Slowly but surely, this work continues apace. As the definitive BX rulebook for my own campaign setting, the Shattered Sky Player's Guide is meant to present the classic rules and options in a style and format to compliment my home game. Of course, it is also an exercise in nostalgia - as I flip through the hallowed pages of some of my favorite D&D reference books and ask myself, "What would Mothshade do?"
More text from the Guide:
More text from the Guide:
The Scope of
the Rules
The
Shattered Sky Setting Basic Rulebook covers adventuring in all environments,
with characters of up to 14th level. At the time of this writing, higher
experience levels are not within the purview of these rules.
Inside and
Outside of the Dungeon
The
Shattered Sky setting is a fully realized world with adventures occurring in
just about every possible environment. There will be dungeon adventures and the
wilderness is more than just an option - it is pervasive. Players can expect to
endure environments ranging from deep caverns or underwater ruins to primeval
forests and castles in the clouds.
From
Basic-Expert to Shattered Sky
The
contents of this book reflect the preferences and experiences of the writer.
This implies house rules, setting-specific additions and changes, as well as
options based upon personal preference. As these rules are being written for
the exclusive use of this DM and his willing players, no apologies are implied
or offered for any of the content to come. This is merely the game the DM
prefers to run at this time.
Character Alignment
Though
the player characters are expected to act as heroes, the only real requirement
is that they not cultivate evil habits or pursuits. The three base alignments
of Lawful, Neutral, or Chaotic are
still in effect, but will not be considered absolutes when applied to player
characters or NPCs.
A
player character may be of any alignment - but is assumed to be predominantly
good in outlook, or neutral, at the very least. The following describes what is
meant when you put an alignment on your character sheet.
Lawful
indicates an adherence to the rules and practices of civilization and society.
You are inclined to be upright and cooperative, but not to the point of being a
sycophant or slave. Order is good - tyranny is bad. Law is about structure.
Neutral implies
a tendency to do what seems right in a given situation. You are not ambivalent
or non-aligned, you prefer to see both sides of every circumstance and strive
to exist in a state of harmony. Neutrality is about balance.
Chaotic encompasses
the desire for freedom and personal expression. You do not act randomly or
contrary to the established norm, instead seeing that there may be more than
one correct answer or response to most problems. Chaos is about individuality.
Regardless
of your professed alignment, a hero is still expected to do the most good
possible during the course of adventuring. The Shattered Sky setting has a lot
of room for heroes - less so for opportunists.
There
are no alignment languages in Shattered Sky.
Encumbrance
The weight and bulk of equipment
your PC carries should be noted. Not that every coin weight needs to be
calculated and recorded, but there will be times when the DM will ask how much
you weigh - and this includes encumbrance. Those times will often pop up during
crucial moments in the game, like when being chased by an enraged dragon or
crossing a rickety 500-year-old wood-and-rope footbridge spanning a deep chasm.
If the DM asks what your weight is, that means the number will be important and
the reply needs to be precise.
Weapons
Shattered
Sky uses the Variable Weapon Damage option
and each weapon in the Cost of Weapons
and Equipment section will include its individual damage range (see page
SS#).
Monsters
This
setting includes a number of variants based upon existing monsters, as well as
monsters entirely new and exclusive to the campaign world or converted and
adapted from other supplements and editions of the game to suit these rules.
The player is strongly cautioned against presuming that any monster encountered
is something familiar.
Treasure and Magic Items
Expect
far more than just coins, gems, and jewelry. As with monsters, above, the
setting includes new and variant magic items unfamiliar to the player. The DM may
place treasure wherever, and with whatever guardian, he sees fit.
Experience
Experience
points (XP) are given for a number of accomplishments - including, but not
limited to, the following examples.
Monsters. This
includes the defeat of some monsters and not merely the slaying thereof. Some
monsters are meant to be evaded, deceived, negotiated with, or even rescued.
Experience is given for achieving a monster-related goal, including (but not
exclusively) death.
Plot Goals. When
the heroes succeed in a quest or achieve some significant goal in the campaign
plotline, experience awards are due - just as if defeating a monster.
Role Playing. Experience
awards for role playing will be given to those who run a three-dimensional
character that is consistent with the campaign world and the events within it. Those who act in character, even when
they may not benefit.
Treasure. No
experience is given for treasure, unless it is used to achieve some kind of
story goal or further a cause. Gold and jewels are their own reward. The same
is true of magic items.
Anything Else. Whenever
a player does something to benefit the game, the DM may take notice and give an
XP award. This is neither a
guarantee nor a promise, just a possibility.