You are visitor number 1430 since August 2006.
Classes? But where could a player find a could source of information? On a RPG discussion list (an electronic mail forum for RPGs), a person posted rules for characters to have sex. I though that this was quite clever and a little demented. Well, just having a few sex rules didn't seem to useful except for its comic appeal so I made some diseases and insanities to make it more interesting. I thought I had a pretty nice guide so I requested some help on the list for people to look it over. Well, this caused quite a stir and I realized that the guide was very incomplete as suggestions for more sections started pouring in. Well, over a few months ideas, comments, criticisms, and additions kept coming. I even established a small mailing list to correspond to these people. By far the best thing to come out of this guide was the useful information on pregnancy which was much needed for most RPGs.
I saw some successful guides created by another list member, so I asked if I could mimic his organizational style and other key elements like the title, copyright, preface, quoting, etc.. We are both hoping that this style will be used in other works to bring some type of unity to all net-guides. Eventually, this final product was reached.
This guide will add a new and often times funny dimension to any campaign. The key is funny. One objective was to try and keep it light and fun. Although some things may be considered perverse, it was created in an jocular fashion. The intent isn't to offend or disgust it is only to enhance the game. This guide is so extensive that there should be something for everybody. And if not, then you can just throw it away (it's not like you had to pay for it or something). I'm sure that companies have plans to publish there own guide <yeah, right>.
For the most part, the information enclosed will have been play-tested and in a workable form. In others, you may have to make further adjustments to fit the ideas into your campaign.
This material is the fruit of labor from a few great people of the Internet. Although some material is my own, it is not all my own. Most of the material was submitted from others, and I merely edited it. Also, many people inspired much of the guide. Plus, they made a considerable amount of suggestions, comments, and criticisms. Acknowledgment to these people is given in the Special Thanks section of this guide.
I prefer that this guide is not mass distributed. This is a very extensive supplement that few deserve. Most criticized, mocked, and scorned me and my comrades while creating it. Only people who are helpful, creative, and appreciative deserve to view this guide. Therefore, be wise and selective when distributing it and don't give it to every Tom, Dick, and Conan.
For those that do receive this guide, I ask that the material is unchanged. Of course I can't really stop anybody from doing what they want. I just ask that you respect those who made this guide possible because I'm sure that they will continue to make great material for RPGs.
The Guide CreatorP.S.
Much criticism has been aimed at this guide because of its topics. Some feel that characters are forced to roll instead of role-play. Some feel that its contradictory to increase role-playing by adding more tables.
I don't think that some rules hamper role-playing. A lot of players don't like bad things to happen to their characters and will prevent these things to happen. Having the rules allows the GM to ensure that the character suffers, but fairly. Of course the player must still role-play, but now he will know what abilities are effected. On the same note, I find that tables give the characters something to work with instead of just saying something is happening. The character still must role-play. It just helps to give the players some direction. Being free to let a character do anything in the name of role-playing isn't right. RPGs have many rules and to criticize rules that others make isn't fair. Why not criticize the combat system, spell casting, and such? You could say that the limitations put on spells hampers role-playing. Why not let characters flourish with dramatic spell-use that isn't encumbered with rules? My point is that some rules are to much, but using certain ones that you like at the right time will enhance role-playing by giving players something to work with.
However, I do feel that some rules are encumbersome. I didn't care for the sex rules in this guide and haven't used them, but some people do and that is fine. The conception rules I feel are useful because characters find out if they are pregnant randomly (for females) without the GM deciding. Because when the GM decides, the character assumes (with good reason) that the pregnancy occurred for some dastardly plot reason.
There are many types of players around, some like rules others don't. I just put everything in my guides based on what people ask for. I don't limit the guide to just what I want. I just don't use what I like. I make available what people want and suggest.
I would like to quote a friend, Morgan, who seems to say it all about people's complaints:
"I think all those that complain that guides are too strict or difficult to roll are a wee too steeped in the judicial side of the game, i.e. following the rules to the letter. I suppose someone ought to mention that what you're doing is creating guides for those who want to have a bit more realism in certain situations, not creating rules that MUST be played. In general, I've found a lot of useful ideas contained in your guides which can be used or abused to make my games more enjoyable. Thanks for collecting all of this stuff."