sort of elevator, a large basket able to fit three or four prisoners. The guards below communicate with the crew that mans the winch via a speaking tube. Code words, changed every week or so, are required to summon a basket outside of scheduled visits.

The
Looks like it ends abruptly?
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Old 10-19-2024, 11:00 AM   #8
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Default Re: Hexagram #13 Discussion

Edited to remove the superfluous "The" at the end.


That's it, just wanted to restore the flavor-text introduction.
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