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 Post subject: More importantly, what's after #74?
PostPosted: Mon Oct 01, 2012 3:56 pm 
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Is Blades Against Death the last adventure of the year? What does 2013 hold?

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 Post subject: Re: More importantly, what's after #74?
PostPosted: Tue Oct 02, 2012 12:16 am 
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#75 - Mystery of the Tomes from the Future

Actually I'm in minority here, since I'm usually running sandbox campaigns with my own adventures, so I'm not planning to buy modules. I'm more interested in the promised annuals.


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 Post subject: Re: More importantly, what's after #74?
PostPosted: Fri Oct 05, 2012 2:22 am 
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Ravenheart87 wrote:
I'm more interested in the promised annuals.
This is an interesting statement. Joseph has stated that he's more interested in module creation than contributing to rules "bloat" and my impression was that the rules annuals were sort of vague and "well, if we have some good stuff we might collect it together" rather than a pre-planned "we have this stuff we want to sell you."

In other words, I don't know that there is any current plan to put out annuals unless it's a matter of looking through the boards and finding good ideas to compile into an occasional volume. Jospeh will have to speak up on this, but I've heard nothing about this idea since the early playtest days.

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 Post subject: Re: More importantly, what's after #74?
PostPosted: Fri Oct 05, 2012 2:38 am 
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Steely-Eyed Heathen-Slayer
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finarvyn wrote:
Ravenheart87 wrote:
I'm more interested in the promised annuals.
This is an interesting statement. Joseph has stated that he's more interested in module creation than contributing to rules "bloat" and my impression was that the rules annuals were sort of vague and "well, if we have some good stuff we might collect it together" rather than a pre-planned "we have this stuff we want to sell you."

I would say it's a bit ironic. I don't really need modules, since I write my own adventures/setting, and I play a game which focuses heavily on them.


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 Post subject: Re: More importantly, what's after #74?
PostPosted: Fri Oct 05, 2012 7:56 am 
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Not as ironic, if you look at the Goodman Games output since inception. It's like, what, 123% percent modules and 9% other stuff! It's what they do, and they do it darn well.

That other 9% is sterling, as well. Heck, it is about 12 times better than my math!

I'm curious what you're hungry for that you expect the annuals to feature...

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 Post subject: Re: More importantly, what's after #74?
PostPosted: Fri Oct 05, 2012 3:18 pm 
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To avoid further misunderstandings: it's ironic that I play a game which is heavily supported by modules, because I don't need modules. Is it clear now? :)

And about the annuals: I'm not hungry for anything, I just simply like tinkering with races, classes, rules, spells, therefore an annual with new stuff is a far more interesting source of inspiration for me, than a module I'm not going to use. That's all.


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 Post subject: Re: More importantly, what's after #74?
PostPosted: Fri Oct 05, 2012 5:06 pm 
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Ravenheart87 wrote:
To avoid further misunderstandings: it's ironic that I play a game which is heavily supported by modules, because I don't need modules. Is it clear now? :)

And about the annuals: I'm not hungry for anything, I just simply like tinkering with races, classes, rules, spells, therefore an annual with new stuff is a far more interesting source of inspiration for me, than a module I'm not going to use. That's all.


Agree 100%. I could care less about the modules, I want stuff I can use in my campaigns.

Domain rules are probably my biggest desire along with more spells, items, racial classes and patrons. Alternative/optional classes (ie. not a fan of the cleric as written but would like another healer type) would be nice as well.


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 Post subject: Re: More importantly, what's after #74?
PostPosted: Fri Oct 05, 2012 5:12 pm 
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If you didn't see it, Harley himself lets the corrupted cat out of the bag that there is in fact an upcoming Annual...

http://www.goodman-games.com/forums/viewtopic.php?f=78&t=42153

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!
Here Be DCC Monsters...

Pbp Secret of Bone Hill characters:
Chendris, WIZ, Alchemist, N, Str 11, Agi 9, Stm 12, Per 15, Int 13, Lck 13, AC 10, hp 3, staff, empty flask, 50' rope, 2 candles, lg sack, oil (1 flsk), 1 torch, snakeskin tome; speaks gnoll
Darrow, CLR, Hunter, N, Str 10, Agi 12, Stm 8, Per 16, Int 7, Lck 12, AC 10 hp 5, short bow, 6 arrow, 10-ft pole, deer pelt, torch (lit)
Hector, DWF Apothecarist, L, Str 5, Agi 11, Stm 12, Per 10, Int 6, Lck 10, AC 10, hp 11, sword, shield, cudgel, steel vial, chest, flint & steel, empty flask, lg sack
Flavia, R.I.P.

&
General Yoros, Warrior, Str 13, Agl 8, Stm 17, Per 13, Int 11, Lck 7; HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork, warhorse


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