This is an evolution of a bunch of ideas that I'm turning over. I want to make my own Palladium Setting book, including core rules and an overview of the area. However, I'm running into a couple of issues with this as the scale of everything is a bit overwhelming. So here is what I'm thinking: I want to emulate the old "Moldvay/Cook" edition of Dungeons & Dragons in the sense that the core rules are a very limited scope with a very particular focus. I want this version for my setting to hit the core "pillars" of Palladium, and really give a good feel for an all inclusive setting. I also want to present it in a cleaner, easier to read and reference format rather than the normal stream of consciousness that Palladium Books are normally presented in (not that there is anything wrong with that, I just have a tick in my brain for organization).
Problem is that I'm not sure how to do that or where to start
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So far I have the following:
Chapter 1: Setting Introduction and Basic Mechanics
- Setting Intro
- Explanation of Role-Playing
- Definitions of Common Terms
- D20 vs D100 Mechanics
Chapter 2: Character Creation
- A step by step guide to making characters.
- Explanation of Attributes
Chapter 3: Character Classes
- 2 Man at Arms Type
- 1 Magic-User Type
- 1 Psychic Type
- 1 Skill Monkey
- 1 Racial Character Class (I'm thinking maybe a playable werewolf-type class based off of a combination of Werewolf and Wolfen, any thoughts?)
Chapter 4: Skills
- Listing of skills and their uses
Chapter 5: Equipment and Services
- Listing of equipment and services
Chapter 6: Adventuring and Exploration
- Rules on travel and exploration (Does anyone know if Palladium has codified rules on this kind of thing?)
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Chapter 7: Combat
- Rules on combat (is there a good, concise explanation of how combat works in Palladium? I've never been able to fully wrap my mind around this one)
- Saving Throws
- Damage & Death
Chapter 8: Spells and Psionics
- Rules on how magic and psionics work
- Listing of Spells and Psionics available by level/type
- Alphabetical listing of all spells and psionic abilities
Chapter 9: Game Master Section
- Advice for running the game
- Sample dungeon exploration
- Hook, Lines, and Sinkers
- Random Treasure Tables
Chapter 10: Monsters
- Monster Abilities
- Alphabetical Listing of Monsters w/ Descriptions
After this I think that I want to have several appendices fleshing out different parts of the game, such as techno-wizardry, spell research, nightbane style characters, high technology, etc. These wouldn't be essential to the core game but would be something that I want to include as I go on.
After listing this out, it seems like a solid place to start, but does anyone see any glaring flaws in what I've got so far? Any advice from those who have tried something similar before?
Any help is appreciated
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