Gold Star Anime is a store in Edinboro that has gaming days, both roleplaying and card games. The owner, Jerry, invited me to come to his store to run a game of Swords & Wizardry for his customers. I happily agreed.
So last Thursday I drove up there and setup. Unfortunately there was no customers to be had that night. But Jerry's son, also Jerry, showed and we decided to run a game anyway. I got to introduce another player to D&D for the first time but it was the elder Jerry not his son.
Elder Jerry rolled up a Elven Cleric of Silvanus, probably the closest thing I had to a ranger in the Majestic Wilderlands. Younger Jerry rolled up a Halfing fighter. They both rolled well on Jeff Rient's level charge. Elder Jerry got enough XP to gain 4th level and younger Jerry enough to be 5th level! Coupled with the fact that halflings get 1/2 off of their armor meant he was able to get plate armor and a shield along with his gear and weapons.
The adventure was the dungeon from the Swords & Wizardry Quick Start. Like most of these one-offs it started with a request from the Baron of Darkfield for help. In this case several of his villagers were carried off by goblins. Due to other issues he had only two guards left and needed their help to go recuse them.
Our intrepid adventurers were guided to a ruined tower where the stairwell was found that the goblins went down. They carefully investigated the tower uncovering a giant spider that they attacked and killed. Elder Jerry elf took the opportunity to harvest some of the spider's poison to use with his heavy crossbow.
Down into the dungeon they went. They emerged into a large room with many pillars with a demonic looking idea at one end. After throughly investigating the room they went west. There they found a cross passage. Forward there was short westward passage ending at a door. Again carefully checking they heard voices from the south. Pulling their cover on their hooded lantern they noticed that the corridor to the south led to a room lit by a fire.
Slowly they crept down the hall. Peering around the corner they saw 8 goblins, cooking, gambling, and sleeping. Whispering between themselves they decided to attack. The elf attacked and missed with the heavy crossbow. The halfling, named Hunt, rushed and attacked. Using every ounce of his skill, the halfling warrior slaughtered the goblins. Getting five attacks per round he managed to kill every goblins in the room. Finally he was especially happy with the finding of 200 gp in loot.
To the west was a pair of double door. Again carefully checking they opened the door to the room beyond. It was empty with only some scattered debris. However their carefulness paid off when they noticed the two secret doors, one to the north, and the other to the east. They examined the east secret door and found a corridor going further east.
Before proceeding they decided to examine the north door. It opened up into a room where 5 goblins were in a conversation. Unfortunately the goblins were quicker and one of them cast a spell on Hunt the Halfling! But by sheer force of will Hunt's threw off the Charm spells and rushed in. Again using his skill to good effect he proceeded to slaughter the goblins almost single hand.
The room opened to a corridor going west and east. Faced with a multitude of direction they decided to let the dice decide their fate. The roll indicated that they should examine the westward door they found when they exited the first room. Again being careful they heard only the slow drip of water. Entering the room all they found was a broken helmet and a damp ceiling. Fortunately there were doors on the NE wall and the south wall.
They decided to check out the NE wall. After casting a spell the Elven Cleric determined there were no traps. Listening at the door only indicated silence. Opening the door slightly while in darkness resulting only in smelling a damp earth smell and that there was room beyond. When the lantern was unhood it revealed THREE GIANT ANTS!
The light was the catalyst for the ants to attack. The confidence of Hunt the Halfling was shattered when he took two grievous blows in succession that brought him below half his hitpoints. The two acted in concert to stand outside the door where only two of the ants could attack.
The resulting fight was a grueling. Both the Elf and the Halfling suffered wound after wound. Even after the Cleric healing spell the fight remained desperate. Finally an ant went down and the Elven Cleric noticed the original westward door they entered the room in was a lot smaller. So they retreated back through that door forcing the ants to attack only one at time. The Elven Cleric pulled out his crossbow and began shooting.
After downing the second ant and suffering more cuts and bites in the process they figured discretion was the better part of the valor and fled the dungeon. (Note it was the younger Jerry bedtime so the game had to be ended).
It was fun experience and a lot of fun to GM. Despite the two newness to the game the played very well. It was only dumb luck that the ant fight turned out way more difficult than it supposed to. That is the luck of the dice.
I am looking forward to going back up in April to game some more. This time I am going to design some flyers that Jerry can hand out. Hopefully that will drum up some more interest.
Friday, March 5, 2010
Thursday, March 4, 2010
The Sandbox and Player Character Backgrounds
My post yesterday on structuring your sandbox has been making the rounds of other blogs. Like this one at Trollsmyth. This caught my eye.
That not what I do.
My method is more akin to the Traveller method of character generation but without the tables. It is replaced by a mini session or an exchange of email between me and the player. From that comes the player's background. The "context" in which he exists in my Majestic Wilderlands.
This system evolved because only I know all the details and choices of my setting. It is unfair and impractical to require a player in my game to just come up with a background that works in all aspects.
So what I do is sit down and ask them for a rough idea of what they want to play. Then I give some details and choices with the pros and cons. After a half dozen or so rounds of this the result is the character winds up with some allies, some responsibilities, and yes a background.
At no point I am requiring the player to do anything. Most of the time I am giving benefits in the form of resources and allies that the freebooter adventurer would not have. The players realizes they have much to gain so they start to think carefully of their choices. The few times that doesn't result in a benefit is because the player wants to have a challenging role. The player chooses to exist in difficult circumstances.
There is a very practical reason I go this length. Because I found that players get more adventures this way. They wind up caring more about the adventure they choose to go on beyond the loot and gold. There is more at stake, their reputation, prestige, or losing valuable resources and allies. As a result they are more immersed in the campaign.
Another reason to do this that it makes roleplaying easier. I am capable of coming up with quirky personalities coupled with voicework to make a memorable character. But it is far easier to roleplay when I am drawing inspiration from what motivates my character than trying to act out a role. And I find this helps other roleplayers regardless of what their skill level is.
Finally I find this is what you have to do for the long haul. If you want a campaign that last 30 years or even just stick to the same genre. You need to go beyond the tabula rosa.
If you want to see what this looks like from a player's point of view I refer you to these three posts at the Rusty Battle Axe.
Character Creation Part 1
Character Creation Part 2
Character Creation Part 3
And how this impacts the initial sessions of a game read these posts
Majestic Wilderlands Session #1 Part I
Majestic Wilderlands Session #2, Part II
Majestic Wilderlands Players Log
There’s been some talk about getting players “plugged in” to the campaign. Most of it has focused on front-loading character involvement in the campaign. I’m going to respectfully disagree. While I certainly enjoy working with a well-detailed character history, my players will report that it’s more a toy for them to play with than for me these days. I’m much more about giving the players all the rope they need to hang their characters.It is hard to explain all the assumptions you have when you write about something. And I don't feel I did that when I talked about character backgrounds. The traditional view of character backgrounds is that the player writes a paragraph, one page, or god forbid ten pages of material that the GM weaves into the campaign.
That not what I do.
My method is more akin to the Traveller method of character generation but without the tables. It is replaced by a mini session or an exchange of email between me and the player. From that comes the player's background. The "context" in which he exists in my Majestic Wilderlands.
This system evolved because only I know all the details and choices of my setting. It is unfair and impractical to require a player in my game to just come up with a background that works in all aspects.
So what I do is sit down and ask them for a rough idea of what they want to play. Then I give some details and choices with the pros and cons. After a half dozen or so rounds of this the result is the character winds up with some allies, some responsibilities, and yes a background.
At no point I am requiring the player to do anything. Most of the time I am giving benefits in the form of resources and allies that the freebooter adventurer would not have. The players realizes they have much to gain so they start to think carefully of their choices. The few times that doesn't result in a benefit is because the player wants to have a challenging role. The player chooses to exist in difficult circumstances.
There is a very practical reason I go this length. Because I found that players get more adventures this way. They wind up caring more about the adventure they choose to go on beyond the loot and gold. There is more at stake, their reputation, prestige, or losing valuable resources and allies. As a result they are more immersed in the campaign.
Another reason to do this that it makes roleplaying easier. I am capable of coming up with quirky personalities coupled with voicework to make a memorable character. But it is far easier to roleplay when I am drawing inspiration from what motivates my character than trying to act out a role. And I find this helps other roleplayers regardless of what their skill level is.
Finally I find this is what you have to do for the long haul. If you want a campaign that last 30 years or even just stick to the same genre. You need to go beyond the tabula rosa.
If you want to see what this looks like from a player's point of view I refer you to these three posts at the Rusty Battle Axe.
Character Creation Part 1
Character Creation Part 2
Character Creation Part 3
And how this impacts the initial sessions of a game read these posts
Majestic Wilderlands Session #1 Part I
Majestic Wilderlands Session #2, Part II
Majestic Wilderlands Players Log
Labels:
Advice,
majestic wilderlands,
sandbox fantasy
Wednesday, March 3, 2010
Some structure for your Sandbox campaign
In this post at the Old Guy's RPG Blog Chgowiz talks about a difficult session he had as a DM. One comment caught my eye
Which is a recipe for having a bunch of a confused players and a referee not having fun.
I call what I write for my campaign plot. Unlike a story it is a plan comprised mostly of events that happen in the future. The initial plot is written as if the PCs did not exist and unfolds what happens in your setting for the next year or two. The crucial difference between what I do and what "narrative" RPGs do is that after every session I modify my plot to account for what the players did (or not do). Sometimes everything changes and the future is going down a completely different path than I originally planned. It is immensely fun for me when that happens. Remember all the NPCs (unless dead) and all the locales (unless destroyed) are still available for me to use. The context is completely different now that the PC have acted.
As for helping out the PCs with a sandbox campaign you have to remember that they are part of a living breathing world. Like our on live their characters will have family, friends, allies, and enemies. This what gives the players a context in which to make their initial decision. As the campaign progresses often it will take a life of it's own as the consequences of the consequences start propelling the game forward.
Especially for older edition D&D the PC's background are often useful when a character dies. One of the original PC's allies, family, or friends can be selected as the new character for the player. While losing a character always sucks in this case some measure of progress and continuity can be retained.
Most milieus have societies with religions, nobles, and other organizations. Characters that are members these have a instant source of allies, resources and most importantly adventures. There often a price attached in terms of loyalty and/or duty. But for truly interested players these details easily merge in their character's backgrounds.
The key thing is that none of this imposed by the referee. You give the players some choices, and a little guidance and help them to fill in the blanks in their background before playing. The result will be an initial starting point from which they can start wandering the setting.
1. Make some defined missions available. Not everyone wants to go out and explore and just figure out the world on their own. The thing about my sandbox is that while I made this wide open dynamic world that keeps moving on, the players don't feel connected. So I will give them direct opportunities to get connected.For the past several years I participated in several forums discussions on Sandbox campaigns. One point that keeps coming up is the idea that players can pick their own direction. All too often I see sandbox proponents or novices take this to an extreme. Basically saying that the campaign is devoid of any type of plot, story and the referee is there just to adjudicate what the players do.
Which is a recipe for having a bunch of a confused players and a referee not having fun.
I call what I write for my campaign plot. Unlike a story it is a plan comprised mostly of events that happen in the future. The initial plot is written as if the PCs did not exist and unfolds what happens in your setting for the next year or two. The crucial difference between what I do and what "narrative" RPGs do is that after every session I modify my plot to account for what the players did (or not do). Sometimes everything changes and the future is going down a completely different path than I originally planned. It is immensely fun for me when that happens. Remember all the NPCs (unless dead) and all the locales (unless destroyed) are still available for me to use. The context is completely different now that the PC have acted.
As for helping out the PCs with a sandbox campaign you have to remember that they are part of a living breathing world. Like our on live their characters will have family, friends, allies, and enemies. This what gives the players a context in which to make their initial decision. As the campaign progresses often it will take a life of it's own as the consequences of the consequences start propelling the game forward.
Especially for older edition D&D the PC's background are often useful when a character dies. One of the original PC's allies, family, or friends can be selected as the new character for the player. While losing a character always sucks in this case some measure of progress and continuity can be retained.
Most milieus have societies with religions, nobles, and other organizations. Characters that are members these have a instant source of allies, resources and most importantly adventures. There often a price attached in terms of loyalty and/or duty. But for truly interested players these details easily merge in their character's backgrounds.
The key thing is that none of this imposed by the referee. You give the players some choices, and a little guidance and help them to fill in the blanks in their background before playing. The result will be an initial starting point from which they can start wandering the setting.
Tuesday, March 2, 2010
Where is Margash Blackblood? A one page dungeon tale.
You can find out where here. My friend Tim of Gothridge Manor did not just manage to write a kick butt one page dungeon entry but also managed to make it a four parter! Along with a twist ending. So download and enjoy.
Monday, March 1, 2010
Regions Sizes in a setting
On the Swords & Wizardry forum here a question what asked on how size different realms on a map. This is my answer
Estate
Fundamental unit of feudal societies this is typically 1,500 to 3,000 acres supporting a landower household, 5 to 10 yeoman/crafter/freemen and 15 to 30 households of peasants. Household average about 5 individuals.
Barony
A barony is usually anchored by a Keep or Castle and is surrounded by 10 to 15 estates. 2/3 are run by vassal knights The Keep and Castle is either a large village or small town depending on it's location in relation to trade routes typically will have from 75 to 200 households. The Estate surrounding the Keep or Castle will be towards the higher end of the scale say from 2,200 to 3,000 acres. There will be a small number of urban households, more crafters, freemen, and yeomans.
County
A count is originated from a Roman military office of the late empire. A count was in charge of a protection of a region. In a feudal society a count will have between 1 to 4 Barons as vassals. The Count's personal residence is usually a castle and setup similar to the Baron's above.
Duchy
Another late empire military office transformed into a noble titles. Dukes will have up to a half-dozen major vassals (Barons, Counts) along with 0 to 3 other keeps and castles that are directly ruled by the Duke and administered by a bailiff. The Duke's nearly always resides at a castle and it is usually a large town or small city.
March
A region that is a borderland between one realm and another. It varies in the number of baronies however a Count Palantine or a Duke Palantine is placed in charge. Sometime a Warden which is a royal officer is appointed to administer the territory in the name of the King.
Grand Duchy
A Duke that probably an independent realm.
Principality
The same as a Grand Duchy except with a fancier title.
Kingdom
A realm ruled by a King. The best way to estimate it's size is to figure how many baronies there are. After that you can arrange them in a feudal hierarchy. Remember that Kings can have Duke, Counts AND Barons as vassals. So a Baron may be the vassal of a Count or could be a vassal of the King. Make it as simple or complex as you wish.
Empire
The classic empire consists of a metropole or the heartland ruling a number of conquered peripheries (other realms). Imperial Administration consists of representatives of the emperors journeying or living in the periphery realm making sure the local render proper tribute and do what the emperor tells them to do. Colonies may be established throughout the periphery to give imperial troops allies and supplies in the case of revolt.
The barony and estate are the fundamental units you want to use to size your regions and realms. Generally a 2.5 mile hex will have one estate. So a Barony with 15 estates will cover 16 hexes. The 15 estates plus the Baron's castle estate. Generally a Barony will occupy a distinct geographical region like a valley bounded by hills. Also remember that feudal societies tend to disperse the estates of great nobles to prevent them from having a continuous territory.
So in the region of the Barony of Applegate there may be 15 estates. 5 of which are royal estate run by a royal knight or balliff. 10 are owned by the Baron of Applegate. 8 of which he granted to his knights and 2 are run by baliffs in his name. The baron has 5 other estates, 2 are in the Duchy of Newbourne, 2 in the Barony of Oppeln, and the 1 in the County of Westmarr. 3 of these estates are given to his knight while the other 2 are ruled by baliffs in his name.
100 acres = .156 sq miles.
Estate
Fundamental unit of feudal societies this is typically 1,500 to 3,000 acres supporting a landower household, 5 to 10 yeoman/crafter/freemen and 15 to 30 households of peasants. Household average about 5 individuals.
Barony
A barony is usually anchored by a Keep or Castle and is surrounded by 10 to 15 estates. 2/3 are run by vassal knights The Keep and Castle is either a large village or small town depending on it's location in relation to trade routes typically will have from 75 to 200 households. The Estate surrounding the Keep or Castle will be towards the higher end of the scale say from 2,200 to 3,000 acres. There will be a small number of urban households, more crafters, freemen, and yeomans.
County
A count is originated from a Roman military office of the late empire. A count was in charge of a protection of a region. In a feudal society a count will have between 1 to 4 Barons as vassals. The Count's personal residence is usually a castle and setup similar to the Baron's above.
Duchy
Another late empire military office transformed into a noble titles. Dukes will have up to a half-dozen major vassals (Barons, Counts) along with 0 to 3 other keeps and castles that are directly ruled by the Duke and administered by a bailiff. The Duke's nearly always resides at a castle and it is usually a large town or small city.
March
A region that is a borderland between one realm and another. It varies in the number of baronies however a Count Palantine or a Duke Palantine is placed in charge. Sometime a Warden which is a royal officer is appointed to administer the territory in the name of the King.
Grand Duchy
A Duke that probably an independent realm.
Principality
The same as a Grand Duchy except with a fancier title.
Kingdom
A realm ruled by a King. The best way to estimate it's size is to figure how many baronies there are. After that you can arrange them in a feudal hierarchy. Remember that Kings can have Duke, Counts AND Barons as vassals. So a Baron may be the vassal of a Count or could be a vassal of the King. Make it as simple or complex as you wish.
Empire
The classic empire consists of a metropole or the heartland ruling a number of conquered peripheries (other realms). Imperial Administration consists of representatives of the emperors journeying or living in the periphery realm making sure the local render proper tribute and do what the emperor tells them to do. Colonies may be established throughout the periphery to give imperial troops allies and supplies in the case of revolt.
The barony and estate are the fundamental units you want to use to size your regions and realms. Generally a 2.5 mile hex will have one estate. So a Barony with 15 estates will cover 16 hexes. The 15 estates plus the Baron's castle estate. Generally a Barony will occupy a distinct geographical region like a valley bounded by hills. Also remember that feudal societies tend to disperse the estates of great nobles to prevent them from having a continuous territory.
So in the region of the Barony of Applegate there may be 15 estates. 5 of which are royal estate run by a royal knight or balliff. 10 are owned by the Baron of Applegate. 8 of which he granted to his knights and 2 are run by baliffs in his name. The baron has 5 other estates, 2 are in the Duchy of Newbourne, 2 in the Barony of Oppeln, and the 1 in the County of Westmarr. 3 of these estates are given to his knight while the other 2 are ruled by baliffs in his name.
100 acres = .156 sq miles.
Sunday, February 28, 2010
The Revenge of the Harn Weather Table (A ErieCon Tale)
In last monday's game session the party decided not to continue to push west to reach the adventure site. It was obvious they were walking into a warzone and that it would not be a good idea. So they decided to go directly north over the Barradine Mountains to reach the adventure site. The hazard of crossing mountain is the treacherous terrain and weather.
Sure enough the party ran into a blizzard. Almost immediately Dwayne and Tim started teasing me about using the Harn weather table as it was a major component of the Hunting the Cow incident. (The reason they had to hunt was the weather slowed them down causing them to run out of food). And yes I was using the Harn weather table using this site to generate a month worth of weather.
If you use this site the months are Spring (Nuzyeal, Peonu, Kelen), Summer (Nolus, Larane, Agrazhar), Autumn (Azura, Halane, Savor), Winter (Ilvin, Navek, Morgat).
Despite not having any campaign gear the party managed to get below the treeline before the worst of the storm hit and found shelter among the pine woods.
Well when I set out to goto ErieCon 2010 the weather at Meadville was pretty good with most of the road all blacktop and little snow. The weather report indicated a less severe day than the blizzards we got on Friday. But when I past Edinboro an OK day turned into a near blizzard. Since I was only 10 minutes away from the Erie I continued on.
ErieCon was pretty hard hit by the weather and there was only 50 to 60 folks there. Most of them playing videogames, Magic, or another card game. Both my panel and game session was a bust. But luckily for me Jason Sholtis and his crew were playing a S&W game in a module of his own design called Operation: Unfathomable. It is set in his version of the mythic underworld and Jason runs it very well. It was a creepy eerie play full of weirdness and other strange denizens.
What I like especially was the feel of plausibility as it was very clear the area was a wellspring born of chaos. I know that is a strange combination but the right amount of plausibility can do wonders to the suspension of disbelief and Jason did a good job of it.
Since I came late I got to play some of the hirelings, Flaunt an archer, and Cuthuk (sp?) a spearmen. I played Flaunt with a strong drawl and the personality of a hick. Cuthuk was always on the frontline ready to protect those who hired him. I suppose I did something right as I had table laughing at their antic several time. The adventure revolved around find a lost magic rod.
Later one of the players had to leave early and I picked up his mage Lashamar. It came handy near the end of the adventure where I was blasting robots from the future with magic missles, put a whole miniature civilization to sleep with a spell so we could retrieve the magic rod safely, and finally charming a bear man from the future who wanted the rod to go work on a spaceship to get him out of the way.
I really glad I took the plunge and played. Jason style is not something I normally do, I learned a lot in the few short hours I played. It one thing to read Jeff Rients and others about mythic underworlds and funhouse dungeons but nothing beats playing one. Again Jason's version is very well done.
After the game I talked with Jason and his friend John Larrey. It turned out they are both illustrators who have done comics on their own and had some stuff published in Knockspell (both art and adventures). I was ecstatic that I found some local artists that I can hire for future projects. The con was a bust for the plans I had. But in the end it worked out very well.
Sure enough the party ran into a blizzard. Almost immediately Dwayne and Tim started teasing me about using the Harn weather table as it was a major component of the Hunting the Cow incident. (The reason they had to hunt was the weather slowed them down causing them to run out of food). And yes I was using the Harn weather table using this site to generate a month worth of weather.
If you use this site the months are Spring (Nuzyeal, Peonu, Kelen), Summer (Nolus, Larane, Agrazhar), Autumn (Azura, Halane, Savor), Winter (Ilvin, Navek, Morgat).
Despite not having any campaign gear the party managed to get below the treeline before the worst of the storm hit and found shelter among the pine woods.
Well when I set out to goto ErieCon 2010 the weather at Meadville was pretty good with most of the road all blacktop and little snow. The weather report indicated a less severe day than the blizzards we got on Friday. But when I past Edinboro an OK day turned into a near blizzard. Since I was only 10 minutes away from the Erie I continued on.
ErieCon was pretty hard hit by the weather and there was only 50 to 60 folks there. Most of them playing videogames, Magic, or another card game. Both my panel and game session was a bust. But luckily for me Jason Sholtis and his crew were playing a S&W game in a module of his own design called Operation: Unfathomable. It is set in his version of the mythic underworld and Jason runs it very well. It was a creepy eerie play full of weirdness and other strange denizens.
What I like especially was the feel of plausibility as it was very clear the area was a wellspring born of chaos. I know that is a strange combination but the right amount of plausibility can do wonders to the suspension of disbelief and Jason did a good job of it.
Since I came late I got to play some of the hirelings, Flaunt an archer, and Cuthuk (sp?) a spearmen. I played Flaunt with a strong drawl and the personality of a hick. Cuthuk was always on the frontline ready to protect those who hired him. I suppose I did something right as I had table laughing at their antic several time. The adventure revolved around find a lost magic rod.
Later one of the players had to leave early and I picked up his mage Lashamar. It came handy near the end of the adventure where I was blasting robots from the future with magic missles, put a whole miniature civilization to sleep with a spell so we could retrieve the magic rod safely, and finally charming a bear man from the future who wanted the rod to go work on a spaceship to get him out of the way.
I really glad I took the plunge and played. Jason style is not something I normally do, I learned a lot in the few short hours I played. It one thing to read Jeff Rients and others about mythic underworlds and funhouse dungeons but nothing beats playing one. Again Jason's version is very well done.
After the game I talked with Jason and his friend John Larrey. It turned out they are both illustrators who have done comics on their own and had some stuff published in Knockspell (both art and adventures). I was ecstatic that I found some local artists that I can hire for future projects. The con was a bust for the plans I had. But in the end it worked out very well.
Saturday, February 27, 2010
Off to ErieCon 2010
First off I apologize for not posting an ISO.When I started burning CDs I realized that I did not have all my normal tools installed as the result of a HD Crash several month ago. It will take me some time to reassemble them. However as for the CDs themselves I was able to get them burned with the default tools of Windows Vista.
I will be involved in a Old School Panel on Saturday Afternoon and then running a S&W + Majestic Wilderlands game Saturday Evening from 6pm to 10pm. Hope to see some of you there.
I want to say thanks to Jeff Rients of Jeff's Gameblog for contributing a PDF of the Miscellanea of Cinder. I am sure everybody who get these will enjoy them. Finally I appreciate everybody who contributed comments and links in the previous posts.
I will be involved in a Old School Panel on Saturday Afternoon and then running a S&W + Majestic Wilderlands game Saturday Evening from 6pm to 10pm. Hope to see some of you there.
I want to say thanks to Jeff Rients of Jeff's Gameblog for contributing a PDF of the Miscellanea of Cinder. I am sure everybody who get these will enjoy them. Finally I appreciate everybody who contributed comments and links in the previous posts.
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