Wednesday, April 16, 2014

The List of Classes for Ganth

Another old, old article this one was thoughts I was having on classes. My curse is I always, without fail bite off more than I can chew. Which honestly is heartbreaking. Fixing the desire to have "new" classes in Ganth and not over loading my self with work seems to be A. Choosing a solid rule set to base my Setting on and B. reducing the work load it requires to create a "new" class. This article was later revised, and I worked harder at defining these classes. What may need to happen however, is a re-skinning of classes. Somewhat like I have already discussed as 2e Kits.

The Bounty Hunter: The Bounty hunter is my answer to the Assassin class, and while I have a fully written version of this class I feel I need to run it through some play tests before I post it. Why the Bounty Hunter you may ask? Well I don't like the idea of a playable "evil" class and so without going into a huge moral debate I felt a "good" version of the class could be designed. 
The Crusader: Ganth's system of Alignment follow a very Basic Edition Idea of Alignment and without going deeper into my Ideas for alignment I'll touch on some of the Ideas I have for the Crusader. The Crusader is my answer to the Cleric, it is a mash up of the Cleric and Paldin class and hopefully I can develop this idea in the right direction. Crusader's receive special powers called Virtues and Blessings from the deities of Ganth. And while it at times seems very much like magic the Miracles preformed by the Crusaders do not have the taint of Chaos like magic in Ganth does. Crusaders are of a Lawful alignment while I am also considering using the Druid as a Neutral type Crusader and what I'll call a Champion of Chaos as a Non-player crusader for the Chaotic Alignment.
The Enchanter: The Enchanter is a re-skinning of the Illusionist, I hate the name Illusionist, it sounds cheap and silly to me. The Enchanter as a magic user class wields all the spell might of the old Illusionist class but I want to add to that spell list with a lot more summoning and creation type spells. The Enchanter fill the role of a Academic Wizard more interested in creating new magic items and creatures than adventuring. Now that's not to say the Enchanter does not adventure, it's just they hold more to the creative and manipulative side of magic. 
The Mage: Yes I know I'm calling my Magic-User a Mage, but I like it and this is my game right? Anyway the Mage re-skinning will change in a few ways I thought about allowing the Mage to wield and weapon they wish although the Mage will always lack the Martial prowess of the other classes, I can't get the Idea of Gandalf wielding Glamdring out of my head. What drives the mage is power, wielding the untamed chaos of Magic and bending it to their will. But because of this the Mage risks the vile touch of Chaos. Yes I'm making magic dangerous to use in Ganth, and of course this effects all magic wielding classes with the exception of the Crusaders. 
The Rouge: No, thieves exists in Ganth but not as a class, the Rouge is more like a Swashbuckler or Dashing Highwayman or even a Musketeer. The Rouge prefers lighter weapons and armor retains the ability to deal back stabbing although this will be used in some different ways. The big part here is that I'm removing the Thief skills from the Class. One or two may appear as a class ability but I want to lead away from a class heavy class to something a bit different. 
The Warrior: The warrior is my Fighting-Man or my Fighter class, some things I am working on also is a option at character creation for the player to pick from one of three or so Warrior Orders based on the characters background and the players desires. These Warrior Orders would reflect ideas for playing characters like Knights or Barbarians. I want to give a player a reason to want to dabble with character development by giving the player the tools to create the warrior they envision.
That's it for my Human classes, like I said yesterday I really want to toy with the Idea of Racial classes, and of course none of this is as of yet in concrete.

Next is the article that "revised" the article above, I started digging deeper into what I wanted to do, but I think I still may need to go with re-skinning classes and not build whole new classes.

"Careful now sweetheart, I'm here for yer husband, not you." 
Bounty Hunter   These guys are still my answers to a good version of the Assassins, its not to say Assassins as a class don't have a place in Ganth, it's just I frown on them as a "player" class. I have created a "take down" table for Bounty Hunters built much like the assassins Assassinate table, where as using the right tools, and studying his target a bounty hunter can subdue his target quickly without a larger altercation.   I have always felt that classes can be "balanced" in play with game mechanics as well as story elements. Much like the paladin's code of ethics, a Bounty Hunter follows a code that guides him. if a Bounty Hunter breaks said code, he no longer can be a Bounty Hunter, losing many of his abilities. I know, I know I hear you but I don't care, my game my rules. Not like I'm ever gonna sale Ganth so I really don't have to make the masses happy, you want that they are calling it 5e...LOL sorry, it was my Grumpy Dwarf coming out...BAD ERIC!
    Bounty Hunters must be a part of a Guild of sorts, this guild "legalizes" the targets. Bounty Hunters then gain XP and Gold in hand for bringing them in...alive. Yes you want 'em dead they got an assassins guild for that. So because of this any bounty hunter breaking his code of ethics or hunting targets outside of the guild jurisdiction, well they hare hunted down an punish, based on the severity of the crime, so Bounty Hunters must be Aligned Lawfully and be Good or Neutral morally. 
"Be at rest, for the Daughter knows thy weakness and She shall return thy favor" 
Cleric    This folks is a tough one...I don't like clerics. I really don't. They don't make since to me much in Ganth. Yes Ganth has gods and demons and Divine powers and what not but, I never understood, the thin line between Cleric the adventurer and Cleric the head of the local temple down the street. No I really don't have the want to here much on the subject other than in play of late I have had seen a "need" for a cleric, not so much as a "MEDIC!" for our party of heartless villains in my buddy Sean's campaign. But as that story element needed to flesh out my world.   I really like my Crusader class, a lot, it has been a blast seeing how in my own Ganth game Sean's Crusader has interacted with the local temple of the Holy Daughter, Sean's Crusader being that of the White Prophet, they two don't get along.
   You see much like the real world, religions really don't much care for each other. No Ganth is not all happy rainbows and such where the Holy Daughter sits idly by as the White Prophet steals away her worshipers. Ganth religions don't get along, neither do gods in the same pantheon. So clerics work much more as covert specialist and let the crusaders do all the militant work and adventuring and such.
   So where does this leave my Clerics as a Player Class? Well they just really are much of a Player class. Not in Ganth, at least. I have stolen all their Armor and weapon use and made them more of a "spell-user" type class. They have less HD, and would fall better in the idea of a Greek Oracle or Friar Tuck, than a Knight of Charlemagne or a Knight Templar.

"JUSTICE! For the God, the one true God, shall have me be his right arm in Divine Punishment!" 
Crusader    I don't like paladins...WHAT!?! First clerics and now paladins? Yes, yes it's true. I needed a way for Champions of powers and gods, of any alignment. I needed a way to have both morally good champions and morally evil champions in the same Faith. Look Alignment is different in Ganth and I have stated it before its not as much a hanging point as some might think. In the same hand I wanted to make each champion of each faith different. Why do Paladins of Thor and Paladins of Horus have the same abilities...its silly. So I have built the Crusader a loose from the hip kind of Cleric/Paladin mash up. Crusader's are the champions of the faith and a militant arm. Each faith grants the Crusader different ability and spells. Spell progression begins at 2nd level, where as Clerics receive spells at 1st level. Crusader can summon "divine" aid depending on their faith. Sean's Crusader summons Jinn, small elemental angelic beings that assist the Crusaders of the White Prophet. 
"I see you Son of Corruption, Turn away from my Grove or me and my wolves will gnaw at your entrails." 
Druid   Druids, are tough, I wanted them in Ganth as I like them, but I wanted to change the feel of them I think. The must be Chaotic in Alignment, but morally can follow any path. So yeah no true neutral Druids in Ganth. They also serve more elder or darker powers, the Old Ones, the Powers of Chaos, whatever you can think of as a force of Nature. Civilization cares very little for Druids and the more organized religions hunt them down as witches, yes even the Chaotic Good one, a witch is a witch as far as the Holy Daughter is concerned.   Druids serve as the Champions of Nature, its wrath and its beauty. They are mysterious and ancient in they ways. Druids organize themselves into covens or groves based on the idea of survival of the fittest. Any Druid at anytime can challenge a leader for control of the Grove. Their is very little concept of civilized honor in this.
   The Druids at one time where allied with the Summer Elves but when the Summer Elves slipped whole into Chaos, the Druids turned on them. The Druids also have turned on much of civilization. The only thing that keeps Druids from rampaging across the whole of Ganth is ancient Blood Pacts that bind the Druids from wiping the whole of civilization from the World. No these Pacts cant't be broken, and know when the Powers that be claim the Druid that has broken this Pact the Druid can't "kill" said power. Gods don not have stats in Ganth, Gods always win. 
"Make Way! The Lord of Dusken Keep approaches!" 
Fighter   What can I do to screw up fighters? Nothing. I like 'em as is. However, it should be stated that Fighters are not your run of the mill sword swinger in Ganth, Fighters are the best of the best. In modern terms they would be the Special Ops guys in an Army. They are Generals and Knights, Mercenary Leaders and such they are the best. A City Guardsman in any run of the mill town will never gain followers or excel as a swordsman, but a Fighter will.
   Fighters in Ganth have the option of Joining certain Fighting Orders, or groups. Based off Alignment, Fighters of Lawful alignment can become Knights in a Knightly Order, Chaotic Fighters can become Mercenaries in a Mercenary Band and Neutral Fighter have the option of joining either one. Orders and Band have rules of such to abide with and benefits can be gained from such organizations.

"This way, The tracks seem to be leading to that cave." 
Ranger   Rangers can't cast spells, I know I'm horrible. In Ganth they lose the mystic connection to nature trading it for Wilderness skills much like the thief's skill sets. Rangers serve as scouts or guides and also are no longer limited in alignment. This pulls the Ranger away from its Tolkien background I know but that was something I wanted. Be a Druid or a Crusader of some Force of Nature to mimic the old Ranger.
   No ranger meets or moots and no secret order as such. They are known for their skills but are judged by their actions. A druid would be just as likely to kill a Ranger as to make friends with one and Armies see value in them and tend to trust them over rouges and thieves.

"By the feathers of the Ninth Lord of the Endarken Cliffs!" 
Wizard   I don't like the term "magic-user", I know that I may lose some cred here, but I don't so my Spell slingers are Wizards. and what a sorry group they are. Wizards not trained in the Wizards Academy are considered outcasts, renegades and at worse witches, to be hunted, ounished and sometimes killed. Magic in Ganth is dangerous, it feeds off of Chaos and it is thought that a wizard not trained correctly can endanger not only himself but the whole of Ganth.   Wizards learn magic in the traditional Vancian sense, however, no two wizard learn the same way, it is inherent to Chaos that the Wizard must master Magic in his own way with his own practices. This makes teaching a long and difficult process. It also makes Magic more mysterious. No two spell ever are formed or even look the same. Scrolls are rare and tend to be only usable by the wizard that created them, however with long weeks in study they can be translated.
   Spellbooks are treasured and protected as well as powerful incantations and traps placed on a spell book. The Wizards academy requires a Wizards Mark, a spell that acts as a focus and signature of the Wizard. Without using the Wizards Mark magic can have unpredicted effects.
   Casting spells in Ganth is dangerous, it requires a saving throw vs spells to cast a spell, if the throw is failed, the DM then rolls a percentile against the characters spell level of the spell cast. In other words if a player cast a 1st level spell and fails the saving throw, the spell still goes of without a hitch, however the DM rules a hidden percentile roll, if the roll is a 1, the Character receives a point of Chaos Taint. This tally is kept hidden from the player. When the tally matches the Characters Wisdom score, they may then be tempted into Chaos.
   This is roleplayed. Period. No game mechanic from this point on, the character must overcome the temptation, passed on what the DM feels is appropriate for the Character. If they succeed in the situation, the count is restarted, if they fail, well, bad things start to happen. Mutations, small at first, but the taint no effects the character resistance, slowly the character falls completely to Chaos, and if not hidden well the other wizard, the Witch Hunters are sent to slay the Character. 
"The power here is in my favor, see I did not come alone, meet my friends from the Order of Fit." 
Illusionist   Illusionist are not your standard Players Hand book lot. They are a hybrid class that share some abilities of the thief. Most Illusionist belong to the Order of Fit, a secretive order tied to assassins and thieves. Illusionist dabble in arcane powers drawn from a shadow world. This shadow world while tainted with Chaos does not hamper the Illusionist in the same ways as Chaos taints the wizard. Illusionists can wear armor as a thief and also can use weapons as thieves, they can never cast spells outside of their spell list neither use magic items outside of those crafted for Illusionist.
   Illusionist tend to hold neutral morals however because of their ties to the Order of Fit, most Illusionist are evil. They more often than not become heads of local Order Houses in cities, tasked with controlling contracts and criminal rings.
   Illusionist hate wizards as much as wizards hate Illusionist, and the two will seldom work together, Illusionist tend to hide their abilities and portray themselves as simple thieves.

"RAGE Brothers! Feel the fury, the HEAT of our POWER, Let it LOOSE on the Wretched foes before us!" 
Elementalist   Still deeper into the mysteries of Arcane might is the Elementalist, from the Chaotic realms of the Great Planes of the Elements these madmen draw the stuff of pure creation. The Elementalist for the most part are so rare in Ganth that they seem to be not considered by the Wizards and the Witch Hunters.   However, Wizards upon discovering a Elementalist or a school are quick to move against them. Elementalist have very limited spell selections compared to other Arcanist but this does not hamper the class, like the Illusionist the Elementalist is a type of Hybrid class, they do not gain spell casting till 3rd level and are allowed a limited selection of weapons an armor.
   Elementalist also gain the ability to summon elementals and other creatures tied to the elements, they however suffer from Burn, a backlash of elemental arcane magic that can kill a Elementalist if he is not careful.
   Elementalist are also limited to the alignment of Chaos but can be of any moral range. They serve together in Covens that unite and shre knowlege with each other. These covens hold strict coded that bind all Elementalist together. No Elementalist will knowingly attack or harm another Elementalist. Doing so strips the Elementalist of his powers, reverting him to a Fighter.

"Tis pretty, me thinks I will keeps it, yes, keeps it till I sells it." 
Thief   Truthfully besides the Fighter nothing much changes for the thief, I have toyed with the idea of allowing Thief Acrobats from the UA book as they seem to be a early "prestige" class, and I have always like the class. It might be that I create two paths for Thieves to follow, an Acrobat path or a Thug path, the choice to be an Acrobat, stay a Thief or become a Thug given to the player at 5th level. I also really like the percentile tables for skills, and I think that if I do the "skill" thing in Ganth I may look into doing them like that.   Most thieves belong to the Order of Fit a almost global criminal organization, however local thieves guild exist at some level. The Order of Fit, tends to look the other way as long as the thieves guilds do not start dabbling into uniting in a way that would create any real competition for the Order.
   Acrobats tend to belong to traveling groups of entertainers as these groups usually hire thieves to "enhance" the earnings of the group. These thieves tend to lean more to the Good spectrum of Morality and have a almost dashing ne'er do well attitude.
   Bandits and Brigands attract thieves that eventually become Thugs. Thugs tend to lean more towards combat arms and defense, and less on practical thief like abilities.

"Sing a pretty song, Sing it all day long..." 
Troubadour    No, no bards, Troubadours, yes but no Bards. Can they use magic? No not really. They can cast cantrips, 0 level spells and such to help with their stories, poems and epics, but no magic missiles.
   They have a few thief skills and and the same limits to armor, but they don't really have the same level of combat strength as the thief. I really don't know if they will stay a player class.

You will notice I was running out of steam towards the end, proof I always bite off more than I can chew. Not unlike this task, what with redoing all these old articles. So Re-skinning is the answer, changing the way a class feels even though they may be very similar. This will give my setting the "feel" I want it to have.

I also want to point out at this time I was still toying with Racial Classes. No I am not going down that road. I have to set limits and that is a big one. Racial classes are really great, don't get me wrong, but for sanity's sake I just can't do them justice.

Other than cleaning up some spelling I have left these two articles roughly intact. They are a good base for my ideas and I want to expand on them and clean them up in a newly written article coming up next.


Tuesday, April 15, 2014

Alignment & Morality in Ganth

Originally written in 2011 this article discusses the concepts I originally thought about alignment and how it would shape my setting of Ganth. I still value this concept but feel in needs to be refreshed and updated. And so here is the article new and refreshed.

To be honest I have always struggled with alignments in my games. More often than not alignment seemed to be a roadblock for the players and their ability to roleplay a character in
the way they thought their character should act. Perhaps this was the intention, I really don't know. In the original edition of the game we are presented with three alignments, Law, Chaos and Neutrality, Gygax supposedly drew these from his "Appendix N". The choices are very general and they were generally accepted as guide posts. I think it was after much complaining or maybe suggestions that the nine where released, and so adding to the Law, Chaos and Neutral axis we have Evil, Good and then of course Neutral. 
Alignments do little in game to me, but hamper roleplay, and instead should be a tool to encourage rolepaly. There is value in them as a standard or base to develop a character. Thinking about this I have over the years came to this conclusion; Alignment and Morality.

An ancient sign of Chaos, Art by ERIC!
Excerpt from the Book of Darmuc the Philosopher, First Chapter "The Order and Rebellion of Existence" 
Alignment is a cosmic force a person, culture or species chooses to align itself with, or to enforce on it environment. Alignment is a cosmic force of nature, a power in itself, mindless as any other force in nature but at the same time bound by a Balance, called Neutrality. Law and Chaos are in constant struggle, the universe spins and "want" to fly blindly into oblivion, but Gravity holds it in place, a tug of war on cosmic scales. Law is this binding stagnate force, never changing never progressing. Chaos however is the wild desire to rip free of Gravity to be flung out into the vastness of space and time, it is ever changing, growing living and dying.
Neither force is inherently "good" or inherently "evil" and Neutrality, a product of the war between these forces, acts as a mediator. A Balance on could say that naturally keeps both forces in check, both forces balanced and in harmony.
In Ganth this all changed, with the creation of the Eldar gods, the Old Ones, the forces of creation that the All Father, Adon used to forge existence. The Elder beings where the tools to create all the stars, the worlds and the realms of the All Father, then cast down they soon grew board and created, life, slaves to serve them much in the same way they served the All Father. These first beings, Gods as they were soon rose up and locked away their task masters and creators. And the looked around for the first time with new eyes.
Untold worlds and realms lay across the vastness of eternity for them to live, work and play and that's what they did, however their "noise" soon drew the attention of the All Father. He commanded them to silence and forced them to draw lots, each now being assigned roles to fill in creation. They where each given responsibility over different worlds and realms and intern shared some of these worlds and realms with other Gods. The All Father then raised his Sickle and cleaved the time and space creating the mostion of the realms and celestial bodies.
From this action shards of the Sickle broke free and crashed into the realms and Worlds, on Ganth seven great shards landed burning bright in seven different colors, from them the Seven Great races rose and looked around at the world laid before them.
The Gods saw this and in awe wondered what these beings could be, what was their purpose, they where weak, dying off in the blinking of a Gods eye, they where hardly intelligent, but seemed to learn rapidly. They questioned the All Father and he smirked, ignoring the pleads of the Gods.
Some of the Gods turn towards these new creatures, and began to watch them, help them and care for them, it was soon evident that as the influenced the lives of these creatures, the Gods themselves grew in strength. Other Gods, ignored them, tormented them or manipulated them in horrid ways, also these Gods learned they grew strength in this. Worship was the answer and soon the Gods, learned methods of encouraging worship.
Morality was introduced to creation, Good and Evil. But nature as always abhorred a vacuum, and a vacuum was created, and that age old Balance moved in to stop a bloody and ageless war. The Gods waged a war in the heavens and in the Realms and in the Worlds of all off creation. On Ganth this was called the God Slayer Wars, Seven swords crafted from the Shards of Adon's sickle were made and used to wage a war between the Gods of Good and the Gods of Evil. The War lasted eons, and life all but dwindled into nothingness. But the Balance moved slowly, steady to stop this, it had to "learn" and as a force of nature this was new to it's, not really existence, but "way". The Balance created it's own Gods, servants of Balance and Protection. They could resist the weapons of Good and Evil and brought about the First Accord. Laws that bound the Gods to equal footing. 
And so with Balance came morality. The Gods now bound by the First Accord where no longer allowed to wage an open warfare across the Realms and Worlds. A long existence of  shadow wars began, covert undertakings to increase the powers of the Gods, using the newly developed followers, worshipers devoted to Law or Chaos, Good or Evil.

Alignment works much like the traditional alignment of older editions, like Basic D&D. Alignment however does not allow for much leeway. Once a player picks an alignment it takes extreme measures to change ones alignment.

Morality however may shift and change over a characters life. Shifting from good to evil and maybe even back again. Of course a character may still be penalized for shifting morality on the fly, this may be even reason enough for an Alignment shift.
What we have then is Alignment which describes your allegiance to the cosmic struggle and Morality, how you fight in the cosmic struggle. A Lawfully aligned character may be Good, Evil or Even Neutral in Morality, but they find it very difficult to shift from Lawful to Chaotic. Even more rare is what is called True Neutral. Few if any characters should choose this alignment. Lawful and Chaotic Characters would find serious issue with a True Neutral.
 Alignment most often is chosen at a characters 1st level of advancement, Adventures are unique individuals and represent counter points to Fate and can radically alter Destiny. A True Neutral Character finds it difficult to deal with the Adventuring life, believing to be bound by the Balance, Fate and Destiny. True Neutrals also have issue with Morally Good or Evil characters seeing them a betraying the Balance.
0-Level  NPC's as such rarely ever choose an Alignment other than True Neutral. They tends to be Morally Good or Evil, this being considered Neutral Good, or Neutral Evil. Leaders, like Kings or Guild Masters may choose to be Alignment either Lawfully or Chaotically, but this rarely happens without gaining Character Levels in some class.
More so a Lawful character may only be Good or Neutral while a Chaotic character may be Evil or Neutral. Neutral characters may be Evil or Good.
Which now brings up the issue with Chaotic Neutral and Lawful Neutral characters. These Characters are on the forefront of the battle between Law and Chaos. They are extremely radical in their paths, stubbing their nose at Morality either Good or Evil, all that matters is the war for dominance between the Ancient forces of Law and Chaos. Rarer than even True Neutral Characters these characters are limited in class choice and are only chosen by Adventurers. 
So while all the 9 traditional alignments are represented, let me make it claer, Law, Chaos and Neutrality out weight the Morality of a character. Good and Evil tend to be an ends to a mean, different species, cultures and kingdoms will view Good and Evil differently. Local Tabbo's and customs influence Good and Evil, along with the War Gods face with each other and their Churches. 
Characters through play will develop Morality, and find it easy to drift from one to another, However Alignment is difficult to change and should be penalized per standard Original Rules. I know it may seem I'm putting a lot of restrictions here but I'm attempting to devalue Good and Evil and emphasize the Law and Chaos axis. This becomes more important as we start to explore Ganth's Mages, Paladins, Clerics, Monks and Crusaders.


P.S. As I rewrite these, feel free to point out unclear comments, grammar errors and the such so I can fix them! Thanks!

Saturday, April 12, 2014

Dagger Arts & The Chronicles of Ganth

   What follows was at one point my very first post for this blog. This is why I started this blog, so long ago, and this is why now, I needed to do this reboot. I needed to get focused once again on getting Ganth out of my head and into some form of medium that can be shared.

   I am think that once a week or so I will re-release one of these old posts, comment on them or in the opening introduction make note that I am editing or changing portions of the post.

The Chronicles of Ganth has been the name of my home brewed campaign setting since the early days gaming in my life. The Chronicles of Ganth, hereafter referred to as CoG, is a world that has never really been penned down, but over the coming weeks maybe I can fend off my own laziness and really get this campaign rooted and heading in a comfortable direction.

Quite a few different fantasy sources have inspired me over the years and these sources have leaked into the back drop of CoG. Some of my bigger influences has been Glenn Cook and his Black Company books and George R. R. Martin's A Song of Ice and Fire. Both these series of books don't really reflect the genre I trying to reflect as much as the epic feel and the story telling potential I feed upon when I read one of their novels. I want CoG to feel epic and it has always been my desire to have the players in my games feel like epic heroes.

It may seem that this smacks in the face of more traditional OSR gaming but if I'm building my own world why not let my players be my worlds Fafhrd and the Gray MouserElric of Melnibone, or Conan the Cimmerian. I'm not trying to build Greyhawk here, something to sell and make a profit with, I'm hardly capable of such dedication, hence the blog. But what I'm am wanting to do is build a campaign setting I will spend the rest of gaming life adventuring in.

The OSR has done one thing for me that I am very happy with, it has given me the tools to build Ganth once and for all, and it has reminded me why at 8 years of age I first rolled up a character and jumped into the Caves of Chaos blindly.

Dagger Arts is what I have decided to call my collection of "House Rules" for my campaign setting, as I poured over my First Edition material and OSR games like Labyrinth Lord, I have come to the idea that I want my own rules to create the feel I desire for my campaign. I want to avoid adding to much crunch to the rules as written but in the same hand I think some things could be stripped down, I don't know as of yet though.

I have had some ideas, like reskining some classes and changing the way some of the classes work. I know I really dig the idea of having racial classes for my First Edition game, and I know I dislike the skill heavy thief. And so hopefully once again I can maintain this blog and at least once a week build this world.

I would like to say if it wasn't for the last year or so of reading James Maliszewski's awesome blog Grognardia I would never have thought to try and accomplish this task. If you have never read his blog go there now, forget my pathetic start up blog and check out his awesome campaign setting Dwimmermount.


   In the opening paragraph I start with an introduction, of what Ganth is, then you see that I dip into a small "Appendix N", I have always loved the epic stories, the tragedies, stories that make the characters seem "real". I figure both Martin and Cook have captured that quite well in their stories.

   Dagger Arts was a stupid idea, later on in other posts I will go into more detail, but originally I was working with a good friend to do a d20 publishing company, and we picked Dagger Arts as the name of the company. In my ignorance I just changed the name of the blog but not the address and went with "Chronicles of Ganth". Looking back I regret this, now some jack hole has "Chronicles of Ganth" as an address and I am stuck for now with this ignorance. One more stupid mistake on my part.

   I still like the idea of "reskinning" classes, something close to what 2e did with Kits, just on a lesser scale. I think it's a solid idea, it could really help create certain "feelings" for the different cultures in Ganth.

   And now the final paragraph, this is a bit of a bummer, you know ya' put these guys up on little pedestals and then they get knocked over, you rage, you whine, you throw little fits. But in the end, I have to admit that Grognardia is what inspired me the most, it was what guided me to the OSR in the first place. Recently I have seen James pop up here and there on G+, which sparks my curiosity, but I just feel like the guy wants to be left alone. I don't know him from Adam, and I can hardly guess what he had to deal with after the fall of Grognardia.

   So there you have it, a reintroduction of my first ever post. Some of the post may be like this some may be a little different. I feel like some posts I may include comments in the posts other made, and some I won't. It really depends on if those comments are relevant to the posts.


A reboot is coming...

   So as you can see I have taken down my blog. I have been debating this for a while. The last year or so my blog has been a source of much ranting and quick, lazy posts and not a gaming blog at all. To be honest I have been busy, work takes a lot out of me and life in general has gotten in the way.

   I have not deleted any of my posts, but I have reverted them to drafts. This is a reboot, and as such I am going to be editing re-writing and cleaning up old posts. I want to add more details and game crunch to posts about Ganth my home brewed setting.

   Rereading some of my old posts brings back memories of why I started this blog to begin with and it has also been a source of embarrassment. I feel like I have let my self down recently and really failed at what this blog was supposed to be all about.

   So I will redesign it's look, add in relevant game information and remove many of the silly posts and ludicrous rants.

   Do not worry I am not going anywhere I'm just "spring cleaning".