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Vel Scurra

Some Space to Think

I was talking about this with Ryan Macklin last night and I had a moment of "huh, I should write this down" so here it is. At Pax East, I ran a game of what can probably best be described as tabletop Final Fantasy Tactics. Early in the con I had run a game of Cortex+ D&D that had gone well, but I'd been struck by a desire to hack it further, and the end result is something that you can still see the Cortex+ roots in, but is kind of its own beast. One of the essential rules of this design was that everything could be done on index cards (or post-its), and the character "sheet" ended up being a set of cards, one for stats, one (eventually 2) for class, one for distinctions and one for equipment. The stats were really the core of this, and they worked out very well, both accidentally and intentionally, and they were the result of trying to add in a few more mechanical and tactical hooks. http://rdonoghue.blogspot.com/
http://paizo.com/ Every island in the region of the Shackles has a tale to tell, and some of them are deadlier than others. More than just a smuggler's paradise with its thousands of hidden inlets and bays, the Pathfinder Campaign Setting: Isles of the Shackles has details about points beyond well-known cities like Port Peril, Quent, and Drenchport! Ruins of ancient civilizations, like the City of Bleeding Stones, and abandoned lairs of old threats like the Pit of Raugsmauda, are a few places that brave explorers and thrill-seekers might dare to venture to in the Shackles, but fortune and glory come at a high price.

paizo.com - Paizo Publishing