JP On Gaming

Wednesday, October 31, 2012

NeoExodus Legacies: Revisiting the Profession Skill

One of the things I personally dislike about Pathfinder (and 3.5 also) is the way the Profession skill is treated. Many simply ignore it in favor of some of the more "reliable" skills of the game. There is little argument over the Acrobatics, Knowledge, Perception or Use Magic Device skill, but what about Profession?

I remember that being one of my annoyances with 4e when it came out. How does a character represent that he's a sailor? Train yourself in Survival! a friend replied. His character who spent his life in the forest got on a boat and aced the checks. That made no sense to me.

However, I personally see Profession (not Craft), as a skill that is somewhat catch-all, that a player and GM should use to provide a sense of completeness to a character. A sailor should know how to: handle sails and other ship-specific skills. He would also have a basic knowledge of things like navigating (by the stars), know the majors ports, have heard of people in many places (ex-sailors, friends, drinking buddies), and do some basic repairs on a ship?

I believe so. But if you look at the skill checks involved per the core rules, the character would need to spend 4+ skill points: Survival (navigation), Knowledge (geography) (knowing cities), Knowledge (local) (knowing people), and Craft (various) (repairs). I maintain that a character with Profession (sailor) should be able to make all of these checks, IF the situation is relevant.

To address and encourage this, NeoExodus Legacies offers the following spin on the Profession skill. (from the NeoExodus Legacies Campaign Book - or NLCB).

The Profession skill is often a neglected skill in the game. The goal is to encourage PCs to choose and use Profession skills during the game. Professions add flavor and uniqueness to a character. It is generally much more interesting to travel with a soldier, a tailor, and a master brewer rather than a "fighter," a "rogue," and a "cleric."

Because of the wide array of choices linked to the Profession skill, almost any skill check can be replaced by a Profession check. This should not be a way for PCs to circumvent or maximize their character. If the imitated skill is hampered by armor check penalty, the penalty should also be applied to the Profession skill. A Locksmith trying to open a lock would suffer an armor check penalty for the roll. The GM is always the ultimate judge when determining what is and is not appropriate.

Here are a few of examples.

A PC with Profession (merchant) could roll a Knowledge (nobility) check to recognize the heraldic emblem of a merchant house as though he had ranks in the skill, but would not be allowed to know the intricacies of the local court without Knowledge (nobility).

A PC with Profession (locksmith) could pick a lock (normally done with the Disable Device skill) but could not disarm a trap.

A PC with Profession (scribe) could roll a Linguistics check to decipher the writings on a parchment but would not understand additional languages.

A PC with Profession (soldier) could roll a Knowledge (nobility) to recognize units of a given country or province, but would not necessarily know their history or their current leader.

JP

Tuesday, October 30, 2012

[Avatar of the Kaga] Why should I take a Patron in Legacies?

In Pathfinder Society, everyone works for someone else. Even the "basic" faction (The Grand Lodge) effectively gives you the same advantages as people who work for someone. The vanities presented in the Field Guide are a nice touch, but they don't really make the faction come alive.

In Living Greyhawk many meta-orgs were run by player-volunteers or by the triads and were either very involved in adventures or very little, depending on the region (and they had nothing to do in the Core adventures).

In Legacies, you have a choice of joining - or not - one of the patrons. Patrons may sometimes ask things of you that are not in the best interest of the adventure, sometimes they will. Whatever the case, picking a patron is a non-trivial choice.

Although the patrons leaders are given an alignment, I strongly advise AGAINST choosing a patron on the sole basis of alignment "I'm lawful good so I have to work for the Sheik" is a very BAD way to pick a patron. These patrons act based on their goals first and foremost.

One word I've been chiming everywhere is "Choices" one of the things I think PFS is missing, a notion of non-trivial choices. This is a HUGE difference in philosophy. NeoExodus Legacies trusts and empowers its GMs to make the adventure fun, stick to the script as close as possible, but to change the adventure if the PCs are having too easy/hard a time with it.

One of the things I have not really seen much of in in many other organized play campaigns other than the Arcanis campaigns is "sideways" discussions. I mean having player-on-player interaction where the players have to discuss and talk among themselves what they want to do, how to do it and IF they want to do it. It is one of the staples of home games and one of the biggest thing lacking in Organized Play. If you ever played with me, changes are I spend more time, as a player, talking to other PCs than to the GM.

The trick - and hard part of that - is in the writing and presenting.

Why are they that way?

First we want to have factions similar to what Pathfinder Society had: nation-based plus the Sanguine Covenant. However that was a little too inflexible. People in these nations have a story, influence events and oftentimes have their own agendas that are not always in-line with their nation.

For example, in A4-Slavers of the Dominion, the PCs are hired by Grofka Polina to perform a task that could make things worse for the Protectorate. Better for her - and people in general - but could put the Protectorate in some diplomatic trouble.

I wanted the patrons to have the freedom to evolve and change based on the actions of the PCs and as the storyline evolved. So we needed a way to make patrons related to, but have some measure of independence towards their home nation. Finally, the idea was to have patrons be a subgroup of the nation. The faction would work for a leader who's interests were tied to one of the nations.

Surprisingly, this added a lot of freedom. Now, a PC would not work for the Arman Protectorate, but they would work for Grofka Polina. They would not work for the Caneus Empire, they worked for Lady Elsae.

The freedom from this, as a writer and a storyline guy was that these patrons could form enemies, and these enemies could come after the patrons' agents (the PCs). Same thing goes for allies. Now the PCs are immediately involved in a web of intrigue.

*Chuckles*

I believe it makes us very resilient and responsive to events. And though I really should not tell, the Patrons will often take an active role in missions by hiring adventurers.

Although we have no plans for this to happen, a patron could be ousted/ replaced. New ones could be added (we debated having "Section Omega" and the "Order of Kaga"...). In the end, Section Omega was not chosen because of its very tight focus on psionics while the Order of Kaga felt a little too much like PFS in its focus. In short, we reserve the right to play nasty tricks on them.

What does a patron give me?

A patron provides you with a measure of protection from other factions in the world. They may provide you with additional information about the adventure. Some adventures may provide you with unique opportunities and information.

Finally

Patrons are a way for you to immerse your character in the politics of NeoExodus and gain instant allies in the setting. You are gonna need all the friend you can get.

JP

Friday, October 26, 2012

[Avatar of the Kaga] Patrons of NeoExodus Legacy Part 3

This entry is the final entry of the series that includes Part 1 and Part 2. With these two groups, these are all the Patrons you can have in the campaign.

After you read about all of them, I will go on to present some of the design choices that led us to create these groups and how we envision them working "together". But you'll have to wait a few days for that.

Grofka Vlaklova’s Entourage

Relation: The Grofka and her entourage are known for their loyalty to Tsarina Anayanka and the Arman Protectorate.

Modus Operandi: Act now; repent at leisure. The Grofka is aggressive and forward moving, requiring her agents to look for opportunities and seize them before all others. They seek to advance the will of the Tsarina and expand Arman influence across Exodus.

Leader: Grofka Polina Vlaklova comes from a scandal-ridden family (her sister married a Dominion man). For the past few years, the Grofka has served as an unofficial envoy of the Tsarina. The Grofka is quick to seize the initiative and prefers offense to defense. The Grofka is neutral in alignment.

Requirements: May not be from the Dominion.

Benefits: You gain a +1 bonus to any social roll when dealing with members of the Protectorate’s government.

Lady Elsae’s Retainers

Relation: Lady Elsae is loyal to the Caneus Empire.

Modus Operandi: Lady Elsae seeks to ensure that rebellions are crushed and that the natural ruler’s – usually Canean nobles – power is maintained. She seeks to protect and further the feudal system of the Empire to other places.

Leader: Lady Elsae used to be a senator for the Caneus Empire until the events of Ektawara had her banished to her estate. Still, from there she secretly promotes the Caneus Empire’s goals and values. Though shamed and disgraced, she still has a number of friends both in and out of the empire. Lady Elsae is lawful neutral in alignment.

Requirements: Must have at least one rank in either Knowledge (history, nobility) or in a Profession related to warfare (such as sailor or soldier).

Benefits: You gain a +1 bonus to any social roll when dealing with nobles of the Caneus Empire.

Thursday, October 25, 2012

[Avatar of the Kaga] Patrons of NeoExodus Legacy Part 2

Continuing my series on the patrons for NeoExodus Legacies (here is Part 1). This time the Crown Council of the Imperial Alliance and the Devoted of the Sanguine Covenant.

Crown Council

Relation: This group of senators is clearly loyal to the Imperial Alliance above all other nations. They seek to ensure peace across Exodus and expand the role and power of the Imperial Alliance.

Modus Operandi: The Crown Council seeks to expand and maintain its power over the nations of Exodus. Unlike most of the other patrons, the Council’s goals and methods are varied and hard to establish.

Leader: The leaders of the Council are not known though some of their head agents are. A man named Preest and a woman named Savina are agents. Because of their complex structure, the Cabal’s overall alignment is neutral (with a strong chaotic bend).

Benefits: You gain a +1 bonus to any social check to help maintain peace throughout the Imperial Alliance and Imperial Janissaries.

The Devoted

Relation: The Devoted do the will of the Sanguine Covenant.

Modus Operandi: Spread the faith of the Sanguine Covenant: destroy fiends (First Ones, undead, evil shapeshifters, evil outsiders) and heretics; bring pagans into the fold; and protect the faithful. If a Devoted cannot perform these tasks, reporting the location of these creatures up the chain of command is paramount. The faithful are to be defended and protected from danger.

Leader: The Confessor of Hadu, Karena Utlakovka, is a p’tan who seeks to investigate and destroy any trace of the First Ones. She places this duty above all others. She started the group to increase her reach and ability to combat the First Ones and their minions. Confessor Karena is lawful neutral (with good tendencies) in alignment.

Requirements: Must worship the Sanguine Covenant.

Benefits: You gain a +1 bonus to any Perception or Sense Motive checks to detect fiends and heretics.

Wednesday, October 24, 2012

[Avatar of the Kaga] Patrons of NeoExodus Legacy Part 1

With the NeoExodus Legacies Campaign Book off to formatting for public releases, I finally can finally begin releasing small parts of the document and expose some of the goodies we've been working on. If you follow me on Twitter (@jpongaming), you know the highs and lows I've been through to get this through the pipe. We received a lot of feedback from people around the world: from America, Australia and Europe. The feedback was varied and very interesting, from power-gamers to role-players, from former campaign administrators (from Living Greyhawk, Living Forgotten Realms to Pathfinder Society to Shadowrun Missions). This makes for a very wide range of experience.

D'Anne, Linda and I went through the feedback, picked the most important/ unique elements and addressed it as best we could. I firmly believe that the resulting document draws on the experience of all of these people. It was interesting to see what different people wanted in an organized play campaign.

But enough of that... let's look at the first two: The al-Mahkama and the Ashen Syndicate...

Patron Entries

Relation: Gives the faction this patron is loyal to who with they are associated.

Modus Operandi: Describes how the faction works as well as the types of tasks it asks its people to do. Depending on your character, it may be easier or harder to fulfill certain tasks. This section also tells whether the patron operates openly or not.

Leader: Gives a little information about the leader of the faction. This alignment should give you an idea of the faction’s ethical and moral behavior.

Requirements: Any additional requirement you must fill to select that patron.

Benefits: Every patron grants some benefit to skill checks in certain situations, representing the training you received. Any bonuses to social skill checks require the NPC to know of your affiliation with the patron. If you lie about who your patron is, you could have a benefit or a penalty, depending on the NPC’s knowledge of you, your true patron, or your false patron.

Al-Mahkama

Relation: The Sheik and his court are loyal to the Dominion.

Modus Operandi: Expand the knowledge of all things magical, and protect the sanctity and territory of the Dominion, particularly from the Arman Protectorate.

Leader: Sheik Arjouf ben Ibrahim is a man who wastes little time. A calm and collected individual, he treats everything he does with the utmost seriousness. The Sheik is lawful good in alignment.

Modus Operandi: The Sheik uses his agents to expand his stores of magical knowledge and power. Keeping an eye on the Protectorate and reporting what they are doing is a common request. Al-Mahkama is Qijomi for the Sheik’s court or place of judgment.

Requirements: Must be able to cast spells (arcane, divine or psionic) or have at least one rank in either Knowledge (arcana) or Spellcraft.

Benefits: You gain a +1 bonus to any check to identify the magical properties of an item.

Ashen Syndicate

Relation: The Ashen Syndicate is loyal to the Confederacy as whole – rather than the Imperatrix specifically.

Modus Operandi: The Syndicate seeks to promote personal freedom above all. The Syndicate expects its agents to be independent and self-reliant. Members should expect little help from their superiors. Many of its members believe that the ends justify the means. Many are wanted in other nations as anarchists, rabble-rousers, and seditionists.

Leader: The Ashen Syndicate is run by an old Kalisan named Brutchek. Brutchek was born in Sametia and was exiled during the formation of the Janus Horde. From the city of Reis, he built himself a criminal empire that promotes individual freedom. Brutchek particularly hates the Janus Horde and the Imperial Alliance authorities.

Alignment: The Ashen Syndicate is Chaotic Neutral (with evil tendencies).

Requirements: Only those without the taint of the First Ones can work for the Reis Confederacy.

Benefits: You gain a +1 bonus to Bluff, Disguise and Stealth checks when dealing with authorities.

JP

Monday, October 22, 2012

NeoExodus Legacies: Level Caps

As the NeoExodus Legacies Campaign Book or NLCB enters its final stage of editing, I can provide some additional information about its contents.

One of the big decision we had to do when I started working on NeoExodus was the starter level and the level cap. These two decisions really make a big impact.

Very early on, I mean when we first started talking about a NeoExodus running campaign. LPJ and I had to talked about NeoExodus, what we wanted it to be. And one of the things that kept coming up was that we wanted the PCs to be directly involved in the events that would shake Exodus. The more we talked about it, the less we could see first-level characters be appropriate for what we wanted to do.

So the question becomes "What level is a good level for characters to start?"

This is not so trivial. On the one hand you want to have characters be able to level up at a reasonable pace. On the other hand, they must have some measure of power to justify NPCs involving them in their games and power plays. Would you call a 16-19 year old kid to get involved in a major corporate activity? I would not call upon them. But a 20-something, maybe. The same kind of logic should apply to the NPCs of Exodus.

With this in mind, we looked at a number of level, 2nd, 3rd, 5th, 7th.

Finally we decided that 3rd level was the one that allowed players to have a level low enough that they don't level out of everything too quickly, that they have time for their character to explore and discover the setting.

This means that every NeoExodus Legacies character start not at level 1, but at level three. Thus, on their first legacy adventure, every character is considered a journeyman adventurer. They fought some minor menace, shooed away the wolves out of the miller's field or fought a caliban or two. In short, NPCs will seek you out based on your reputation!

And leave a legacy upon Exodus!

On the topic of a maximum level - or level cap - that's something we have not really set. Obviously, there will be less higher-level adventures than lower-level ones, but I'm not sure I want to have a hard cap. So after a few exchanges, we decided there would not be any level cap on the campaign.

JP

Thursday, October 18, 2012

Tales from the Auction: Khador

Last August, Gamers' Haven ran another of their great auctions. This time, I got my hands a on a large amount of Khador, enough for three armies! I was really interested in the jacks but the miniatures are quite nice! Here is the first batch of completed Khador. It features the Butcher, a greylord ternion and a manhunter.

I chose some very "core" colors for them because I do not have a mostly-red army... until now.



JP

Tuesday, October 16, 2012

War of Spanish Succession

I did tell you about my troops for the War of Spanish Succession would increase... well here they are! If you look closely you will notice that the white bannerman used to be painted blue... You'd be right!

I do not have a project for these guys yet... But I am thinking of an early colonial with Indians and settlers. Should be interesting and I'll let you all know.


JP

Monday, October 15, 2012

Epic Alexia Cyannor: Mounted Necromancer

For the longest time, I had this Epic Alexia model. I waited a long time to paint her. Finally, In my latest paint-push... I decided to get her done. She looks great. I have yet to use her in a game.

Friday, October 12, 2012

[Avatar of the Kaga]: Sneak Peek of NeoExodus Player's Guide

Writing RPGs is a funny business. It gives us writers a direct line of feedback into what our players and GMs need to expand their game. The NeoExodus Player's Guide is a book I've been working on for a while now that will be filled with elements that were requested by our players. Yes, by you! It will include material we had for the Campaign book, but had to cut for space requirements.

Right now, the book has over 40 pages of game content, including the biggest questions "what are people [here] live like?", preferred races and classes from each nations, alternative racial traits (Gevets, you are getting more than any one else). feats, spells, traits!

When I started working on NeoExodus, LPJ considered the map "secondary" whereas I thought it was one of the most important thing to have for a GM and a writer. So we have a map! Now it is my turn to include something I considered "secondary". Most of my characters are described as "tall and slender" or "short and fat" or "very average" with little-to-no specifics on their size.

One of the first question the players asked me for what age and weights for all the races. These tables were one of the first things added to the upcoming NeoExodus Player's Guide (with the alternate racial traits for Gevets).

And that problem is now corrected.

Starting Age Table

RaceAdulthoodBarbarian, Rogue, SorcererBard, Fighter, Paladin, RangerCleric, Druid, Monk, Wizard
Cavian6 years+1d2+1d4+1d6
Cynean50 years+4d6+6d6+9d6
Dalrean40 years+4d6+6d6+10d6
Enuka18 years+1d6+2d6+3d6
Gevet15 years+1d4+1d6+2d6
Human15 years+1d4+1d6+2d6
Kalisan14 years+1d4+1d6+2d6
Prymidian15 years+1d4+1d6+2d6
P’tan10 years+1d4+1d6+2d6
Sasori20 years+2d4+3d6+4d6

Random Age Table

RaceMiddle Age* Old**Venerable***Maximum Age
Cavian25 years40 years45 years65+2d6 years
Cynean50 years75 years100 years100+5d10 years
Dalrean75 years100 years130 years130+2d10 years
Enuka40 years50 years60 years60+2d10 years
Gevet35 years53 years70 years70+2d20 years
Human35 years53 years70 years70+2d20 years
Kalisan30 years45 years60 years60+2d10 years
Prymidian35 years53 years70 years70+2d20 years
P’tan30 years45 years60 years60+2d10 years
Sasori50 years75 years100 years100+5d10 years
*: At middle age, -1 to Str, Dex and Con; +1 to Int, Wis and Cha.
**: At old age, -2 to Str, Dex and Con; +1 to Int, Wis and Cha.
***: At venerable age, -3 to Str, Dex and Con; +1 to Int, Wis and Cha.

Random Height and Weight Table

RaceBase HeightBase WeightModifierWeight Multiplier
Cavian, either gender3 ft. 9 in.70 lbs.2d8x3 lbs.
Cynean, either gender5 ft. 0 in.200 lbs.2d12x8 lbs.
Dalrean, either gender4 ft. 10 in.85 lbs.2d6x4 lbs.
Enuka, male6 ft. 2 in.185 lbs.2d20x(3+Str) lbs.
Enuka, female6ft. 0 in.170 lbs.2d20x(3+Str) lbs.
Gevet, male5 ft. 0 in.90 lbs.2d10x5 lbs.
Gevet, female5 ft. 2 in.100 lbs.2d10x5 lbs.
Human, male4 ft. 10 in.120 lbs.2d10x5 lbs.
Human, female4 ft. 7 in.85 lbs.2d10x5 lbs.
Kalisan, male5 ft. 3 in.150 lbs.2d12x5 lbs.
Kalisan, female5 ft. 0 in.110 lbs.2d12x5 lbs.
Prymidian, either gender4 ft. 10 in.100 lbs.2d10x5 lbs.
P’tan, male4 ft. 10 in.85 lbs.2d10x3 lbs.
P’tan, female4 ft. 9 in.80 lbs.2d8x3 lbs.
Sasori, male4 ft. 3 in.90 lbs.2d8x5 lbs.
Sasori, female4 ft. 9 in.110 lbs.2d12x5 lbs.

Thursday, October 11, 2012

Cygnar: Mechanic, Gun mage adept, Stormlords

Here are a few more troops for my Cygnar army.





JP

Wednesday, October 10, 2012

Cygnar: pCaine and Journeyman

Continuing my stash of minis! These are extra addition to my Cygnar army! Never played them yet so I do not know how they do. But the models are nice. I gave Caine a "Reed Richards" hairdo with graying temples. He looks cool.



JP

Tuesday, October 9, 2012

150 PFS tables run! 5 Star here I come!

I was a long time coming, but I finally got to the super milestone! Between with Dec 5 2009 and October 8th 2012, I managed to put together a total of 150 GM'd Pathfinder Society tables! Looking at it, those tables spanned two countries (Canada & US), and four states (California, Colorado, Idaho and Washington). So many memories, so many friends made during that time! The PFS community has been growing and is really awesome!

It was an honor to run "the" table with friends who suffered under me for all these years... Brad, Brian, D'Anne, Eric, Jeff, and Jon (names I mentioned before on this blog). And what better way to celebrate that milestone than to brutally slay not one, but kinda two (D'Anne was brought back to life thank to a Breath of Life spell).

The first game I ran was PFS0-05 Mists of Mwangi (still one of the best to start) and #150 was PFS4-04 King of the Storval Stairs. Of the 150 tables, they were over 60 unique adventures (I ran the -EX a LOT, and many others just a single time). A lot of different adventures...

Someone asked me "how many TPKs" did you have... Well that's not something I'm very proud of, but I can say it was one... Back in the spring of 2010. A sad affair in the "Eye of the Crocodile King" - which I think was a great adventure, if only the dominate person ability was removed... Oh well...

For those of you who were not there, Jacque (the new Colorado VC) made a nice and very touching speech, for which I was extremely grateful. The warm reception from the crowd was also very touching. I thought that was really classy. Like so many others, I am very glad she got the job and know she'll do great things. Thanks Jacque! She and Jeff gave me a nice gift certificate talk about the cherry on a sundae! It's a HUGE boost towards getting my Colossal/ Gargantuan beast for Warmachine/ Hordes. I have since ordered the Archangel for my Legion of Everblight army from Jeff (he who giveth shall receive!). Though it is still a LONG ways away, I am very excited about spending my collection of gift certificates. I've been "hording" for months now to get that thing.

I've said it before, but the Colorado gaming group is definitly one of the best I've seen in the world (that's 5 countries)! Thanks a lot!

As soon as the table is reported, I should qualify for my fifth star! I might be the first 5-star Gm in Colorado. Woohoo!

JP

Monday, October 8, 2012

Circle Bloodweavers

A few pix of some Hordes Bloodtrackers for the Circle Orboros army. I painted them to match my bloodweavers and Nuala



JP

Friday, October 5, 2012

NeoExodus adventure release and Minis!

Today is the official public release of "Encounter at Ramat Bridge" on Paizo.com. Many of you will remember that I mentioned this adventure many time since its premiere at PaizoCon 2011. Since then I ran the adventures in Denver many times, but also in Boise, Las Vegas, and Los Angeles (shout out to my players). The adventure was also run at this year's DragonCon (shout out to Jonathan who GM'd it there).

There is no doubt the adventure is dark and gritty. But one I really like to run! Once the Legacies Campaign Guide is done, we will be releasing a NeoExodus Legacies Record sheet for it (not sure where just yet).

You can get the adventure at Paizo.Com right now!

This is an exiting day indeed!

NeoExodus Minis!

As an added bonus, I created the following miniature using bits and pieces from a number of sources. The spider-like digging ironforged is a non-military version, but still something that could be nasty... I may just post the stack blocks.

The top and bottom section can be separated from each other... Thanks to magnets! Gives me two effective ironforged.


JP

Monday, October 1, 2012

NeoExodus Legacies Campaign Guide: In Editing

Legacies is gaining traction as D'Anne, Linda, Louis and I try to turn the Campaign guide from a gathering of "we'd like this" to "this is it!". I haven't been blogging much these past few day specifically because of that. Every additional minute I get, I tweak the campaign guide. Although we do not expect it to be perfect on the first go (we're trying to make it so).

Here are some very exciting things about it. This will be the first published product with the new layout for NeoExodus. It will feature art (some new, some from the book), the traits used in the campaign (your national affinity), a list of allowed religions (yes, you can play a heretic in the campaign) and a number of other goodies.

We had another discussion about the formatting of the adventure records, the dissension being mostly about looks. The sections and what we want to track on there are pretty much set.

Mini-FAQ

What do I need to play NeoExodus Legacies? This is one of the important ones. You will need a copy of the NeoExodus Campaign Book and a copy of Pathfinder Core Rulebook. For GMs, we require them to own a copy of the Pathfinder Bestiary as we will be using the book for a number of monsters.

Can I play my dwarf fighter in NeoExodus Legacies? No. NeoExodus has many unique races, try them out!

What are the level caps in NeoExodus Legacies? Everyone starts at third level. There is currently no "maximum levels" in the campaign.

I already played some NeoExodus adventures, can I get credit for them? Yes, if you have played some of our pre-OP adventures (such as the A, B, or C series), we will be rolling out the adventure records for them as the adventures are release for everyone.

When can we expect NeoExodus Legacies to be fully rolled out? In the next few months.

I have a convention, how can I get access to NeoExodus Legacies Adventures? Contact FirstOnes@NeoExodus.com and let us know. Provide the name of the con, the location, and any information that could help us better serve you.

Will I be able to use crafting ? This first version of the Guide does not have crafting in it, but YES, it is something we want to allow people to do in NeoExodus Legacies. Crafting is one of the coolest elements

Will I be able to take the Leadership feat ? Yes. The leadership feat is available. The cohort rules will be added later, but the leadership feat will be usable by players to add a secondary character to complete a table. If you remember Living Greyhawk, cohorts will function much like they did in LG: when a table is not full, you can bring your cohort to round out the table. Cohorts will be much weaker than their patron characters, but will still provide a needed addition to tables.

Will you have a website to report game results? Yes, it's in the works.

Will you be adapting adventures from other companies to NeoExodus Legacies? We are not closing the door to it, but each such product will be evaluated independently.

JP