I have been throwing myself into the DCC RPG with both feet!
You will see my artwork in Crawl! #2 and my illustrated Magic Wand spell in Crawl! #3.
I am aiding in playtesting the admirable Transylvanian Adventures, for which I am also producing some artwork. While I don't yet want to talk about specific rules, I will say that (1) there are some really cool ideas here that are usable for any DCC campaign, and (2) I really, really like the sample adventure!
I am working on a series of adventure modules with Purple Duck Games, the first of which (Adventure Locale 1: Bone Hoard of the Dancing Horror) is already out and is available via RPG Now, Gumroad, DriveThru RPG and the Paizo webstore. Through the Cotillion of Hours has just been submitted, to go through outside playtesting, possible editing, and (hopefully) approval.
I am also working on patrons (and acting as an editor on the final product of) Angels, Daemons, and Beings Between: A Patron Sourcebook for DCC RPG, which just went live on Indiegogo. I strongly feel that this sourcebook will be of real benefit to DCC judges (and, of course, their players!) as patrons provide so much of the flavour of the DCC magic system....and of many Appendix N novels. I hope you will consider becoming a supporter. I also hope you will help spread the word!
As this project moves forward, I plan on posting some sneak-peaks here on the blog. I will also talk a little about the incentive adventure I am writing for this project, The Revelation of Mulmo.
Monday, 16 July 2012
Friday, 13 July 2012
Anatomy of a DCC Campaign Part One
Warning:
This post contains spoilers for Sailors on the Starless Sea
So, I gathered a group of players together
to help me prep for Free RPG Day
(using Harley Stroh’s impressive The Jeweller Who Dealt in Stardust,
part of Goodman Games’ Free RPG Day
module for 2012). From there, I
convinced them to try a 0-level funnel adventure (Sailors on the Starless Sea,
also by Harley Stroh). My love for the
DCC game waxing strongly, I had to convince these guys that Joseph Goodman & crew are better game
designers than I am; to wit, to switch to DCC from the Savage Tide arc I was
running using my own fantasy heartbreaker, RCFG.
Of some value in this endeavour was that I
had previously played The Portal Under the Stars using the
Beta Playtest with my older daughter and son, and they had enjoyed it. My daughter hadn’t played the more
complex-running RCFG campaign, and didn’t care for any of the other games
(including retroclones) that I had convinced her to try. However, she was willing to play DCC again,
and, moreover, she invited one of her friends to join in. In my books, that is a massive win for DCC.
So, the game began with five players, each
of whom was allowed to generate four characters. Of the players, only my son was really “in
the know” about how to create 0-lvl characters in DCC, my daughter had
relatively little RPG experience, and her friend had none whatsoever. Character creation, however, was fun, and
didn’t seem to take all that long. It is
really fun to hear players excited over high stats, and groan over low stats,
again. The synthesis of random elements
also generates characters that seem to be individuals. Non-human characters, being less common, and
not being there simply for the choosing, become interesting again. Also, as most characters are human, players
learn to fear the dark once more.
Torches and lanterns become important.
Following the module text, I passed out
five rumours, one known to each group of four characters. I gave them their background, and then set
them at the south end of the map, facing the keep. I created a sort of sketch map to give them
an idea what they faced.
Naturally, they went up the causeway toward
the front gate, and were disconcerted when the shuffling corpses of the
blacksmith’s sons, animated by vile tendrils, dislodged themselves from where
they hung, and attacked them. The first
casualties occurred right there. But two
creatures vs. 20 characters, however ill-trained and ill-equipped they might
be, are odds that favour the mob. Losses
were minimal. I was lucky enough to
have a blacksmith in my group, so the blacksmith’s sons detail was appreciated.
One of the things I really like about DCC
is the emphasis on cool effects that can happen when creatures die – in this
case, an explosion of seeds that can infect nearby corpses. You can do this with other games, of course,
but the DCC book actually calls out including effects rather than just a simple
death as being a good idea. And it
really is. The PCs actually tried to
clear the seeds off the causeway, dumping them to either side (coincidently,
where they deposited their own dead!) and proceeded up the causeway to the
gate.
As per the module, the beastmen above try
to catch PCs when they pass under the portcullis. In fact, only one PC initially does so, but
he manages to evade the falling gate, and is trapped on the wrong side. A gong is sounded, and he hears footfalls
running above to the ruined tower where the beastmen are set to make their
stand. The group is therefore given time
to pass through the portal, and gets into the interior of the keep, a grassy
expanse with a gigantic sinkhole, an ominous well, a tower, and sinister-looking
building that is barred from the outside and has the word “repent” scrawled
across it.
For some reason, the players are oddly
attracted to the well. Gazing down to
see how deep it is, a character almost falls in, because perspectives
shift. One of the farmers has a duck,
and, tying the duck to a rope, they repeatedly put it down the well. It comes back up more and more changed. As they repeatedly do so, I call for several
saves to see if the perspective shift drops a would-be duck-dunker into the
well, but no luck. Or too much
luck. No one falls in. The duck is horribly mutated, but luckily
also asleep with its lidless eyes open in its featherless spiny black
skin. They have to carry the now corpulently
obese 50+ lb. duck with them, or leave it here, and they choose to carry it.
Nobody wants to breach the door that is
barred from their side – the building seems like a bad idea – so they turn to
the tower. There are the tracks of many
beastmen heading into it and out. But,
despite very minimal losses thus far, they are hesitant to try the door, and
this is where we leave it that night.
Our average game session runs between 2-4
hours, with a 3 hour game being about average.
There were a lot of rules questions the first time out, especially with
character creation. Although there were
few actual “happenings” in the first session, there was a lot of discussion, a
lot of joking, and a lot of tension.
That the players felt their characters were frail, despite their
relatively few losses, was quite clear.
The well, as I mentioned above, also ate up more session time than
expected.
At this time, the characters are all named,
but I don’t require alignments be chosen until the character is ready for 1st
level. Prior to that, the characters are
simply too insignificant to matter much to the greater powers of Law and
Chaos.
I was very happy to have my older daughter
now choosing to play on a regular basis, in part because her friend was very enthusiastic
about the game (she was the duck farmer!).
At this point, the players seemed to feel that their characters were
very insignificant in the world.
Certainly, they were hesitant about what to do next. There was no clear indication (yet) who our “band”
would be. Our mass of peasants, yeomen,
and ne-er-do-wells was largely an undifferentiated mob.
But that would change in the next session.
Thursday, 5 July 2012
The Bone Hoard Beckons!
My first published module for the Dungeon Crawl Classics RPG, Adventure Locale 1 - Bone Hoard of the Dancing Horror, is available now on RPGnow and on Gumroad.
This 2nd level adventure is intended to be easily slotted into any Dungeon Crawl Classics campaign, and features new monsters and new magic items.
So, if your party has dealt with The People of the Pit and faced the Doom of the Savage Kings, uncovering the Bone Hoard is the natural next step!
Finarvyn wrote:
I ran it once for some strangers on Free RPG Day and they loved it, although we didn't quite get to finish because of time issues. I'm running it again for my gaming group in just a couple of hours.
Basically, it's a fun adventure with some neat monsters and cool treasure at the end. Lots of creepy monsters to kill, lots of rooms to explore. It's a well-written module but very compact. (Only 9 pages, I think. My first reaction was "where is the rest of the module" but the information is well organized and it doesn't need much space.)
Thumbs up from me!
The first review is also up on RPGNow!
Friday, 22 June 2012
DCC Spell: Magic Wand
The final version of this will appear in Crawl!, but I thought I would share it here in case anyone has any comments to offer. There is also a discussion thread on the Goodman Games boards here: http://goodman-games.com/forums/viewtopic.php?f=73&t=40986.
Without further ado, the Magic Wand spell for DCC RPG by Daniel J. Bishop (borrowing heavily from Joseph Goodman!):
Without further ado, the Magic Wand spell for DCC RPG by Daniel J. Bishop (borrowing heavily from Joseph Goodman!):
Magic Wand
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||||
Level: 4
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Range: Self
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Duration: Permanent
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Casting
time: 1 week per caster level
|
Save: N/A
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General
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Wands
can be created and imbued with magical energy by wizards using this spell. The material cost is 1,000 gp per caster
level, plus any unusual materials (e.g., an ivory wand requires sufficient
ivory), plus a minimum of 1 point of spellburn per caster level to properly
bond the wand. The wand’s efficacy is
much greater at higher caster levels, and thus the time and material cost
rises as the wizard progresses in power level. Additionally, the caster must have any
spells that will be placed into the wand available, and be able to utilize
them during the casting period. All
costs are expended before the spell check is made, and failure means all
costs are lost; a wand that is improperly enchanted can be re-enchanted to
recover half of the material costs involved.
A spell with a casting time of 1 day or longer cannot be bonded to a
wand.
The
casting period is ongoing with brief spurts of restless sleep, and the caster
does not heal spellburn (or other wounds) during this time.
Each
casting allows the caster to choose
one wand from the eligible results of his spell check or less. With research
practice, and special materials, a wand can be created that performs a
different function of equivalent
power, such as a wand that locates secret doors. These special wands and their abilities
should be devised with the aid of the judge.
The judge determines whether or not a spell check was sufficiently
high for any desired equivalent power to be bonded to the wand!
In
the descriptions below, “original caster level” refers to the level at which
the wizard crafted the wand – if he advances in level after creating the
wand, abilities associated with the creator of the wand’s original caster
level do not increase.
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Manifestation
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One
wand to be crafted by the caster, of any wood, metal, bone, or other
material.
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Corruption
|
Roll
1d8: (1-2) Minor; (3-5) Major; (6-8)
Greater.
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Misfire
|
N/A
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1
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Lost,
failure, corruption, and patron taint!
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2-11
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Lost. Failure.
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12-15
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Failure,
but spell is not lost.
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16-17
|
The
caster succeeds in creating a simple wand, which is linked to one spell that
he knows and has available at the time of casting. By focusing that spell through this wand, a
spellcaster is able to gain a +2 bonus to his spell check. A spellcaster cannot use two or more wands
to increase this bonus.
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18-21
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The
caster succeeds in creating a simple wand, which can be used to cast a single
spell that he knows and has available at the time of casting. The caster must succeed in a spell check
for that spell as part of the casting; if the caster fails, the creation of
the wand fails. If the caster
succeeds, the spell can be cast once per day per original caster level of the
wizard (and using the spell check bonus of the wizard at the time the wand is
created). The wizard can choose a
command word, which must be known and uttered to cast a spell through the
wand.
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22-23
|
The
caster succeeds in creating a wand, which can be used to cast up to three
spells that he knows and has available at the time of casting. The caster must succeed in a spell check
for all three spells; once a spell check has failed, the wand will accept no
more spells. If the spells are not thematically
linked (Judge’s ruling), each additional spell to be placed in the wand
(after the first) may suffer a cumulative -2 penalty to their spell checks. The spells placed in the wand can be cast
once per day per original caster level of the wizard, using the spell check
result at the time the wand is created.
The wizard can choose a command word for each spell, which must be
known and uttered to cast each spell through the wand. If the wizard chooses to place only one
spell in the wand (not as a result of a failed spell check), the wand can
also be crafted to grant a spellcaster a +2 bonus to spell checks when
casting that spell with the wand as a focus.
This bonus does not apply when an actual “charge” of the spell is used
from the wand, and a spellcaster cannot use two or more wands to increase
this bonus.
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24-26
|
The
caster succeeds in creating a wand, which can be used to cast up to three
spells that he knows and has available at the time of casting. The caster must succeed in a spell check
for all three spells; once a spell check has failed, the wand will accept no
more spells. If the spells are not
thematically linked (Judge’s ruling), each additional spell to be placed in
the wand (after the first) may suffer a cumulative -2 penalty to their spell
checks. The spells placed in the wand
can be cast once per day per original caster level of the wizard, using the
spell check result at the time the wand is created. The wizard can choose a command word for
each spell, which must be known, but need not be uttered to cast each spell
through the wand. If the wizard
chooses to place only one spell in the wand (not as a result of a failed
spell check), the wand can also be crafted to grant a spellcaster a +2 bonus
to spell checks when casting that spell with the wand as a focus. This bonus does not apply when an actual
“charge” of the spell is used from the wand, and a spellcaster cannot use two
or more wands to increase this bonus.
|
|||
27-31
|
The
caster succeeds in creating a wand, which can be used to cast up to three
spells that he knows and has available at the time of casting. The caster must succeed in a spell check
for all three spells; once a spell check has failed, the wand will accept no
more spells. If the spells are not
thematically linked (Judge’s ruling), each additional spell to be placed in
the wand (after the first) may suffer a cumulative -2 penalty to their spell
checks. The spells placed in the wand
can be cast once per day per original caster level of the wizard, using the
spell check result at the time the wand is created. The wizard can choose a command word for
each spell, which must be known, but need not be uttered to cast each spell
through the wand. In addition, by
using the wand to focus any of the spells it contains, a spellcaster is
granted a +2 bonus to related spell checks.
This bonus does not apply when an actual “charge” of the spell is used
from the wand, and a spellcaster cannot use two or more wands to increase
this bonus.
|
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32-33
|
The
caster succeeds in creating a great wand, which can be used to cast up to
three spells that he knows and has available at the time of casting. The caster must succeed in a spell check
for all three spells; once a spell check has failed, the wand will accept no
more spells. If the spells are not
thematically linked (Judge’s ruling), each additional spell to be placed in
the wand (after the first) may suffer a cumulative -2 penalty to their spell
checks. The spells placed in the wand
can be cast once per day per original caster level of the wizard, using the
spell check result at the time the wand is created. The wizard can choose a command word for
each spell, which must be known, but need not be uttered to cast each spell
through the wand. In addition, by
using the wand to focus any of the spells it contains, a spellcaster is
granted a +4 bonus to related spell checks.
This bonus does not apply when an actual “charge” of the spell is used
from the wand, and a spellcaster cannot use two or more wands to increase
this bonus.
|
|||
34+
|
The
caster succeeds in creating a great wand, which can be used to cast up to
three spells that he knows and has available at the time of casting. The caster must succeed in a spell check
for all three spells; once a spell check has failed, the wand will accept no
more spells. If the spells are not
thematically linked (Judge’s ruling), each additional spell to be placed in
the wand (after the first) may suffer a cumulative -2 penalty to their spell
checks. The spells placed in the wand
can be cast once per day per original caster level of the wizard, using the
spell check result at the time the wand is created. The wizard can choose a command word for
each spell, which must be known, but need not be uttered to cast each spell
through the wand. In addition, by using
the wand to focus any of the spells it contains, a spellcaster is granted a
+4 bonus to related spell checks. This
bonus does not apply when an actual “charge” of the spell is used from the
wand, and a spellcaster cannot use two or more wands to increase this bonus.
Finally,
the caster may grant the wand one unique ability, which can be used through
the wand as though it were a spell.
These abilities should be no more powerful than a third level spell as
a rough estimate, and should be thematically tied to the spells contained by
the wand. These special powers should
be determined with the aid of the judge.
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|||
Monday, 18 June 2012
Thoughts and Reflections on Free RPG Day
So, as you know, I offered to run the two
mini-adventures in this year’s Goodman Games Free RPG Day giveaway
at Dueling
Grounds in Toronto. I ran The
Jeweller Who Dealt in Stardust (by Harley Stroh) at noon, and was
prepared to run The Undulating Corruption (by Michael Curtis) thereafter. I had also printed out several reference
sheet booklets, to give away to anyone who showed even the slightest
interest!
Turnout was rather poor at Dueling Grounds;
so much so that the Pathfinder crowd were also unable to stage their second
event. Nonetheless, I had a blast with Jeweller,
met some nice people, and got to talk up Dungeon Crawl Classics to those in
the store. I think that, next year, I’ll
have some form of advanced registration so that you know you’ll get to play if
you make the drive.
There were some nice giveaways for Free RPG
Day this year. I tend to think that the
DCC module was the cream of the crop, but the beautiful colour map of Hârn is a close second, and will
certainly be the big prize in some folk’s eyes.
The Paizo module and Cosmic Patrol quickstarter from Catalyst
Game Labs also looked interesting.
I am sure that everything else was pretty cool, too, even if it didn’t
particularly catch my eye.
I received a pair of Forest percentile dice and
a d12 for running the game (Thanks!) manufactured by Q-Workshop. I find they are somewhat hard to read, but
cool looking nonetheless. There was a
fellow there who had intended on running the 4th Edition D&D
module from Wizards of the Coast, but chose not to because there were no
maps, and he could discover no information as to what map set he should
purchase to get the maps. I was somewhat
disappointed that the WotC module wasn’t a 5e playtest/quickstarter….especially
as events left me with the potential time to have played in it.
Overall, it was a good day on a great
weekend. Not running Corruption
was a disappointment, but I feel certain I’ll have a chance to run it in my
home game. It was great being able to
talk with the Pathfinder aficionados who had shown up, and it was great running
Jeweller. Admittedly, all the characters in my DCC
adventure died….the gentleman from Dueling Grounds said he knew I was going to
kill all the PCs because I was wearing my Gary Gygax memorial cover T-Shirt
from Dragon
Roots Magazine.
But I rolled the dice in the open, and the
PCs fell in the very last encounter, one die roll away from ultimate
success. And there is no doubt that my
dice were rolling hot, while theirs were not to be trusted….although they did
have some very timely rolls along the way!
I am going to count Free RPG Day 2012 as a
provisional success, and a learning experience.
And I am going to plan on a better turn-out for 2013.
Thursday, 14 June 2012
Dare You Enter the Bone Hoard
I am going to run a test of Bone Hoard of the Dancing Horror for 5-8 players on Unseen Servant (unseen servant.us). If you are interested, PM me on the Unseen Servant boards. 2nd level characters for the adventure may be created using the Purple Sorcerer higher-level character generator at purplesorcerer.com. As soon as I have 5 characters (or 8, if enough people respond), I'll be starting....so don't hesitate!
Then, when the module becomes available from Purple Duck Games, you can run your own players through it......
Then, when the module becomes available from Purple Duck Games, you can run your own players through it......
Free RPG Day Reminder
Saturday June 16th is Free RPG Day!
I will be running two Dungeon Crawl Classics RPG events at Dueling Grounds in Toronto. Each of these events is for 3-10 players. There is no advanced seating or sign-up for these events.
If you've been following this blog, and you are in the Toronto area, I really hope to see you there!
The first adventure is The Jeweler That Dealt in Stardust, a level 3 scenario by Harley Stroh. A jeweler and fence has gone missing, and his house of jewels now sits empty. Surely a cunning thief could make his way inside to steal the unguarded riches? This starts at Noon, and is set to run to 3 pm (maximum extension to 3:30).
Harley Stroh is the author of Doom of the Savage Kings and Sailors on the Starless Sea, which are excellent modules for the DCC RPG, and which I cannot praise highly enough. Jeweler is equally good!
The second adventure is The Undulating Corruption, a level 5 scenario by Michael Curtis. The characters learn of a purported Crucible that can cure their wizard's corruption...but reaching this cure is not easy! This starts at 4 pm, and is set to run to 6 pm (maximum extension to 6:30 pm).
Michael Curtis is author of The Dungeon Alphabet and Stonehell Dungeon: Down Night-Haunted Halls. His excellent offering for this Free RPG Day is not for the squeamish....and promises to be great fun!
Pregenerated characters will be provided for both scenarios (both those provided by Goodman Games, and additional characters created using Purple Sorcerer's excellent generators). You are strongly urged to bring your own dice. The game can be played with standard rpg dice plus 1d30 (and I have several d30s!).
Drinks are sold in store. Please note that no food or food garbage is allowed; there are local places to eat in the area, so plan accordingly.
http://www.goodman-games.com/FRPGD12preview.html
Sunday, 10 June 2012
DCC Adventures
Interested in Dungeon Crawl Classics RPG?
My first for-publication adventure for the system, Bone Hoard of the Dancing Horror, is currently with the editor at Purple Duck Games. I have to say that I am really excited about this, and I hope that you will enjoy playing through it as much as I enjoyed writing it. There is at least one truly nasty encounter in the adventure that, with luck, your players will not soon forget!
I am now working on a second adventure, Through the Cotillion of Hours, for characters of any level. If anything, I am even more excited about this adventure than I am about Bone Hoard!
It takes a while to go from writer to editor through approval to release, but if you are interested in these adventures, please let the good folks at Purple Duck Games know!
My first for-publication adventure for the system, Bone Hoard of the Dancing Horror, is currently with the editor at Purple Duck Games. I have to say that I am really excited about this, and I hope that you will enjoy playing through it as much as I enjoyed writing it. There is at least one truly nasty encounter in the adventure that, with luck, your players will not soon forget!
I am now working on a second adventure, Through the Cotillion of Hours, for characters of any level. If anything, I am even more excited about this adventure than I am about Bone Hoard!
It takes a while to go from writer to editor through approval to release, but if you are interested in these adventures, please let the good folks at Purple Duck Games know!
Friday, 1 June 2012
DCC House Rule: Learning the Hard Way
In Dungeon Crawl Classics, a character’s
skill set is very much determined by his starting occupation as a 0-level
character. A character is trained in
anything that his occupation would have him know, and makes related skill
checks using 1d20. If the character’s
background doesn’t support a task, he uses 1d10 instead. If the Judge is uncertain, the character uses
1d10 and gains a +2 bonus.
I find it desirable to sometimes reflect
changes in skill level. For example, a
character who was a scribe might tutor his herder friend so that the herder
could read a little better. Or a
barbarian from Cimmeria might spend time in the Thieves’ Quarter of Shadizar
the Wicked and gain some small level of skill thereby. Conversely, a beadle who hasn’t set foot in a
church for many years might be somewhat rusty.
The Dice Chain can be used to simulate
growth of skill, or atrophy of skills that are never used. Basically, if the Judge feels that an
untrained skill is being used repeatedly in important circumstances, with
serious consequences for failure, he can allow the character to make checks
against that skill one step up the dice chain.
For example, a gong-farmer who spends three adventures on a caravan
might learn to handle camels using a d12 instead of a d10.
Conversely, if that same gong farmer avoids
examining dung, even when it is relevant, the Judge may eventually have him
roll checks to do so using a d16 instead of a d20. Atrophy of skills should reverse up the die
chain with any success, as old habits are remembered.
It is important to keep a short leash on
this idea, because, while simulating character growth is desirable, growing to
the unwieldy mass of skills some other games list is not. No
skill should ever surpass rolling on a d20, or fall below rolling on a d10, as
a result of using this method. This should be used to add flavour only – if it
becomes a headache, or a bookkeeping exercise, simply drop it!
Weapon Training
If a character relies on a weapon she is
not trained in over the course of three adventures, the Judge may, but does not
have to, allow that weapon to be included in her list of trained weapons. This rule should be used more so that the
Judge can introduce new, esoteric weapons to the game milieu than to allow
player characters to “get around” current class restrictions. The Judge is strongly advised to determine,
before the weapon is introduced, which classes may benefit from training. The Judge need not communicate this
information to the players.
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