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Adding a Little Yummy Crunch to Your Old School D&.In the Empire of the Petal Throne™, will you find glory, or a knife in your back? “Choice of the Petal Throne” is a 124,000-word interactive fantasy novel by Danielle Goudeau, where your choices control the story.The Deodand: a Monster of Vancian Splendor.Random Starting Equipment: LotFP Weird Fantasy RPG.The Pelgrane: A Monster of Vancian Splendor Part II.
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Empire of the Petal Throne, the “Gamist” Early Years.Tekumel and the Use of the Weird in Campaign Settings.Experimenting with Experience Points Awards.15 Things That Influenced Your Campaign?.
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Among other things you can find an old email from the same lady that talks about how Barker developed the original manuscript after objecting to Mike Morand, of Old Geezer fame and the likely DM mentioned above, let his players ice the Archangel Michael. If you dig this stuff, you should mosey over there and join up. (By the way all of this information was found on the Tekumel yahoo group. Ironically it was Gary Gygax no less who convinced Barker to create the slightly more-divergent, percentile-diced based system. One should note that this original OD&D-based campaign was not yet the OEPT version that was commercially published by TSR. The following, fascinating account from one of Barker's original players, Lady Anka'a, gives some texture to what the newly-synthesized campaign was like in its first year. I love the telling honesty of that last line. The “church” for good folks resembled Catholicism, while the “temples” for “evil” characters were simplistic borrowings from Robert Howard’s Conan stories and the like. Being a medieval history major, his ruler was a Duke, and the social structure was feudal. One of our first referees, who had played with Gary Gygax and had introduced the game to our group, brought in a government. The format of the game offered interesting complexities, but little was in print. I had been dissatisfied with the background-less, society-less “dungeons” then being played: when one came up out of a “dungeon,” what did one do? Go to a bar, drink, and fight? Go to a “hotel” and sleep until the next “expedition?” Wander around the streets of the “town” where very few buildings had interiors or even shopkeepers? Go to a “temple” to be healed or to “pray” for useful magical benefits, sorcerous weapons, etc.? Go on an “outdoors adventure,” using a set of rules designed to appeal to backpackers? The choices were limited. “ When I first dragged my dusty tomes on Tékumel out of my basement in 1974, I thought of them as little more than background material for a “dungeon” to entertain my friends in our small gaming group at the University of Minnesota.