--- In D20ModernTreasureHunter@yahoogroups.com, Nathanael Christen
<nmchrist_2000@y...> wrote:
> An excellent list, John. I would add (whether as a
> type or a modifier I'm not sure):
>
> The Weasel--This is the slimy, streetwise character
> who is familair with the underside of the local
> environment. Such a character can be entirely
> unrepentant (such as with Benny from "The Mummy") or
> could eventually see the light and aid the heroes
> (Ralph from "Romancing the Stone" is an example).
Almost always its own type, I think, though you can have
weasel specialists.
Now, the question is, how to turn these fine analyses into
tools so that people can do their own adventures?
Something like Indiana Jones or Tomb Raider follows a fairly
straightforward path, really; the fun is in the adventures
along the way:
Artifact X, rumoured of untold power or value, is unearthed.
Characters go after it, going to a series of exotic locales,
because the ancients never buried everything in just one place.
(A good history book helps here, because you can add "picked up
by Genghis Khan and later incorporated into a palace wall by
the Kubla Khan; spoken of by Marco Polo in private letters that
didn't make it into his _Travels_; and the wall that held the
gem never fell, until a servant of the Calif of the East stole
it in 1312, but from there it disappears from mention until..."
Location 1 introduces a bad guy who is also after the artifact;
the bad guys get the clue first that leads them to location 2.
The heroes figure out the location 2 clue first, but the bad
guys get the drop on them and follow the clue to location 3.
The good guys follow--and invariably get captured (no player likes
that) and is coerced into getting the actual artifact for the
bad guys. There is a final fight, often aided by the artifact.
Note at least one fight scene each location.
And then there are the vehicles. The bad guys invariably travel
by zeppelin, horseback, swampboat, autogyro, steamer, paddle
wheeler.
(I'd like to see the artifact stashed with a modern corpse, forcing
the bad guys to steal a hearse...wait, a clue could be in a piece
of jewelry owned by someone who just died, and when they go to find
the jewelry, just to look at it, they discover that it's about to be
buried with the deceased...they arrive at the funeral home too late
for the viewing and follow along, only to see the bad guys hijack the
hearse and drive it into the back of a transport trailer so it
will go faster...)
John
An excellent list, John. I would add (whether as a
type or a modifier I'm not sure):
The Weasel--This is the slimy, streetwise character
who is familair with the underside of the local
environment. Such a character can be entirely
unrepentant (such as with Benny from "The Mummy") or
could eventually see the light and aid the heroes
(Ralph from "Romancing the Stone" is an example).
-Nate
--- John McMullen <jhmcmullen@...> wrote:
> TREASURE HUNTER CHARACTER TYPES
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TREASURE HUNTER CHARACTER TYPES
These are a few of the character types that often occur in
Treasure Hunter stories. Note that the character type is a story
function, not a class; character class is a game mechanic issue.
Of course, any character type can be the focus of an adventure
or two.
Mentor—the mentor is knowledgeable and wise and advises the
hero,
but cannot (any longer) fight like the hero can. Giles on Buffy
is a mentor; Dr. Henry Jones Sr. is a mentor.
Hero/Heroine—the hero is the one who can be counted upon to Do
The Right Thing and kick put while doing it. They are brave,
strong, honest, true. Usually. (But see “scruffy” below.)
If your games allow it, they usually get the best women, too.
Scruffy partner—Heroes of a sort, they tend to be more practical
than the main hero, considering where lunch will come from and
how to pay for that hotel room while the hero is doing the right
thing. They have more license to cheat, steal, and look out for
themselves while still being heroes. Scruffy partners may have a
crisis of conscience or may leave for a while, but we always
think they’ll come back.
Specialist—An expert of some kind that the hero can call upon in
time of need. Academics are often specialists—they know how to
translate Urdu, or read Linear A Greek. However, a specialist
can
also be a driver, a mechanic, or someone with a particular
skill.
If you look at the Doc Savage stories, you’ll find that most of
Doc’s associates were specialists of some kind. Specialists come
and go; not every adventure needs an expert in Roumanian
folklore. However, sometimes specialists get upgraded to
sidekick
or to partner.
Sidekick—either comedy or muscle, a sidekick’s distinctions are
usually that he or she is not as good as the hero at many
things,
and that he or she is almost always present, being attached to
the hero for some reason.
Mystic—someone with some kind of magic powers; in a PC, it’s
easier for the magic powers to be uncontrolled (random
precognition or something), but not necessarily; the Asp in
Little Orphan Annie comics had mystic powers.
Femme Fatale—someone beautiful and usually of uncertain
allegiance; consider Ilsa from Indiana Jones and the Last
Crusade
as a typical Femme Fatale. (Different from a Heroine because she
may be more exotic and attractive than the Heroine, and she
might
be a villain.)
Modifiers to type
There are a couple of changes that were often applied to
characters in the pulps.
Kid—the character was under age and was the responsibility of
the
hero, either legally or not. The kid often had to be rescued.
While Kid Sidekicks were the most common, there were kid
mystics,
kid partners, and kid specialists.
Scruffy—The character has more license for human frailty.
Indiana
Jones, for example, is a Scruffy Hero. (“Dad said you were a
bum”). Gabby Hayes in Westerns often played Scruffy Sidekicks.
It’s also possible to imagine Scruffy Mentors (though one could
argue they’re Scruffy Specialists.)
In most games, the players will all be partners, but you can set
up your group as one or two heroes and let other players pick
specialists for a given adventure.
=====
John McMullen (Dilettante and malcontent)
jhmcmullen@...
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An excellent idea--I'll check my copy of the rules and
see what we can add.
-Nate
--- John McMullen <jhmcmullen@...> wrote:
> Again, I can't check this because I don't have
> access to my rules,
> but with the influence of Indiana Jones, you
> definitely need to
> include (a) the whip as a weapon and alternative
> uses for the
> whip, including the grab and the swing.
>
> The whole treasure hunter thing has a slight archaic
> flair, so
> it might be worth it to discuss some other weapons
> that don't
> get dealt with a lot in d20 Modern, including
> throwing knives,
> modern crossbows, and bolos. (Especially the
> improvised ones you
> put together out of three lug nuts and some
> bootlaces, useful for
> staying alive with that Wilderness Survival
> roll....)
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Nice list! I would add:
5. Just as there are organizations dedicated to
protecting the secrets of the past, there are others
who wish to uncover them. Some desire to do so for the
benefit of the world, while some only seek power for
themselves.
-Nate
--- John McMullen <jhmcmullen@...> wrote:
> I've been trying to pin down conventions of the
> genre so that you
> can have a discussion of what makes it.
>
> 1. The past held terrible power and terrible
> secrets.
>
> 2. Those powers cannot be defeated by straight
> firepower.
>
> 3. There are organizations (hereditary, secret or
> conspiratorial)
> dedicated to protecting those secrets, but
> they're almost never
> as good as the players. They may often hold the
> secret to capturing
> or stopping the terrible power but cannot enact
> it themselves
> once it's out of the box.
>
> 4. The powers may be overt (Ark of the Covenant,
> Pandora's Box
> un-life) or subtle (cursed idols, etc.)
>
> Can anyone come up with more? Something that's
> followed by a
> majority of the stories we're trying to emulate, but
> not necessarily
> all.
>
>
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I've been trying to pin down conventions of the genre so that you
can have a discussion of what makes it.
1. The past held terrible power and terrible secrets.
2. Those powers cannot be defeated by straight firepower.
3. There are organizations (hereditary, secret or conspiratorial)
dedicated to protecting those secrets, but they're almost never
as good as the players. They may often hold the secret to capturing
or stopping the terrible power but cannot enact it themselves
once it's out of the box.
4. The powers may be overt (Ark of the Covenant, Pandora's Box
un-life) or subtle (cursed idols, etc.)
Can anyone come up with more? Something that's followed by a
majority of the stories we're trying to emulate, but not necessarily
all.
Again, I can't check this because I don't have access to my rules,
but with the influence of Indiana Jones, you definitely need to
include (a) the whip as a weapon and alternative uses for the
whip, including the grab and the swing.
The whole treasure hunter thing has a slight archaic flair, so
it might be worth it to discuss some other weapons that don't
get dealt with a lot in d20 Modern, including throwing knives,
modern crossbows, and bolos. (Especially the improvised ones you
put together out of three lug nuts and some bootlaces, useful for
staying alive with that Wilderness Survival roll....)
John
Regarding the references to the Player's
Handbook and the DMG, my thought was that players who had D20 Modern would also possess the D&D core rulebooks. Does this seem like a fair assumption?
When I chose the name for the Procurement Specialist, I wanted something nonspecific enough to incorporate both tomb raiders and cat burglars; I also wanted to avoid taking a name from a specific book or film. I like Retriever, though.
-Nate
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Regarding the references to the Player's Handbook and
the DMG, my thought was that players who had D20
Modern would also possess the D&D core rulebooks. Does
this seem like a fair assumption?
When I chose the name for the Procurement Specialist,
I wanted something nonspecific enough to incorporate
both tomb raiders and cat burglars; I also wanted to
avoid taking a name from a specific book or film. I
like Retriever, though.
-Nate
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Wow--I completely overlooked the lack of alignment
rules. My inclination is to change it to something
like Smite Enemy of the Faith, and leave it up to the
GM to determine just what an enemy of the faith would
be.
-Nate
--- kurziel <fastjack@...> wrote:
> It works well in most D&D fantasy type settings,
> where there is a
> clearly defined good and evil. Under the current
> draft of your rules
> however, it is possible for priests of two different
> religions that
> both view the other as the evil one. So, who gets to
> use the ability?
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--- kurziel <fastjack@...> wrote:
> Ok, I've given some initial responses in the Smite
> Evil and Initial
> Thoughts threads. Now heres my take on it after
> going back through
> it again. This post may seem fairly critical, but
> its meant to help
> you develop a better product, please don't take the
> criticism
> personally.
By all means, thanks for the input. I'll take more of
a look at this one soon!
-Nate
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--- John McMullen <jhmcmullen@...> wrote:
> I want to repeat this, incidentally; I don't want to
> seem as though
> I'm picking on you. I like the product idea, which
> is why I'm
> involved at all.
Don't sweat it; I want the criticism.
> I agree that anything can be part of a Treasure
> Hunter campaign--
> the Exorcist included. But what I think sets it
> apart is a somewhat
> over-the-top pulpish style, emphasizing action more
> than erudition.
> That alone makes it a fine fit for d20 but does set
> apart the tone
> of the Exorcist. (In fact, something more like an
> otherwise-
> forgettable film like The Manitou is probably a bit
> more Treasure
> Hunter-ish.)
I think most players would agree, too.
> For mysterious places, you might look into the Piri
> Re'is map,
> a fifteenth century map that might indicate earlier
> civilizations.
This is an excellent suggestion. I've read a good deal
of Graham Hancock's work, which makes frequent
reference to Hapgood's work and the Piri Reis map.
While I was thinking of saving that for a future
adventure, including it would only enhance things.
> You might also swipe all sorts of speculation from,
> um, David
> Childress-Hatcher (I think), who wrote Lost Cities
> of... books.
> Lots of speculation and gossip, including the hidden
> tunnels under
> South America.
Again I'm in agreement. I was at Barnes and Noble
yesterday, checking out his book on the fate of the
Templar fleet and the rise of piracy in the Caribbean;
I think it will need to join my collection.
-Nate
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--- In D20ModernTreasureHunter@yahoogroups.com, "kurziel"
<fastjack@c...> wrote:
> Ok, I've given some initial responses in the Smite Evil and Initial
> Thoughts threads. Now heres my take on it after going back through
> it again. This post may seem fairly critical, but its meant to
help
> you develop a better product, please don't take the criticism
> personally.
I want to repeat this, incidentally; I don't want to seem as though
I'm picking on you. I like the product idea, which is why I'm
involved at all.
I agree that anything can be part of a Treasure Hunter campaign--
the Exorcist included. But what I think sets it apart is a somewhat
over-the-top pulpish style, emphasizing action more than erudition.
That alone makes it a fine fit for d20 but does set apart the tone
of the Exorcist. (In fact, something more like an otherwise-
forgettable film like The Manitou is probably a bit more Treasure
Hunter-ish.)
For mysterious places, you might look into the Piri Re'is map,
a fifteenth century map that might indicate earlier civilizations.
To quote from a website (http://www.sacred-texts.com/piri/):
"The Piri Re'is Map is only one of several anomalous maps drawn in
the 15th Century and earlier which appear to represent better
information about the shape of the continents than should have been
known at the time. Furthermore, this information appears to have been
obtained at some distant time in the past.
"Piri Re'is, Ptolomy (2nd Century A.D.), as well as Mercator and
Oronteus Finaeus, well-known 15th Century map-makers, included the
traditional southern continent in their world maps, as did others.
Antarctica was not discovered until the 19th Century, and it was
largely unexplored until the middle of the 20th. This is just the
start. Anomalous maps also show the Behring Strait as linking Asia
and America, river deltas which appear much shorter than they do
today, islands in the Aegean which haven't been above water since the
sea-level rise at the end of the ice-age and huge glaciers covering
Britian and Scandinavia. Long dismissed as attempts by cartographers
to fill in empty spaces, some of the details of the old maps look
very startling when correlated with modern (very mainstream)
knowledge of the changes in the Earths' geography in the geologic
past, particularly during the Ice Ages.
"The Piri Re'is map is most interesting because of the attribution of
the source of its information, and the extraordinary detail of the
coastal outlines.
"The Piri Re'is map was found in 1929 in the Imperial Palace in
Constantinople. It is painted on parchment and dated 919 A.H. (in the
Islamic calendar), which corresponds to 1513 AD. It is signed by an
admiral of the Turkish Navy named Piri Ibn Haji Memmed, also known as
Piri Re'is. According to Piri Re'is, the map had been assembled from
a set of 20 maps drawn in the time of Alexander the Great.
"This map and others were analyzed by Charles H. Hapgood and his
graduate stutents. Hapgood was a historian and geographer at the
University of New Hampshire, in his book Maps of the Ancient Sea
Kings (1966). Only the conclusions of this book are sensational; for
the most part it is a technical monograph on the history and
geography of the anomalous maps, employing spherical trigonometry to
associate map features with actual geographic locations. This book
has recently been republished, and we highly recommend it."
Just a possible artifact that could point to other things.
You might also swipe all sorts of speculation from, um, David
Childress-Hatcher (I think), who wrote Lost Cities of... books.
Lots of speculation and gossip, including the hidden tunnels under
South America.
If interested, I'll dig out my notes on those.
John
Ok, I've given some initial responses in the Smite Evil and Initial
Thoughts threads. Now heres my take on it after going back through
it again. This post may seem fairly critical, but its meant to help
you develop a better product, please don't take the criticism
personally.
What is the reason for the Holy Warrior having the Damage Reduction
ability?
Instead of the Favored Prey ability of the Hunter, you may want to
consider a favored terrain type of ability instead. It could provide
a bonus to spot, hide, move silent, track, survival, etc in the
selected terrain. Could also consider an ability that reduces the
movement penalty for the wilderness terrains (call it trail blazing
or some such).
The spell progession chart for the Occultist and Priest seems a bit
off to me. Characters taking just one or two levels of Occultist get
alot of pay off in terms of number of spells for a small investment.
The Primitive Occupation is missing its list of skills that it can
not start play with.
The Intuit Direction skill no longer exists. In 3.5 they it became
part of the Survival skill. At five ranks of Survival I believe the
intuit direction use becomes automatic. You can certainly keep the
skill if you think its better to have it seperate from Survival,
however you should probly provide a description of the skill, since
not all version of the PHB has Intuit Direction in it now.
Ambidexterity feat is has similiarly been folded into the Two-Weapon
Fighting Feat.
Whats the difference between Divine Protection and Holy Ward feats?
Is it possible for a character to have both feats? If you actually
intend for there to be two identical feats like this, you may want to
note within the feats whether or not they work together. Also, how
does Occult Abjuration work with these feats? Is it really possible
for a character to make himself immune to three spells a day?
I really like the Wealth and Barter comments...thats something I
hadn't thought of.
The damage for submersion in cold water seems rather high. Maybe I'm
wrong but I doubt too many people go unconcious from two minutes of
exposure to 60-68 degrees Faranheit water.
If you're going to include the spells based on good/evil/law/chaos
then you should probly include a section explaining the alignment
system.
You have most of the Cure Wounds spell line, but you're missing the
Cure Light Wounds at first level....intentional or oversight?
Actually, while speaking of the Cure Wounds spells. I don't
completely agree with the Cure spells being classified as discreet.
They may not provide flashy effects like Flame Arrow, but a broken
leg mending itself in few seconds is not very subtle.
Well, thats it for now. Hope it helps.
I originally posted this on Treasure Hunter thread on the ENworld
boards. Thought I'd repost it here for the sake of completeness and
to make sure Nate sees it.
I downloaded and read through your file. First thing that jumped out
at me as being problematic is the Smite Evil ability.
It works well in most D&D fantasy type settings, where there is a
clearly defined good and evil. Under the current draft of your rules
however, it is possible for priests of two different religions that
both view the other as the evil one. So, who gets to use the ability?
Theres a handfull of options I can think of off the top of my head
that you could use:
Have a list of which religions Smite Evil will work against, and
which it won't (in my opinion this is a poor choice, especially if
you want to try to publish).
Allow Smite Evil based off of who the priest (and his religion) view
as evil. So, both priests could use it, but not against the same
targets.
Allow Smite Evil to be used against those that intend harm towards
the priest. (another fairly poor choice, as it could be interpereted
to be used against anybody the priest is in combat with).
Find a different class ability to use.
Well, just my two cents after a quick read through, hope the input
helps.
> I've read the d20 Modern SRD but not the rulebook, so it seems
> confusing to me that you refer to both the D&D Players
> Handbook and d20 Modern SRD, assuming GMs will have both. Is
> there an option to include (from OGL or the SRD) the D&D
> material entirely, therefore requiring only the d20 Modern
> rulebook? Or is that really not necessary because we assume
> the audience owns both? This particularly botherd me in Section
> 4, under Old Skills, and Section 5. (D&D might be a better term
> than "Old".)
If you plan on trying to get this published, I would include as much
of the relevant OGL material from both D&D and d20M as possible.
> It would be nice if the examples were restricted to Treasure
> Hunter-style movies, or you need to open up the definition for
> me, because I didn't think that The Maltese Falcon or that
> The Exorcist would really be in the same spirit--but both are
> used in searching for character examples (Investigator for
> Maltese Falcon and Priest refers to Exorcist). If you do
> consider them Treasure-Hunter style adventures, then I'm a
> bit lost, because I think that neither really exhibits the
> kind of pulp-flavoured action that typifies a TH campaign.
> Really, what's the difference between a Holy Warrier and
> a Paladin conceptually? The details of the class do change--
> you can't import paladins wholesale into the modern day--
> but it seems to me that there's a clear equivalency there.
I agree that Exorcist doesn't have the pulp feel the Treasure Hunter
setting is probably going for, however I think the story of Exorcist
still fits the genre. Its been quite awhile since I've seen all the
Exorcist movies, but if I remember right the demon that possessed the
girl in the first movies was released on an archaeological dig in
Israel.
> Boy, I'm not crazy about the title "Procurement Specialist"
> for a class name. I'll think about possible replacements.
> (Except for the dog jokes, I'd prefer "Retriever." Or--in
> a tip of the hat to Travis McGee--"Salvage Expert".)
I also agree that 'Procurement Specialist' doesn't really fit.
> A list of traps typically found in tombs might be useful
> in Section 11 -- that would be deadfalls, pits, triplines,
> and tiger traps (camouflashed pits).
Heres a good source to start from for trap information. Its from the
d20 v3.5 SRD, so its OGL.
http://www.wizards.com/d20/files/v35/Traps.rtf
From a quick read-through.
I've read the d20 Modern SRD but not the rulebook, so it seems
confusing to me that you refer to both the D&D Players
Handbook and d20 Modern SRD, assuming GMs will have both. Is
there an option to include (from OGL or the SRD) the D&D
material entirely, therefore requiring only the d20 Modern
rulebook? Or is that really not necessary because we assume
the audience owns both? This particularly botherd me in Section
4, under Old Skills, and Section 5. (D&D might be a better term
than "Old".)
It would be nice if the examples were restricted to Treasure
Hunter-style movies, or you need to open up the definition for
me, because I didn't think that The Maltese Falcon or that
The Exorcist would really be in the same spirit--but both are
used in searching for character examples (Investigator for
Maltese Falcon and Priest refers to Exorcist). If you do
consider them Treasure-Hunter style adventures, then I'm a
bit lost, because I think that neither really exhibits the
kind of pulp-flavoured action that typifies a TH campaign.
TH is, to me, pulp updated. Yes, it can be set in earlier
time-periods, but it has a modern sensibility in a pulp
format.
Really, what's the difference between a Holy Warrier and
a Paladin conceptually? The details of the class do change--
you can't import paladins wholesale into the modern day--
but it seems to me that there's a clear equivalency there.
John Constantine (from the comic series Hellblazer and the
movie John Constantine now shooting) might do as an example
of an Occultist character.
Boy, I'm not crazy about the title "Procurement Specialist"
for a class name. I'll think about possible replacements.
(Except for the dog jokes, I'd prefer "Retriever." Or--in
a tip of the hat to Travis McGee--"Salvage Expert".)
It seems to me like there ought to be lots of examples of
scholar characters--Evy and her brother in the Mummy, for
starters.
Under feats, I'd like to see some more dsription of the
Extraordinary Ability feat. How is this affected by drains
and ability damage? Does this mean that the character can never
go below 2? What about the player who decides to min-max
by using this feat to bring an 8 score up to a 10? From
the name it feels as though the feat is meant to bring the
score from, say, 18 to 20, but I can see it being used at the
other end of the scale.
I'm trying to think of a more descriptive name than "Hotshot"
for that feat. "Wheelman"? "Driver"? Those show up in crime
thrilles.
I guess you're looking to expand the Weapons section. :)
A list of traps typically found in tombs might be useful
in Section 11 -- that would be deadfalls, pits, triplines,
and tiger traps (camouflashed pits).
Under Magical Items, the Palladium, the Minor effect is that a
character gets a +2 bonus, but the Major effect is that
you increase the bonus to +2. I think there's a typo there
somewhere.
Nice exotic places list--I have a few more in mind, but haven't
time to write them up (I'm about to make breakfast for my
wife).
I think Section 16 would be a good place to expand on what
makes a treasure hunter campaign in particular, and the
flavours of such a campaign--I think you've got at least
the equivalent of a dungeon, which would be a very linear
treasure chase; there's a campaign that is much more
open, more of an anthology of stories--this week the undead
Incan king; next week the recurring jewel thief they've been
dealing with, and so on.
Group structure is another point that could be addressed.
Interesting read and good start.
=====
John McMullen (Dilettante and malcontent)
jhmcmullen@...
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I'm John, I'm a technical writer up in Canada.
I'm interested in the idea of Treasure Hunter--the whole Indiana
Jones/Tomb Raider/Relic Hunter thing is a lot of fun. I'm not up
on the d20 stuff particularly, but I'll try to be useful otherwise.
(CoC D20 is the one I own--well, I have D&D but it seems to be on
semipermanent loan to a preteen boy.)
You still looking for other names? I like Fortune & Glory, but I
don't think it carries quite enough of the flavour; there are too
many other things it could be.
The word "Raider" has strong associations so it might be one to
play with. (I'm just spitballing now...Idol Thoughts, if you will.)
Dig Raider? (Yuck.) Relic Pirates; Tomb Hunter. Relic Raiders.
Hmm.
Barrow Bandits; Ossuary Reivers (oh, wait, isn't there a game
called Tomb Reavers? Gotta watch out for that.) Dokhma Dacoit.
Nope, don't like any of those.
Anyway, file is nearly finished downloading; I'll take a boo at
it and check back in with everyone.
Congrats on getting their interest!
John
I am
having trouble accessing the file.Please email me at markcronan@...,
and I will try to give the draft a good once-over for you.
-----Original Message----- From: nmchrist_2000
[mailto:nmchrist_2000@...] Sent: Thursday, November 20, 2003
6:03 AM To:
D20ModernTreasureHunter@yahoogroups.com Subject: [D20ModernTreasureHunter]
Treasure Hunter Update
Greetings all.
Last week I submitted a proposal for "Treasure Hunter" to the publisher Emerald Press, and I'm very excited to announce that they've asked for a complete draft. I intend to send them that in a couple of weeks, so I'm particularly interested in hearing comments and criticism from people. (And I'll be sure to give credit in the manuscript to anyone who gives me good ideas!)
Like I've said before, I can send a copy of the draft to anyone who's having trouble accessing the files, and I thank you all in advance for your input.
Yours, Nate Christen
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Greetings all.
Last week I submitted a proposal for "Treasure Hunter" to the
publisher Emerald Press, and I'm very excited to announce that
they've asked for a complete draft. I intend to send them that in a
couple of weeks, so I'm particularly interested in hearing
comments and criticism from people. (And I'll be sure to give
credit in the manuscript to anyone who gives me good ideas!)
Like I've said before, I can send a copy of the draft to anyone
who's having trouble accessing the files, and I thank you all in
advance for your input.
Yours,
Nate Christen
For anyone who's still having trouble with the
download, if you want to e-mail me offlist, I can send
you a copy directly.
-Nate
--- jlael2000 <jlael2000@...> wrote:
> I'm getting a 403 error as well.
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I'm getting a 403 error as well.
-Chad
--- In D20ModernTreasureHunter@yahoogroups.com, Nathanael Christen
<nmchrist_2000@y...> wrote:
> I doublechecked the settings for the group, and all
> members should have access to the files. Is anyone
> else having trouble with this?
>
> -Nate
>
> --- robert_m_everson <bob.everson@v...> wrote:
> > Anybody else have a problem getting the rule book?
> > I get an error that says I am not authorized.
>
>
> __________________________________
> Do you Yahoo!?
> Protect your identity with Yahoo! Mail AddressGuard
> http://antispam.yahoo.com/whatsnewfree
I just tried it again, this time from work, and I got it. Maybe
something wrong at home....
Bob
--- In D20ModernTreasureHunter@yahoogroups.com, Nathanael Christen
<nmchrist_2000@y...> wrote:
> I doublechecked the settings for the group, and all
> members should have access to the files. Is anyone
> else having trouble with this?
>
> -Nate
>
> --- robert_m_everson <bob.everson@v...> wrote:
> > Anybody else have a problem getting the rule book?
> > I get an error that says I am not authorized.
>
>
> __________________________________
> Do you Yahoo!?
> Protect your identity with Yahoo! Mail AddressGuard
> http://antispam.yahoo.com/whatsnewfree
I doublechecked the settings for the group, and all
members should have access to the files. Is anyone
else having trouble with this?
-Nate
--- robert_m_everson <bob.everson@...> wrote:
> Anybody else have a problem getting the rule book?
> I get an error that says I am not authorized.
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Protect your identity with Yahoo! Mail AddressGuard
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Hello my name is also Dave, and i lucked into this group, it is just what I
was looking for.
As soon as I finish up the book I chime in with my thoughts as well.
As for the name I kinda like the Fortunes and Glory title myself.
Yo,
David here, from Rochester, NY. Normally I work as a technician, but
in today's poor economy I'm unemployed for the time being. (I hope to
hear something by next week about a new position.)
I'm interested in reading over the Treasure Hunter Rulebook first,
then I'll post more once I've perused it; seems like a good
concept--in theory!
I wish I could help think of a name for the group that might be
helpful, but I actually haven't seen/played any of the Laura Croft
movies/video games, and I haven't seen an Indiana Jones film in quite
a while....sorry.
Take care,
David
Greetings all.
I was pleasantly surprised when I just visited the
site for this Yahoogroup to find that we already have
ten members; I figure that introductions might be in
order.
My name is Nate Christen; I live in Richfield,
Minnesota, and in the real world I teach English at an
alternative high school in Minneapolis. Outside of
gaming my interests include archaeology and
anthropology, particularly as they involve ancient
civilizations and their beliefs regarding religion and
magic.
My goal with this site is, as previously mentioned, to
provide a forum that facilitates adventure gaming in a
modern, real-world setting. It seems to me that the
cultures and civilizations of the past can provide a
fascinating and rich background for a campaign, and
I'd like to share ideas along this line with others
who are also interested. (To this end, I'd love to
have feedback from anyone who takes a look at the
rulebook I uploaded into the Files section.)
As Mark mentioned earlier, a snappy name could
definitely help promote the group; my preference runs
toward "Fortune & Glory" (or F&G for short), but I'm
open to other suggestions as well.
And if anyone is interested in introducing oneself,
I'd like to be able to have an idea of who each
contributor is.
Yours,
Nate
--- Mark Cronan <markcronan@...> wrote:
> Okay, I am excited about this group. It's exactly
> the sort of ideas
> I want to throw against my peers and see if they
> stick. I'm in!
>
> So, first order of business - we need a cool name.
> Something that
> implies the hunter/collector aspect we are
> interested in. Something
> with a snappy acronym. Something that others will
> hear and
> say "Hey, what is that? Why haven't I been invited
> into that group?
> Is it super selective and secret or something?"
>
> Nothing gets people to want to join a group more
> than the sense that
> it is secretive and elitist :)
>
> Any thoughts?
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I like the sound of it. Before I settled on "Treasure
Hunter" as a pretty generic name, I'd tried a couple
of others; "Adventurer" was too close to White Wolf's
"Adventure!," and I wasn't sure if "Fortune & Glory"
would work because it's a quote taken directly from
"Indiana Jones and the Temple of Doom." If you have
ideas for a snappier name, I'd love to hear them.
By the way, if you have a chance to look at the core
rulebook in the Files section, I'd love to hear what
you think.
-Nate
--- Mark Cronan <markcronan@...> wrote:
> Okay, I am excited about this group. It's exactly
> the sort of ideas
> I want to throw against my peers and see if they
> stick. I'm in!
>
> So, first order of business - we need a cool name.
> Something that
> implies the hunter/collector aspect we are
> interested in. Something
> with a snappy acronym. Something that others will
> hear and
> say "Hey, what is that? Why haven't I been invited
> into that group?
> Is it super selective and secret or something?"
>
> Nothing gets people to want to join a group more
> than the sense that
> it is secretive and elitist :)
>
> Any thoughts?
>
>
__________________________________
Do you Yahoo!?
Protect your identity with Yahoo! Mail AddressGuard
http://antispam.yahoo.com/whatsnewfree
Okay, I am excited about this group. It's exactly the sort of ideas
I want to throw against my peers and see if they stick. I'm in!
So, first order of business - we need a cool name. Something that
implies the hunter/collector aspect we are interested in. Something
with a snappy acronym. Something that others will hear and
say "Hey, what is that? Why haven't I been invited into that group?
Is it super selective and secret or something?"
Nothing gets people to want to join a group more than the sense that
it is secretive and elitist :)
Any thoughts?