I’m
actually pretty proud of Alchemists’ Lab.
It’s not perfect, but I think it’s pretty good. I think it really reflects my kind of game
mastering and world building - one where enchanters and alchemists work on
things of interest to them and not only on making more powerful magic swords
for guys they don’t even know.
I
did not include Alchemists’ Lab in the Omnibus edition because it is already
too heavy in magic. The first edition
seemed to be a decent balance of skills, magic and creatures with equipment,
but in including the Book of Wishes the balance shifted dramatically. That original game’s handbook for players
always felt too heavy with spells for me, and I was starting to feel that I had
gone down that same path.
So
the Omnibus edition does not have “everything”, but to be honest, Alchemists’
Lab is not required reading. It is far
more for the game master trying to come up with cool ideas for missions, for
new magic items, for twists in the magic system, for world building. Some of you are only thinking about writing
missions, and that’s OK if that’s your gaming style. (We refer to that as “get in the car and go”
- when the players would rather just start the mission and they don’t really
care about the mission backstory.) So
does it still help? Yes! Minor example: Alchemist needs some manner of ingredient
that spoils, but it is only found in the jungles 600 miles away. Alchemists’ Lab has items like the timeless
box, which stops time within it. So now
those gathering missions can legitimately cover long treks through hostile
territory and still bring home delicate flowers or certain monster body parts.
Can
Alchemists’ Lab be harvested for adventurer tools? Yes!
Cold face glasses allow you to see heat signatures (for detecting
invisible creatures). A tinker’s door
will allow you to x-ray locks and traps.
There are “adventuring enchantments”, but that’s not what it’s all
about. Plus you do kind of need to
search things like that out, and they are still not simple attack percentage
increasers.
So
if you’re looking for more ideas - check out Alchemists’ Lab. If you’re world building, don’t assume that
the magical craftsmen are in it for the knights and battle mages. Money is easy. Think about the rocket scientists of today;
they make pretty good money, but they are at least as interested in publishing
scholarly essays. They live in a culture
where they talk primarily to their peers.
They want their peers to respect them.
They are far less concerned about the attitude of “stupid berserkers”.
No comments:
Post a Comment