Tuesday, December 22, 2009
World Building
World building can be a challenge! Certainly, there are two general approaches--the *top-down* approach, and the local approach. Local approach, of course, has the advantage of designing only what is immediately relevant to the game group. The *top-down* approach is much more of a grand-scale affair, designing the continents and seas, and working down in detail from that point.
Monday, December 21, 2009
Ancient Inspirations
I am always fascinated by ancient history. There is so much that is intriguing, and damned cool. Of course, I liberally use such inspirations for my own campaign world of Thandor. Ancient Greece, Ancient Rome, Babylon, India, the Chinese Empire, the Celts, and on and on. Just a lot of really great stuff to be found in studying these kinds of sources about cultures, history and civilizations.
Some items--
The Vikings
(1) The medieval Vikings had a forging technique--pattern welding--that allowed them to make swords that were flexible, strong, and durable, and entirely superior to anything else in Europe. Rough equivalent knowledge were in Toledo, Spain, and in Damascus, Syria. However, it should be noted, the famous Japanese Samurai swords--the technique they used--was not notably superior to the Viking technology. From what I understand--though I am no swordsmith--the Viking technique arrived at a similar place in swordsmithing as the Japanese techniques, though merely by a different path.
(2) The Norsemen were great explorers, and magnificent sailors. Indeed, the Vikings discovered North America long before Christopher Columbus, and had established a settlement that endured for some time in Newfoundland. The Vikings buried their dead there, and in addition, other Viking artifacts have been found, which combined, cements the achievement that the Vikings settled North America 500 years or more before Columbus. Interestingly, some native folklore suggests that various Indian tribes not only encountered the Vikings, but may also have traded with them, waged war, and adopted them into the tribes or otherwise intermarried with individual Vikings.
The Romans
(1) The Romans developed a variety of welding techniques--some of which were not matched until after the 17th and even 19th centuries. The Romans mastered engineering to such an extent as to create a civilization that enjoyed many elements of what we know of modern society--though the Romans achieved this more than 1500 years ago. The Romans had public bathhouses; plumbing; hot and cold water; heating and air conditioning; vast apartment buildings; shopping malls; fast food; public laundry-mats; daily news services; Public bulletin boards; Hospitals; Schools; Libraries; Brothels; Guilds/Unions; Organized Crime; Political *campaigns*; voting; scandals; and a political climate not far removed in substance from modern day America or Britain; Not to mention advanced medicine and medical practices; the development and spread of *books* and *literature*; and literacy rates for the general population equal to America in the early 20th century.
The Romans also of course possessed advanced military skills, vast armies, a superb navy; special forces. In addition, the Romans had developed their famous roads that connected thousands of miles of the empire, and made swift travel possible; as well as aquaducts that brought plentiful water to every major city and town; a empire-wide mail service; and an advanced sea-going merchant network that allowed the timely transport of thousands of tons of food from thousands of miles away--Egypt--to the city of Rome, so as to feed more than one million inhabitants. These networks also allowed the feeding of other enormous cities in the same network--and thus enhance and increase the populations of many cities to vast heights, and thereby also expand trade to never before seen proportions.
It's no wonder why the Roman Empire captures the imagination throughout the centuries since the fall of Rome. The Romans really did possess a huge, advanced civilization that absolutely overwhelmed and stunned all surrounding civilizations by a vast margin. The Roman Empire boggled the imaginations of everyone--truth be told, the Romans were, much like modern people--also staggered and in awe of themselves as well, to such an extent that the Roman civilization was so vast and so advanced and complex, there were many secrets and techniques that remained a mystery to many normal Romans. (Much like automobiles, computers, and other technologies boggle most people except for educated and trained professionals). Perhaps most interesting--every few years or so, archaeologists and historians alike uncover new details and glimpses that demonstrate that the Romans were even more advanced than previously believed, either in some technique, breadth, or scope of achievement and knowledge--the Romans continue to surprise modern scholars with new heights of Roman civilization.
Just a few tidbits to inspire from the ancient world.
Semper Fidelis,
SHARK
Some items--
The Vikings
(1) The medieval Vikings had a forging technique--pattern welding--that allowed them to make swords that were flexible, strong, and durable, and entirely superior to anything else in Europe. Rough equivalent knowledge were in Toledo, Spain, and in Damascus, Syria. However, it should be noted, the famous Japanese Samurai swords--the technique they used--was not notably superior to the Viking technology. From what I understand--though I am no swordsmith--the Viking technique arrived at a similar place in swordsmithing as the Japanese techniques, though merely by a different path.
(2) The Norsemen were great explorers, and magnificent sailors. Indeed, the Vikings discovered North America long before Christopher Columbus, and had established a settlement that endured for some time in Newfoundland. The Vikings buried their dead there, and in addition, other Viking artifacts have been found, which combined, cements the achievement that the Vikings settled North America 500 years or more before Columbus. Interestingly, some native folklore suggests that various Indian tribes not only encountered the Vikings, but may also have traded with them, waged war, and adopted them into the tribes or otherwise intermarried with individual Vikings.
The Romans
(1) The Romans developed a variety of welding techniques--some of which were not matched until after the 17th and even 19th centuries. The Romans mastered engineering to such an extent as to create a civilization that enjoyed many elements of what we know of modern society--though the Romans achieved this more than 1500 years ago. The Romans had public bathhouses; plumbing; hot and cold water; heating and air conditioning; vast apartment buildings; shopping malls; fast food; public laundry-mats; daily news services; Public bulletin boards; Hospitals; Schools; Libraries; Brothels; Guilds/Unions; Organized Crime; Political *campaigns*; voting; scandals; and a political climate not far removed in substance from modern day America or Britain; Not to mention advanced medicine and medical practices; the development and spread of *books* and *literature*; and literacy rates for the general population equal to America in the early 20th century.
The Romans also of course possessed advanced military skills, vast armies, a superb navy; special forces. In addition, the Romans had developed their famous roads that connected thousands of miles of the empire, and made swift travel possible; as well as aquaducts that brought plentiful water to every major city and town; a empire-wide mail service; and an advanced sea-going merchant network that allowed the timely transport of thousands of tons of food from thousands of miles away--Egypt--to the city of Rome, so as to feed more than one million inhabitants. These networks also allowed the feeding of other enormous cities in the same network--and thus enhance and increase the populations of many cities to vast heights, and thereby also expand trade to never before seen proportions.
It's no wonder why the Roman Empire captures the imagination throughout the centuries since the fall of Rome. The Romans really did possess a huge, advanced civilization that absolutely overwhelmed and stunned all surrounding civilizations by a vast margin. The Roman Empire boggled the imaginations of everyone--truth be told, the Romans were, much like modern people--also staggered and in awe of themselves as well, to such an extent that the Roman civilization was so vast and so advanced and complex, there were many secrets and techniques that remained a mystery to many normal Romans. (Much like automobiles, computers, and other technologies boggle most people except for educated and trained professionals). Perhaps most interesting--every few years or so, archaeologists and historians alike uncover new details and glimpses that demonstrate that the Romans were even more advanced than previously believed, either in some technique, breadth, or scope of achievement and knowledge--the Romans continue to surprise modern scholars with new heights of Roman civilization.
Just a few tidbits to inspire from the ancient world.
Semper Fidelis,
SHARK
Saturday, December 19, 2009
Swords of The Dragon Sea--Characters
Game World: Thandor
Campaign: "Swords of The Dragon Sea"
Characters:
Nawanda
(F) Human; Ethnicity/Culture: Narmedian
Class: Cleric
Pantheon: Narmedian
Description:
Nawanda has dark brown eyes, and shoulder-length, kinky black hair, styled in long, tight braids. Nawanda has dark black skin, a large, rounded nose, and full lips. Nawanda is 5'8" in height, and weighs about 180-lbs. Nawanda is thick, curvy, and voluptuous. Nawanda has broad hips, large boobs, and a big, round butt. Nawanda has beautiful, white teeth, and a bright smile.
Personality:
Nawanda is cheerful, loud, gregarious, and direct. Nawanda is warm, friendly, and down-to-earth. Nawanda usually dresses in fine clothing, rich jewelry, and alluring perfume. She is typically fashionable, and often wears pearly-white and gold beads in her hair. Nawanda is compassionate, thoughtful, and kind. Nawanda loves to sing, and she is an excellent dancer. Nawanda is very sensual, and loves all manner of pleasures.
Background:
Nawanda comes from the city of Khembe, in the Narmedian lands. Nawanda's father is a very successful merchant, while her mother is a respected cleric in the community. Nawanda has three brothers and four sisters.
Abilities:
Strength: 14
Dexterity: 12
Constitution: 14
Intelligence: 12
Wisdom: 16
Charisma: 16
Appearance: 14
Kharanda
(F) Human; Ethnicity/Culture: Mbornu
Class: Fighter
Pantheon: Mbornu
Description:
Kharanda is 5'10" in height, and weighs 165-lbs. Kharanda is thick and voluptuous, with broad hips, a small waist, large boobs, and a large, round butt. Kharanda has long legs, and broad shoulders. Kharanda is strong and muscular, and a fast sprinter. Kharanda has large, dark brown eyes, a rounded nose, and a large mouth, with full lips. Kharanda has long, thick, kinky black hair that reaches to her waist. Kharanda wears her hair tightly braided, and often wears white, gold, and jade-green beads in her hair. Kharanda has dark black skin, which is smooth and flawless. Kharanda has a bright, attractive smile, and sensual eyes.
Personality:
Kharanda is fun-loving, gregarious, and daring. Kharanda is loyal, and disciplined. Kharanda enjoys many kinds of fine food, and is especially fond of grilled meats, and seafood. Kharanda can drink like a sailor, and enjoys a variety of tobaccos as well as occasionally indulging in other indigenous plants and drugs native to her culture and homeland. Kharanda is a decent singer--though she is an outstanding and beautiful dancer, skilled in a variety of traditional tribal dances, as well as belly-dancing. Kharanda is also a skilled musician, having great talent with a variety of tribal drums and flutes. While Kharanda is generally warm, and friendly, and quite engaging--she also has a hot temper, and is fiercely proud--especially of herself, but also of her family, tribe, culture and religion. Kharanda is primitive, wild, and passionate, and entirely in her element in the dangerous rain-forests, plains and wild jungles of Aghanda.
Background:
Kharanda comes from the land of Jubanu, a wild region of rolling plains, rain-forests and hills in the Mbornu Kingdom. Kharanda is of the Mbornu tribes, and her father is a great warrior and captain in the Mbornu armies. Kharanda's mother is a powerful witch. Kharanda has four brothers, and six sisters, and a huge extended family of half-siblings, cousins, aunts and uncles. Kharanda learned to be a warrior from a young age, and was trained by her parents, as well as other powerful and skilled members of her tribe in the arts of combat, the use of weapons and poisons, as well as survival, tracking, fishing, and hunting.
Abilities:
Strength: 18/50
Dexterity: 15
Constitution: 16
Intelligence: 10
Wisdom: 12
Charisma: 16
Appearance: 16
Lytheri
(F) Marlenya (High Elf); Ethnicity/Culture: Dor'Lomenath
Class: Fighter/Cleric
Pantheon: Marlenya
Description:
Lytheri is 6'0" in height, and weighs 145-lbs. Lytheri is lean, muscular, and athletic. Lytheri has smooth, pale skin the colour of fresh cream, with long, platinum-blonde hair that cascades down to her hips. Lytheri is muscular and toned, with a tight, flat belly, and curvy hips and long legs. Lytheri has a large mouth, and a bright smile. Lytheri has pale, silver-blue eyes, and often wears a shimmering blue and silver cloak. Lytheri is fond of fine jewelry, and adorns herself with earrings, an arm-torc, and rings on her fingers. Lytheri also wears a neck-torc, which is carved of fine silver, and features happy wolf-heads yipping and lolling about.
Personality:
Lytheri is sensual, mischevious, and playful. Lytheri loves fine jewelry and exotic perfumes and cosmetics, and rich clothing. Lytheri is a beautiful singer, and a fine dancer of majestic grace and skill. Lytheri loves to sing and dance, and is also skilled with drums, harps, and flutes. Despite her love and passion for these finer things of life--Lytheri is a wild, violent beast, feral and cunning in the wilderness, or ranging aboard a fierce warship, eager to raid new lands and explore the edges of icy seas lapping at strange, mist-shrouded shores. Lytheri loves pleasures of all kinds, and is a total hedonist. Lytheri loves gambling, games, drinking and debauchery and indulges in them at any good opportunity. Lytheri is all business when it comes to warfare, however, and is highly skilled in combat. Lytheri is loyal to her friends and lovers, and can be very generous. Lytheri is eager and ambitious for booty, gold, glory--and exploration!
Background:
Lytheri comes from the dark, forested northern land of Dor'Lomenath--an ancient and powerful elven kingdom. The elves of Dor'Lomenath are famous as wild, aggressive, and bold warriors, and fanatical in defending their kingdom. Lytheri's father is a skilled hunter and warrior, while her mother is a respected warrior-priestess, like Lytheri. Lytheri has two brothers and two sisters.
Abilities:
Strength: 16
Dexterity: 17
Constitution: 14
Intelligence: 10
Wisdom: 14
Charisma: 16
Appearance: 18
Meghande
(M) Human; Ethnicity/Culture: Narmedian
Class: Fighter
Pantheon: Narmedian
Description:
Meghande is 6'10" in height, and weighs 320-lbs. Meghande has dark brown eyes, and dark black skin. Meghande is broad-shouldered, and powerful. Meghande has large hands, powerful limbs, and a rugged demeanor. Meghande has black, kinky hair--though Meghande typically is clean-shaven and bald.
Personality:
Meghande is commanding, with a deep voice, and is dynamic, ambitious, and energetic. Meghande is always friendly and suave with women. Meghande enjoys athletics and is competitive, being eager for most physical trials, sports, and contests. Meghande is fearless and bold, eager to gain gold and glory.
Background:
Meghande comes from the great city of Debune, in the Narmedian Kingdom. Meghande's father is a nobleman, and a fearless warrior and great captain. Meghande has a large family with members involved in religion, politics, the military, as well as several mercantile interests. Meghande has three brothers, and five sisters.
Abilities:
Strength: 18/90
Dexterity: 15
Constitution: 16
Intelligence: 12
Wisdom: 10
Charisma: 16
Appearance: 16
Amon-Harnu
(M) Human; Ethnicity/Culture: Tegheran
Class: Magic-User
Pantheon: Tegheran
Description:
Amon-Harnu is 5'10" in height, and weighs 190-lbs. Amon-Harnu is lean, though handsome, muscular and well formed. Amon-Harnu has bronzed skin, dark piercing brown eyes, and dark, black hair--though he is typically bald. Amon-Harnu wears a neatly-trimmed mustache and goatee.
Personality:
Amon-Harnu is highly educated, and studious. He is a formidable scholar. Amon-Harnu is reserved, though opinionated and can seem arrogant. Amon-Harnu is accustomed to wealth, high status, and privelege. Amon-Harnu is observant, and shrewd, and when he desires to be so, can be suave and charming. Amon-Harnu enjoys all manner of hedonistic pleasures and debaucheries, and is especially fond of fine tobaccos and exotic drinks.
Background:
Amon-Harnu comes from the great city of Sarmandis, in the Tegheran Empire. Amon-Harnu's father is a mage and scholar, as well as a merchant. Amon-Harnu's mother is a cleric. Amon-Harnu has two brothers and three sisters.
Abilities:
Strength: 16
Dexterity: 12
Constitution: 14
Intelligence: 18
Wisdom: 14
Charisma: 15
Appearance: 16
Campaign: "Swords of The Dragon Sea"
Characters:
Nawanda
(F) Human; Ethnicity/Culture: Narmedian
Class: Cleric
Pantheon: Narmedian
Description:
Nawanda has dark brown eyes, and shoulder-length, kinky black hair, styled in long, tight braids. Nawanda has dark black skin, a large, rounded nose, and full lips. Nawanda is 5'8" in height, and weighs about 180-lbs. Nawanda is thick, curvy, and voluptuous. Nawanda has broad hips, large boobs, and a big, round butt. Nawanda has beautiful, white teeth, and a bright smile.
Personality:
Nawanda is cheerful, loud, gregarious, and direct. Nawanda is warm, friendly, and down-to-earth. Nawanda usually dresses in fine clothing, rich jewelry, and alluring perfume. She is typically fashionable, and often wears pearly-white and gold beads in her hair. Nawanda is compassionate, thoughtful, and kind. Nawanda loves to sing, and she is an excellent dancer. Nawanda is very sensual, and loves all manner of pleasures.
Background:
Nawanda comes from the city of Khembe, in the Narmedian lands. Nawanda's father is a very successful merchant, while her mother is a respected cleric in the community. Nawanda has three brothers and four sisters.
Abilities:
Strength: 14
Dexterity: 12
Constitution: 14
Intelligence: 12
Wisdom: 16
Charisma: 16
Appearance: 14
Kharanda
(F) Human; Ethnicity/Culture: Mbornu
Class: Fighter
Pantheon: Mbornu
Description:
Kharanda is 5'10" in height, and weighs 165-lbs. Kharanda is thick and voluptuous, with broad hips, a small waist, large boobs, and a large, round butt. Kharanda has long legs, and broad shoulders. Kharanda is strong and muscular, and a fast sprinter. Kharanda has large, dark brown eyes, a rounded nose, and a large mouth, with full lips. Kharanda has long, thick, kinky black hair that reaches to her waist. Kharanda wears her hair tightly braided, and often wears white, gold, and jade-green beads in her hair. Kharanda has dark black skin, which is smooth and flawless. Kharanda has a bright, attractive smile, and sensual eyes.
Personality:
Kharanda is fun-loving, gregarious, and daring. Kharanda is loyal, and disciplined. Kharanda enjoys many kinds of fine food, and is especially fond of grilled meats, and seafood. Kharanda can drink like a sailor, and enjoys a variety of tobaccos as well as occasionally indulging in other indigenous plants and drugs native to her culture and homeland. Kharanda is a decent singer--though she is an outstanding and beautiful dancer, skilled in a variety of traditional tribal dances, as well as belly-dancing. Kharanda is also a skilled musician, having great talent with a variety of tribal drums and flutes. While Kharanda is generally warm, and friendly, and quite engaging--she also has a hot temper, and is fiercely proud--especially of herself, but also of her family, tribe, culture and religion. Kharanda is primitive, wild, and passionate, and entirely in her element in the dangerous rain-forests, plains and wild jungles of Aghanda.
Background:
Kharanda comes from the land of Jubanu, a wild region of rolling plains, rain-forests and hills in the Mbornu Kingdom. Kharanda is of the Mbornu tribes, and her father is a great warrior and captain in the Mbornu armies. Kharanda's mother is a powerful witch. Kharanda has four brothers, and six sisters, and a huge extended family of half-siblings, cousins, aunts and uncles. Kharanda learned to be a warrior from a young age, and was trained by her parents, as well as other powerful and skilled members of her tribe in the arts of combat, the use of weapons and poisons, as well as survival, tracking, fishing, and hunting.
Abilities:
Strength: 18/50
Dexterity: 15
Constitution: 16
Intelligence: 10
Wisdom: 12
Charisma: 16
Appearance: 16
Lytheri
(F) Marlenya (High Elf); Ethnicity/Culture: Dor'Lomenath
Class: Fighter/Cleric
Pantheon: Marlenya
Description:
Lytheri is 6'0" in height, and weighs 145-lbs. Lytheri is lean, muscular, and athletic. Lytheri has smooth, pale skin the colour of fresh cream, with long, platinum-blonde hair that cascades down to her hips. Lytheri is muscular and toned, with a tight, flat belly, and curvy hips and long legs. Lytheri has a large mouth, and a bright smile. Lytheri has pale, silver-blue eyes, and often wears a shimmering blue and silver cloak. Lytheri is fond of fine jewelry, and adorns herself with earrings, an arm-torc, and rings on her fingers. Lytheri also wears a neck-torc, which is carved of fine silver, and features happy wolf-heads yipping and lolling about.
Personality:
Lytheri is sensual, mischevious, and playful. Lytheri loves fine jewelry and exotic perfumes and cosmetics, and rich clothing. Lytheri is a beautiful singer, and a fine dancer of majestic grace and skill. Lytheri loves to sing and dance, and is also skilled with drums, harps, and flutes. Despite her love and passion for these finer things of life--Lytheri is a wild, violent beast, feral and cunning in the wilderness, or ranging aboard a fierce warship, eager to raid new lands and explore the edges of icy seas lapping at strange, mist-shrouded shores. Lytheri loves pleasures of all kinds, and is a total hedonist. Lytheri loves gambling, games, drinking and debauchery and indulges in them at any good opportunity. Lytheri is all business when it comes to warfare, however, and is highly skilled in combat. Lytheri is loyal to her friends and lovers, and can be very generous. Lytheri is eager and ambitious for booty, gold, glory--and exploration!
Background:
Lytheri comes from the dark, forested northern land of Dor'Lomenath--an ancient and powerful elven kingdom. The elves of Dor'Lomenath are famous as wild, aggressive, and bold warriors, and fanatical in defending their kingdom. Lytheri's father is a skilled hunter and warrior, while her mother is a respected warrior-priestess, like Lytheri. Lytheri has two brothers and two sisters.
Abilities:
Strength: 16
Dexterity: 17
Constitution: 14
Intelligence: 10
Wisdom: 14
Charisma: 16
Appearance: 18
Meghande
(M) Human; Ethnicity/Culture: Narmedian
Class: Fighter
Pantheon: Narmedian
Description:
Meghande is 6'10" in height, and weighs 320-lbs. Meghande has dark brown eyes, and dark black skin. Meghande is broad-shouldered, and powerful. Meghande has large hands, powerful limbs, and a rugged demeanor. Meghande has black, kinky hair--though Meghande typically is clean-shaven and bald.
Personality:
Meghande is commanding, with a deep voice, and is dynamic, ambitious, and energetic. Meghande is always friendly and suave with women. Meghande enjoys athletics and is competitive, being eager for most physical trials, sports, and contests. Meghande is fearless and bold, eager to gain gold and glory.
Background:
Meghande comes from the great city of Debune, in the Narmedian Kingdom. Meghande's father is a nobleman, and a fearless warrior and great captain. Meghande has a large family with members involved in religion, politics, the military, as well as several mercantile interests. Meghande has three brothers, and five sisters.
Abilities:
Strength: 18/90
Dexterity: 15
Constitution: 16
Intelligence: 12
Wisdom: 10
Charisma: 16
Appearance: 16
Amon-Harnu
(M) Human; Ethnicity/Culture: Tegheran
Class: Magic-User
Pantheon: Tegheran
Description:
Amon-Harnu is 5'10" in height, and weighs 190-lbs. Amon-Harnu is lean, though handsome, muscular and well formed. Amon-Harnu has bronzed skin, dark piercing brown eyes, and dark, black hair--though he is typically bald. Amon-Harnu wears a neatly-trimmed mustache and goatee.
Personality:
Amon-Harnu is highly educated, and studious. He is a formidable scholar. Amon-Harnu is reserved, though opinionated and can seem arrogant. Amon-Harnu is accustomed to wealth, high status, and privelege. Amon-Harnu is observant, and shrewd, and when he desires to be so, can be suave and charming. Amon-Harnu enjoys all manner of hedonistic pleasures and debaucheries, and is especially fond of fine tobaccos and exotic drinks.
Background:
Amon-Harnu comes from the great city of Sarmandis, in the Tegheran Empire. Amon-Harnu's father is a mage and scholar, as well as a merchant. Amon-Harnu's mother is a cleric. Amon-Harnu has two brothers and three sisters.
Abilities:
Strength: 16
Dexterity: 12
Constitution: 14
Intelligence: 18
Wisdom: 14
Charisma: 15
Appearance: 16
Friday, December 18, 2009
The Death of WFRP--and Old School Integrity
Greetings!
I was just reading some various reviews of WFRP 3--the new, "innovative" re-imagining of the old WFRP 2 done up by GW/BI/Green Ronin. Wait...WFRP 2....wasn't really "old", now was it? As I recall...WFRP 2 was an outstanding, thorough, and lavish up-dating of the original WFRP that dated to 1986! In addition, WFRP 2 seemed to be universally well-received, by old fans and many, many new converts. Then, *bam*--GW sells the rights to FFG. A bit later, FFG introduces this new game. Apparently, in the previous few years, Green Ronin/BI had already produced all of the major "money-makers" for the system, so, there wouldn't be much for FFG to gain..apparently...by merely producing sourcebooks and modules for the beloved system. Thus, so as to create their own cash-cow, they had to reinvent the wheel.
The new system may be a great game--and most of the reviewers seem to think it is. However, my point is *WHY*? The WFRP 2 system DID NOT NEED DRAMATIC CHANGES. This is merely change for naked greed. No sense of respect for the artistry and integrity of the then-current system--or the devoted fans that had spent considerable bucks in buying the WFRP 2 library....yeah, much like the D&D 3.5 fans, they're screwed now, too.
The whole process of making a new WFRP 3 just seems not only pointless and entirely unnecessary from an artistic and game-point of view--but rankles of such greed as to leave me with a terrible sense of disgust.
I am reminded of the integrity and wisdom of Gary Gygaxx...when he discussed the need for new supplements and modules--but also of the importance of not deluging the customers and fans with needless, gratuitous, or unnecessary expansions and revisions.
When I read of--yet another--commercialized shagging of the fan-base by corporations...all in the search for *profit* and securing some ever elusive "market penetration" it makes me overjoyed that I have decided to return to my "Old School" roots. I can with many members of the OSR community, and small companies, be encouraged that new product is being produced for our benefit--without feeling like we've been ran over by a herd of elephants and left on the roadside.
Semper Fidelis,
SHARK
I was just reading some various reviews of WFRP 3--the new, "innovative" re-imagining of the old WFRP 2 done up by GW/BI/Green Ronin. Wait...WFRP 2....wasn't really "old", now was it? As I recall...WFRP 2 was an outstanding, thorough, and lavish up-dating of the original WFRP that dated to 1986! In addition, WFRP 2 seemed to be universally well-received, by old fans and many, many new converts. Then, *bam*--GW sells the rights to FFG. A bit later, FFG introduces this new game. Apparently, in the previous few years, Green Ronin/BI had already produced all of the major "money-makers" for the system, so, there wouldn't be much for FFG to gain..apparently...by merely producing sourcebooks and modules for the beloved system. Thus, so as to create their own cash-cow, they had to reinvent the wheel.
The new system may be a great game--and most of the reviewers seem to think it is. However, my point is *WHY*? The WFRP 2 system DID NOT NEED DRAMATIC CHANGES. This is merely change for naked greed. No sense of respect for the artistry and integrity of the then-current system--or the devoted fans that had spent considerable bucks in buying the WFRP 2 library....yeah, much like the D&D 3.5 fans, they're screwed now, too.
The whole process of making a new WFRP 3 just seems not only pointless and entirely unnecessary from an artistic and game-point of view--but rankles of such greed as to leave me with a terrible sense of disgust.
I am reminded of the integrity and wisdom of Gary Gygaxx...when he discussed the need for new supplements and modules--but also of the importance of not deluging the customers and fans with needless, gratuitous, or unnecessary expansions and revisions.
When I read of--yet another--commercialized shagging of the fan-base by corporations...all in the search for *profit* and securing some ever elusive "market penetration" it makes me overjoyed that I have decided to return to my "Old School" roots. I can with many members of the OSR community, and small companies, be encouraged that new product is being produced for our benefit--without feeling like we've been ran over by a herd of elephants and left on the roadside.
Semper Fidelis,
SHARK
Mystic Forests!
Greetings!
Mystic Forests
The mystic forest is a standard of many kinds of stories, from historical mythology to fantasy, and of course, in various game campaigns. I am always fascinated by the imagery that the mystical forest evokes, and have developed some elements to make use of mystic forests
in my campaigns oftentimes quickly, and with very little preparation. Mystic Forests are usually densely populated with great trees, of usually oaks or pines--and idyllic meadows and pristine glades, as well as rushing, sparkling rivers and shimmering, mysterious lakes.
The mystical forest is often shrouded in dense fog and strange mists, especially in the early mornings, and later on in the late afternoons towards sundown, and of course, at nighttime, from nightfall to the deep night. It is then, that the meadows and vales of the mystic forest
become illuminated by the bright starlight from the heavens, or bathed in silvery-radiant moonlight that contrasts so sharply with the black, velvet night.
Sights and Sounds In The Mystical Forest
01-05%: Banks of cool, dense fog roll in and obscure virtually everything beyond 5-ft in around the characters.
06-10%: Massive, black stromclouds roll in overhead, and fill the sky with a pressing sense of cold darkness, and of icy rain to come.
11-15%: The skies are a dreary, flat dark grey, with a cold wind blowing, and occasional brief sprinkles of rain.
16-20%: The sky is bursting with clear blue wonder, puffy white clouds lazily floating in the distance, and warm, radiant sunshine streaming everywhere.
21-25%: The forest is dark, and cool, shrouded in banks of mist seemingly everythwhere, though occasionally a beautiful meadow bathed in sparkling
sunshine appears, or a shaft of golden warmth breaks through the clouds and treeline overhead to illuminate a pathway.
26-30%: A small, broken dirt trail is visible along the sloping ridgeline, ckoked by plants and fallen branches and leaves.
31-35%: A small, swift-flowing creek races by in a narrow bed, filling the surrounding forest with the clear, sparkling sounds of the fast-moving water.
36-40%: Shimmering in the sunlight, a majestic waterfall cascades from a high clifftop and into the mist-shrouded depths of a great and wondrous lake.
41-45%: Through the fallen leaves and branches, gradually a strange road can be seen to emerge from the layers of dirt and leaves. The strange road
seems to be crafted from some smooth, beautiful white stone, with silvery-streaks and patches glimmering suddenly in the flashing sunlight.
46-50%: A great swath of rich, green grass runs seemingly forever in a vast greenery, before gradually being hemmed in and swallowed by the dark,
ancient forest.
51-55%: The sloping gully to one side, partially screened by a dense row of trees, suddenly reveals a clustered line of great, moss-covered rocks and boulders.
56-60%: The ancient forest is thick and dense, forcing travel to the left, as the copses of trees become ever more tangled and dense, with great knots of gnarled,
grasping roots breaking through the dark soil and leaves packing the ground below the green canopy above.
61-65%: The ancient forest is thick and dense, forcing travel to the right, as the copses of trees become ever more tangled and dense, with great knots of gnarled,
grasping roots breaking through the dark soil and leaves packing the ground below the green canopy above.
66-70%: The forested clearing gradually becomes denser, and up ahead, a massive line of huge moss-covered boulders and higher banks of sheer gullies and
ravine-sides channel movement to a sharp left direction, moving along a downward sloping greenery.
71-75%: The forested clearing gradually becomes denser, and up ahead, a massive line of huge moss-covered boulders and higher banks of sheer gullies and
ravine-sides channel movement to a sharp right direction, moving along a downward sloping greenery.
76-80%: A sparkling white stone roadway leads swiftly to a great, ancient enclosed bridge, crossing a great river.
81-85%: A sparkling white stone roadway leads swiftly to a great, ancient open-railed bridge, crossing a great river.
86-90%: The grey, shimmering fog gradually parts way, to reveal a great sloping greenery ahead, leading into a beautiful meadow.
91-95%: Suddenly, a flash of lightning strikes in the edge of vision, and a distant echo of thunder rolls across the skies as a gentle rain begins to fall
throughout the area.
96-00%: The treeline breaks suddenly, and before the trees is a sloping gully of dense plants and roots, and the lapping banks of a vast, shimmering lake.
Locations In The Mystical Forest
01-05%: A Single Cave
06-10%: A Cluster of Caverns
11-15%: A Vast Labyrinth of Caves and Lairs
16-20%: A Mist-Shrouded Lake
21-25%: An Ancient Bridge
26-30%: A Strange, Isolated Cottage
31-35%: A Mysterious, Rustic Cabin
36-40%: A Beautiful Meadow
41-45%: An Ancient Glade
46-50%: A Shimmering Waterfall
51-55%: A Steep, Rocky Gorge
56-60%: A Dark, Plunging Chasm
61-65%: A Fog-Shrouded, Cold Marsh
66-70%: A Great Forested Cliff
71-75%: A Steep Riverbank
76-80%: A Mysterious Island
81-85%: A Distant, High Mountain
86-90%: A Dense Treelined Riverbank, Choked with Giant Roots and Moss-Covered Boulders
91-95%: Signs of a Great and Ancient Civilization
96-00%: Special
Great and Ancient Civilization
01-10% Civilization: A Great, Ancient Mound
11-20% Civilization: A Great Road
21-30% Civilization: A Great Circle of Standing Stones
31-40% Civilization: A Great Stone Stairway
41-50% Civilization: An Ancient, Vast Amphitheater
51-60% Civilization: An Ancient Monolith
61-70% Civilization: A Giant, Mysterious Statue
71-80% Civilization: A Moss-Covered Temple
81-90% Civilization: A Moss and Ivy-Choked Tower
91-00% Civilization: Great Center of Habitation (A village or town; a full city; a small harbor; a castle, etc.)
Mystical Forest Encounter Table I
01-05%: Adventurers
06-15%: Elves
16-17%: Halflings
18-28%: Fey Creatures (Check Subtable II below)
29-30%: Undead (Check Subtable III below)
31-35%: Humanoids (Check Subtable IV below)
36-38%: Lycanthrope (Check Subtable V below)
39-40%: Owlbear
41-46%: Magical Animal
47-56%: Herd Beast
57-60%: Predator Animal (Wolf, Dire Wolf, Bear, Dire Bear, etc.)
61-64%: Centaurs
65-68%: Humans--Barbarians, Native Inhabitants
69-72%: Humans--Barbarians, Foreigners
73-77%: Strange Hermit or Wandering Woman
78-82%: Minotaur
83-84%: Giant
85-86%: Treant
87-88%: Unicorn
89-90%: Linnorm Dragon
91-00%: Special (Great Deer, Mythical White Hart, a special Knight, something very unusual)
Mystical Forest Encounters: Fey Creatures Subtable II
Fey Creatures
01-10% Nixies
11-20% Pixies
21-30% Sprites
31-50% Brownies
51-70% Satyrs
71-80% Dryads
81-90% Nymphs
91-00% Joyful Pavillion
Mystical Forest Encounters: Undead Creatures Subtable III
01-20%: A Gang or Patrol of Skeleton Warriors 2d6
21-40%: A Gang of Savage Ghouls 2d6
41-60%: Chilling, Terrifying Wraith; or a group of powerful wraiths 1d6+2
61-80%: A Ghost; single, group, or a bizarre family of ghosts.
81-90%: A squad of Skeleton Knights, led by a Wraith Captain, galloping along on Spectral Horses, into the mists. 2d6+4 Skeleton Warriors, plus 1 Wraith Captain.
91-00%: A Vampire and a pack of vampire minions, lesser vampires, etc. Stalk the nighttime forest. 1 Vampire, plus 2d6+4 Minions, lesser Vampires.
Mystic Forest Humanoid Encounter Table IV
01-30% Gnolls
31-50% Ogres
51-70% Trolls
71-90% Hags
91-00% Special
Mystic Forest Lycanthrope Encounter Table V
01-20% Lycanthrope: Were-Wolf
21-40% Lycanthrope: Were-Boar
41-60% Lycanthrope: Were-Rat
61-80% Lycanthrope: Were-Bear
81-00% Lycanthrope: Special
Mystic Forests
The mystic forest is a standard of many kinds of stories, from historical mythology to fantasy, and of course, in various game campaigns. I am always fascinated by the imagery that the mystical forest evokes, and have developed some elements to make use of mystic forests
in my campaigns oftentimes quickly, and with very little preparation. Mystic Forests are usually densely populated with great trees, of usually oaks or pines--and idyllic meadows and pristine glades, as well as rushing, sparkling rivers and shimmering, mysterious lakes.
The mystical forest is often shrouded in dense fog and strange mists, especially in the early mornings, and later on in the late afternoons towards sundown, and of course, at nighttime, from nightfall to the deep night. It is then, that the meadows and vales of the mystic forest
become illuminated by the bright starlight from the heavens, or bathed in silvery-radiant moonlight that contrasts so sharply with the black, velvet night.
Sights and Sounds In The Mystical Forest
01-05%: Banks of cool, dense fog roll in and obscure virtually everything beyond 5-ft in around the characters.
06-10%: Massive, black stromclouds roll in overhead, and fill the sky with a pressing sense of cold darkness, and of icy rain to come.
11-15%: The skies are a dreary, flat dark grey, with a cold wind blowing, and occasional brief sprinkles of rain.
16-20%: The sky is bursting with clear blue wonder, puffy white clouds lazily floating in the distance, and warm, radiant sunshine streaming everywhere.
21-25%: The forest is dark, and cool, shrouded in banks of mist seemingly everythwhere, though occasionally a beautiful meadow bathed in sparkling
sunshine appears, or a shaft of golden warmth breaks through the clouds and treeline overhead to illuminate a pathway.
26-30%: A small, broken dirt trail is visible along the sloping ridgeline, ckoked by plants and fallen branches and leaves.
31-35%: A small, swift-flowing creek races by in a narrow bed, filling the surrounding forest with the clear, sparkling sounds of the fast-moving water.
36-40%: Shimmering in the sunlight, a majestic waterfall cascades from a high clifftop and into the mist-shrouded depths of a great and wondrous lake.
41-45%: Through the fallen leaves and branches, gradually a strange road can be seen to emerge from the layers of dirt and leaves. The strange road
seems to be crafted from some smooth, beautiful white stone, with silvery-streaks and patches glimmering suddenly in the flashing sunlight.
46-50%: A great swath of rich, green grass runs seemingly forever in a vast greenery, before gradually being hemmed in and swallowed by the dark,
ancient forest.
51-55%: The sloping gully to one side, partially screened by a dense row of trees, suddenly reveals a clustered line of great, moss-covered rocks and boulders.
56-60%: The ancient forest is thick and dense, forcing travel to the left, as the copses of trees become ever more tangled and dense, with great knots of gnarled,
grasping roots breaking through the dark soil and leaves packing the ground below the green canopy above.
61-65%: The ancient forest is thick and dense, forcing travel to the right, as the copses of trees become ever more tangled and dense, with great knots of gnarled,
grasping roots breaking through the dark soil and leaves packing the ground below the green canopy above.
66-70%: The forested clearing gradually becomes denser, and up ahead, a massive line of huge moss-covered boulders and higher banks of sheer gullies and
ravine-sides channel movement to a sharp left direction, moving along a downward sloping greenery.
71-75%: The forested clearing gradually becomes denser, and up ahead, a massive line of huge moss-covered boulders and higher banks of sheer gullies and
ravine-sides channel movement to a sharp right direction, moving along a downward sloping greenery.
76-80%: A sparkling white stone roadway leads swiftly to a great, ancient enclosed bridge, crossing a great river.
81-85%: A sparkling white stone roadway leads swiftly to a great, ancient open-railed bridge, crossing a great river.
86-90%: The grey, shimmering fog gradually parts way, to reveal a great sloping greenery ahead, leading into a beautiful meadow.
91-95%: Suddenly, a flash of lightning strikes in the edge of vision, and a distant echo of thunder rolls across the skies as a gentle rain begins to fall
throughout the area.
96-00%: The treeline breaks suddenly, and before the trees is a sloping gully of dense plants and roots, and the lapping banks of a vast, shimmering lake.
Locations In The Mystical Forest
01-05%: A Single Cave
06-10%: A Cluster of Caverns
11-15%: A Vast Labyrinth of Caves and Lairs
16-20%: A Mist-Shrouded Lake
21-25%: An Ancient Bridge
26-30%: A Strange, Isolated Cottage
31-35%: A Mysterious, Rustic Cabin
36-40%: A Beautiful Meadow
41-45%: An Ancient Glade
46-50%: A Shimmering Waterfall
51-55%: A Steep, Rocky Gorge
56-60%: A Dark, Plunging Chasm
61-65%: A Fog-Shrouded, Cold Marsh
66-70%: A Great Forested Cliff
71-75%: A Steep Riverbank
76-80%: A Mysterious Island
81-85%: A Distant, High Mountain
86-90%: A Dense Treelined Riverbank, Choked with Giant Roots and Moss-Covered Boulders
91-95%: Signs of a Great and Ancient Civilization
96-00%: Special
Great and Ancient Civilization
01-10% Civilization: A Great, Ancient Mound
11-20% Civilization: A Great Road
21-30% Civilization: A Great Circle of Standing Stones
31-40% Civilization: A Great Stone Stairway
41-50% Civilization: An Ancient, Vast Amphitheater
51-60% Civilization: An Ancient Monolith
61-70% Civilization: A Giant, Mysterious Statue
71-80% Civilization: A Moss-Covered Temple
81-90% Civilization: A Moss and Ivy-Choked Tower
91-00% Civilization: Great Center of Habitation (A village or town; a full city; a small harbor; a castle, etc.)
Mystical Forest Encounter Table I
01-05%: Adventurers
06-15%: Elves
16-17%: Halflings
18-28%: Fey Creatures (Check Subtable II below)
29-30%: Undead (Check Subtable III below)
31-35%: Humanoids (Check Subtable IV below)
36-38%: Lycanthrope (Check Subtable V below)
39-40%: Owlbear
41-46%: Magical Animal
47-56%: Herd Beast
57-60%: Predator Animal (Wolf, Dire Wolf, Bear, Dire Bear, etc.)
61-64%: Centaurs
65-68%: Humans--Barbarians, Native Inhabitants
69-72%: Humans--Barbarians, Foreigners
73-77%: Strange Hermit or Wandering Woman
78-82%: Minotaur
83-84%: Giant
85-86%: Treant
87-88%: Unicorn
89-90%: Linnorm Dragon
91-00%: Special (Great Deer, Mythical White Hart, a special Knight, something very unusual)
Mystical Forest Encounters: Fey Creatures Subtable II
Fey Creatures
01-10% Nixies
11-20% Pixies
21-30% Sprites
31-50% Brownies
51-70% Satyrs
71-80% Dryads
81-90% Nymphs
91-00% Joyful Pavillion
Mystical Forest Encounters: Undead Creatures Subtable III
01-20%: A Gang or Patrol of Skeleton Warriors 2d6
21-40%: A Gang of Savage Ghouls 2d6
41-60%: Chilling, Terrifying Wraith; or a group of powerful wraiths 1d6+2
61-80%: A Ghost; single, group, or a bizarre family of ghosts.
81-90%: A squad of Skeleton Knights, led by a Wraith Captain, galloping along on Spectral Horses, into the mists. 2d6+4 Skeleton Warriors, plus 1 Wraith Captain.
91-00%: A Vampire and a pack of vampire minions, lesser vampires, etc. Stalk the nighttime forest. 1 Vampire, plus 2d6+4 Minions, lesser Vampires.
Mystic Forest Humanoid Encounter Table IV
01-30% Gnolls
31-50% Ogres
51-70% Trolls
71-90% Hags
91-00% Special
Mystic Forest Lycanthrope Encounter Table V
01-20% Lycanthrope: Were-Wolf
21-40% Lycanthrope: Were-Boar
41-60% Lycanthrope: Were-Rat
61-80% Lycanthrope: Were-Bear
81-00% Lycanthrope: Special
Thursday, December 17, 2009
Gambling Houses
GAMBLING HOUSES
Gambling houses are a very popular feature in many sword and sorcery stories, as well as many different genres of literature in the modern era especially. However, gambling as an activity and hobby has been present in most human societies throughout history, in many different forms, and featuring many different styles of games, or other activities of competition that feature betting various amounts of wealth on the favoured chance of a particular person or team being victorious. I created some tables for adding some enhanced detail to these establishments in my own campaigns. Whether the scene in the campaign requires a group of rough sailors playing dice down by the docks, or a smoke-filled tavern where gamblers gather around playing cards and such at tables while beautiful women hang on their elbow, smiling and looking glorious--or some dark, jazz-like "Speak-Easy" club where only members are allowed to enter, whereupon the characters enter a dark, sensuous world of games, music, beautiful women, and danger, the gambling house always presents some excellent plot elements and opportunities for fun in the campaign!
Gambling House Access
01-25% Private
26-00% Public
Private Gambling House: Private gambling houses often have secret, hidden locations. Sometimes, these private gambling houses may actually be easy to reach--but are disguised as some other kind of building or business. Entrance is strictly controlled, and forbidden to any non-member. Private gambling houses typically have a specific and exclusive club membership, with membership files extensively detailing who the membership is, personal details, and how long they have been a member, as well as their favoured games, how much they typically spend, and how often they have won, and what amounts. Private gambling houses always charge monthly membership dues, and typically have strict dress codes.
Public Gambling House: Public gambling houses are out in the open, usually easily accessible, and publicly advertised as such. They sometimes charge an entrance fee, and may also have establsihed dress codes.
Gambling House Size
01-25% Small (Comfortably accomodates up to 25 people)
26-55% Standard (Comfortably accomodates up to 100 people)
56-75% Large (Comfortably accomodates up to 500 people)
76-90% Huge (Comfortably accomodates up to 1,000 people)
91-00% Palatial (Comfortably accomodates up to 3,000 people)
Gambling House Quality
01-20% Poor
21-50% Standard
51-75% Fine
76-90% Excellent
91-00% Regal
Poor Quality
Poor quality gambling houses typically have only a few kinds of games offered, have lazy, poor security, and the staff is often lazy, incompetent, and possess very poor or obnoxious attitudes.
Standard Quality
Standard quality gambling houses typically offer a decent variety of games, and have reasonably alert and skilled security. Standard quality gambling houses usually have a good number of alert, skilled and competent staff on hand that possess friendly, courteous and professional attitudes.
Fine Quality
Fine quality gambling houses typically offer a good variety of games, and have unusually alert and highly skilled security. Fine quality gambling houses usually have a large number of very alert, highly-skilled and experienced staff on hand that possess very friendly, courteous and professional attitudes.
Excellent Quality
Excellent quality gambling houses typically offer a broad variety of games, and have extremely alert, highly-trained and elite security. Excellent quality gambling houses usually have an abundant number of extremely alert, highly-skilled and experienced staff on hand that possess very friendly, courteous and professional attitudes. Excellent quality gambling houses routinely have both uniformed and disguised security staff as well as other house staff, providing extra layers of security as well as being very proactive in servicing their guests and seeing to any needs a guest may have in a very professional, gracious manner.
Regal Quality
Regal quality gambling houses typically offer a huge variety of games, and have superb, extremely alert, highly-trained and elite security. Regal quality gambling houses have many security staff that possess highly unusual training and equipment, as well as hidden spies and a fully-equipped staff of elite, ruthless security agents that are prepared to maintain the security of the gambling house at any cost. Regal quality gambling houses usually have a huge, ever-present number of extremely alert, highly-skilled and experienced staff on hand that possess very friendly, courteous and professional attitudes. Regal quality gambling houses routinely have both uniformed and disguised security staff as well as other house staff, providing extra layers of security as well as being very proactive in servicing their guests and seeing to any needs a guest may have in a very professional, gracious manner. Regal gambling houses typically have disguised teams of security staff as well as elite investigators ready and waiting, both inside the gambling house, as well as outside.
Gambling House Ammenities and Features
Liquor and Booze Quality
01-20% Poor Quality Liquor and Booze
21-40% Standard Quality Liquor and Booze
41-60% Good Quality Liquor and Booze
61-80% Excellent Quality Liquor and Booze
81-00% Outstanding Quality Liquor and Booze
Poor Quality Liquor and Booze
Harsh, rough and nasty-tasting liquors, poor, watered wines, and weak, terrible beers. Your dog wouldn't drink this stuff. You might survive a few of these. Thinking of getting good and ripped on this horrible stuff?--forget about it. You may not survive the experience!
Standard Quality Liquor and Booze
Reasonably flavoured wines and decent beers; decent selection of adequate booze and liquors. The selection available is modest; forget about seeing anything of good quality though. The taste and quality is basically acceptable, though grudgingly. Nothing to write home about though.
Good Quality Liquor and Booze
A fairly good selection of better quality liquors and booze; some are well-known for being pretty good. A good range of enjoyable beers available, as well as some good ales. Good wine selection, from white, red, and Chardonnays--even some good champagne.
Excellent Quality Liquor and Booze
The booze and liquors offered are all of very fine quality, excellent flavours, and a broad selection. Many different excellent beers and ales to choose from--from lagers and light, refreshing ales, to pilsners and stouts. Wines and champagnes are delicious, and very enjoyable--beware!--this stuff is so good, you can drink yourself into a stupor without even thinking about it!
Outstanding Quality Liquor and Booze
The selection of booze and liquors is vast--so many choices, flavours and colors! Ranges of experiences and flavours to pick from, all are enjoyable, and delicious. While some may be harsh and very strong--their quality is good going down. Others are so sweet and smooth going down, you may hardly notice how much you're gulping down! Excellent. Ales and beers are both fine domestic and local offerings, as well as many imported from distant lands, as well as famous brewers. Wines and champagnes are simply outstanding in color, flavour, and finish, with a broad selection available, inlcuding many selections from famous and elite vinyards and wineries.
Food Quality and Selection
01-20% Poor
21-40% Standard
41-60% Good
61-80% Excellent
81-00% Outstanding
Poor
Food quality is just terrible. Selection is very limited--perhaps choices of merely three or four dishes, often less. Bowls of gooey stew, pale noodles, and chewy, mystery meat. Breads are like chewy cardboard. This stuff is horrible--but better than starving. Maybe.
Standard
Food quality is adequate, but nothing to get excited about. The selection is generally from 6-12 dishes, with decent spices and seasonings, even if they are rather mundane, simple, or rough.
Good
Quality is tasty and flavourful. Selections are very broad. Many dishes to choose from, all cooked well, with good spices and seasonings available. The meals are quite enjoyable, and very satisfying. It's a meal you can easily look forward to again.
Excellent
Quality is very good, and delicious. Selection is broad, with several styles of cuisine available. The excellent dishes are very well-prepared by skilled cooks, with fine-quality spices and seasonings available.
Outstanding
The food quality is thoroughly enjoyable, and outstanding. The food is so good, it makes you want to talk about the experience, and tell others about the fine food available here. The selection is very large, with many different cusines available, as well as several styles, all prepared by outstanding cooks. Delicious spices and fine seasonings are available, and the meal is an entirely wonderful experience.
Smoke and Tobacco: Quality and Selection
01-20% Poor Tobacco
21-40% Standard Tobacco
41-60% Good Tobacco
61-80% Excellent Tobacco
81-00% Outstanding Tobacco
Poor Tobacco Selection and Quality
Quality is poor, with very few selections of flavours of cigarettes, cigars, or pipe tobaccos. The flavour is terrible, harsh, rough, and entirely too strong. This stuff is ghastly. How can anyone smoke this stuff?
Standard Tobacco Selection and Quality
A decent selection of tobaccos is available, with several kinds and flavours of cigarettes, cigars and pipe tobaccos. These tobaccos are of reasonable quality.
Good Tobacco Selection and Quality
Quality is solid, with good flavours of cigarettes, cigars, and pipe tobaccos. A good range of selections are offered, both from well-known growers, as well as some talented new brands and names in the tobacco crafting market.
Excellent Tobacco Selection and Quality
Broad selections of styles and flavours of cigarettes, cigars and pipe tobaccos. The cigarettes have good flavour, consistent, and expertly rolled. The cigars never have runs, and have good flavour, consistent smoke, easy, smooth draws, and fine finishes. Pipe tobaccos are excellent, well-humidified, with slightly moist texture. Good smoke, nice even burning, pleasant finish.
Outstanding Tobacco Selection and Quality
Cigarettes are excellent and smooth. The cigars never have runs, and are outstanding in every way. The cigars are delicious. Pipe tobacco is excellent, with a broad range of selections. The smoke is fine, and a very good experience with these outstanding tobaccos, each and every time. You could easily get more of this stuff, and look forward to it. Yeah, even paying good money for any of it. It's an entirely enjoyable experience, from start to finish.
Saturday, July 4, 2009
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