I found this half completed list for a random generator. I think it is cobbled together from disparate lists I found on other gamer's blogs. The purpose is to give me a quick NPC when the Player Characters decide they want to hit up a local for some information. This should give you enough details to make the encounter a worthwhile one.
Contact Information:
jay@vanishingtowerpress.com
Thursday, March 5
Random City Folk for your Fantasy Streets
Tuesday, February 25
A Present of, and a Review of Castle Xyntillian by Gabor Lux
Gabor Lux is a fantastic person. He is undeniably
generous. His output under the Echoes from Fomalhaut label numbers 60
individual publications spanning more than a decade of OSR creations. This not
only makes Mr. Lux prolific, but an artist who has printed content throughout
the history of the OSR movement from 2003 to the present. His blog Beyond Fomalhaut
should be recognizable to most OSR aficionados and needs to be added back
into my blog’s recommendation list. His zine Echoes is comfortably weird
and always worth a read.
So, this guy is mind-numbingly good and a great
example of how gaming product should be made when offering to the consumer-at-large.
I recently purchased EMDT 57 The Nocturnal Table from his line. I wanted
another generator for random city encounters and this 2019 digest-sized release
looked like a smart choice. Well, really, I knew it would be a smart choice because
it is from Gabor and Gabor’s shit does not suck. The price was very affordable
considering the book was coming from Hungry and the bouquet of DIY chewy usefulness
packed between the pages. And it was an extremely fortuitous time to order as
well. Seems my transaction was his 1,000 foreign commercial exchange and Gabor
acknowledged this by sending me a beautiful hard-bound copy of EMDT 60 Castle
Xyntillan, a 131page OSR adventure tribute to Judges Guild’s Tegal Manor. Tegal
Manor is known as an original example of a “funhouse” dungeon, a module packed
with interesting, unpredictable encounters with a loose or even no overall
relation to another.
It is not a small book, not digest size. More like hardcover
catalogue size? The cover art is original, a Peter Mullen creation. There is a liberal
amount of original and public domain art and uses the wonderfully efficient
presentation of two-column text on white paper for easy reading and scanning.

Seeing as I have recently acquired it, I cannot
divulge the value of the majority of the book, the keyed dungeon itself. But it
has been extensively play-tested. You know this because the introductory pages
list all the Player Characters (not players) that survived and died in their forays
through the dungeon. It is a long list. Besides, it is Gabor so you know it must
be good. The cherry on top of this lovely book is the location marks for each
and ever Player Character which died in the dungeon. The big spreads on the end
pages contain the dungeon maps and the location and name of the dead PC is
placed on the map. There even is an MIA list, adventurers who’s fate remains
unknown. Sweet.
Monday, February 17
Mathew Finch Interview Coming Soon
[The Completed Interview can be listened to here]
Looks like Frog God Games has been making the rounds promoting the success of their latest kickstarter and the Vanishing Tower Press has been tapped for an interview. Super excited for an opportunity to interview Mathew Finch. One, I do have some topics I would like to discuss with any OSR luminary, let alone Mr. Finch. Two, the Vanishing Tower has not conducted an industry interview ever, so it is a great moment for the press itself. And third, I give good interview. At least I have in the past. Just like gaming, I have been out of the gonzo interview business almost as long as I was lost to TTRPG's. So it should be a worth a listen for that alone.
Looks like Frog God Games has been making the rounds promoting the success of their latest kickstarter and the Vanishing Tower Press has been tapped for an interview. Super excited for an opportunity to interview Mathew Finch. One, I do have some topics I would like to discuss with any OSR luminary, let alone Mr. Finch. Two, the Vanishing Tower has not conducted an industry interview ever, so it is a great moment for the press itself. And third, I give good interview. At least I have in the past. Just like gaming, I have been out of the gonzo interview business almost as long as I was lost to TTRPG's. So it should be a worth a listen for that alone.
I would like to live stream and record at the same time, but it is to important of an opportunity to have everyone hanging on air while my horrible media tools melt down around me. So next best is a recorded interview. This provides editing opportunities, but I always found going live the most exciting. Most like a role playing game, the spontaneity and unpredictability of live takes is tonic for the manic!
Don't miss it, I will be posting it. Currently scheduled for next week, then edits, so two weeks and I will have an interview to drop?
x
Thursday, January 23
Patrick Stuart's Sky-Stone-River Place
Is an obscure PDF, no longer available, containing a very entertaining dungeon filled with opportunities for climbing, swinging and yelling in a vast cavern filled with toppled templery and mosaic birds.
My Rom'Myr Dying Earth campaign was built around this adventure module as the start location. Firstly, because I think the adventure is hella-cool. I knew I wanted to run it as soon as I skimmed the plain text doc. The other is because my OSR Homebrew setting used the Thief class as the base character class. If you don't qualify for any of the other six classes you are a thief. And with thieves having a high Climb Walls ability, the only ability they can really exercise with some assurance of success, is a perfect match for the dungeon's interior environment.
The campaign has moved on from the starting location, obviously, in the last year and a half, but before more daylight appears between that glorious opening and the current campaign's direction I would like to honor this original freebie with my own illustration of the water-warped temple.
My Rom'Myr Dying Earth campaign was built around this adventure module as the start location. Firstly, because I think the adventure is hella-cool. I knew I wanted to run it as soon as I skimmed the plain text doc. The other is because my OSR Homebrew setting used the Thief class as the base character class. If you don't qualify for any of the other six classes you are a thief. And with thieves having a high Climb Walls ability, the only ability they can really exercise with some assurance of success, is a perfect match for the dungeon's interior environment.
The campaign has moved on from the starting location, obviously, in the last year and a half, but before more daylight appears between that glorious opening and the current campaign's direction I would like to honor this original freebie with my own illustration of the water-warped temple.
Tuesday, January 21
How Many USR Character Sheets Were Downloaded
... in 2019 you ask? Probably not, but I read the end of the year numbers on how many times this universal character sheet downloaded with the diligent scrutiny one would reserve for reading tea leaves. And I ask myself many questions which may never be answered.
For what purpose could 37 (that is this years count) USR Character Sheets be used for? Are they all for active games? Does the same person download them again and again?
I like to think that Scott Malthouse's minimalist rules-set Unbelievably Simple Roleplaying is getting some decent love for an obscure indie game.
Let us look at the numbers:
Customer #1612763 downloaded the sheet the most, 7 times! Dude, save it to google drive! Every other download was from a separate customer. So one must conclude 31 different people showed interest in the USR system. One customer looks to be playing a game regularly!
22 copies of USR Sword & Sorcery were purchased this year, and Anthro USR sold a copy, 1. So fuzzy animals are not nearly as popular as iron thewed warriors.
My first commercial DnD adventure sold 20 copies here at the end of the last quarter of 2019.
10 copies of Horrors Material & Magic Malignant is pleasing to see. This means 1 out of every 3.7 customers who purchase Sword & Sorcery decide the supplement is a good buy as well.
Santapocalypse was a disappointment. I thought it was a nice pocket war game which deserved more love. Well, 2020 looks like another exciting year here at the Vanishing Tower. Podcast will be making a brief appearance for live drop from the convention floor in February.
I'm going to put up a blog post where I get all philosophical on what a role playing game is (and it isn't the fucking rules). I get into stupid arguments on the internet, and I should get my thoughts in order at least.
Vanishing Tower's house game, Rom'Myr Dying Earth, continues down its twisting, picaresque path. A BFRPG-run game, me and the players experiment with the plastic medium of a roleplaying game every other week. The PCs are responding to a very responsive game environment, have adjusted accordingly, and are just as hungry for more adventure as they were on day one. For myself the continued yearly play reveals how gratifying a game can be when everyone at the table is invested and interesting. And then poof, it is gone. Is their any other artistic medium which is so ephemeral, yet so enthralling to the participants? The "best practices" for our games as championed by the OSR have shown their sturdy utility again and again. At its diamond core the game is nothing but responding to the fascinating and creating fascinating game moments is tough stuff.
For what purpose could 37 (that is this years count) USR Character Sheets be used for? Are they all for active games? Does the same person download them again and again?
I like to think that Scott Malthouse's minimalist rules-set Unbelievably Simple Roleplaying is getting some decent love for an obscure indie game.
Let us look at the numbers:
Customer #1612763 downloaded the sheet the most, 7 times! Dude, save it to google drive! Every other download was from a separate customer. So one must conclude 31 different people showed interest in the USR system. One customer looks to be playing a game regularly!
22 copies of USR Sword & Sorcery were purchased this year, and Anthro USR sold a copy, 1. So fuzzy animals are not nearly as popular as iron thewed warriors.
My first commercial DnD adventure sold 20 copies here at the end of the last quarter of 2019.
10 copies of Horrors Material & Magic Malignant is pleasing to see. This means 1 out of every 3.7 customers who purchase Sword & Sorcery decide the supplement is a good buy as well.
Santapocalypse was a disappointment. I thought it was a nice pocket war game which deserved more love. Well, 2020 looks like another exciting year here at the Vanishing Tower. Podcast will be making a brief appearance for live drop from the convention floor in February.
I'm going to put up a blog post where I get all philosophical on what a role playing game is (and it isn't the fucking rules). I get into stupid arguments on the internet, and I should get my thoughts in order at least.
Vanishing Tower's house game, Rom'Myr Dying Earth, continues down its twisting, picaresque path. A BFRPG-run game, me and the players experiment with the plastic medium of a roleplaying game every other week. The PCs are responding to a very responsive game environment, have adjusted accordingly, and are just as hungry for more adventure as they were on day one. For myself the continued yearly play reveals how gratifying a game can be when everyone at the table is invested and interesting. And then poof, it is gone. Is their any other artistic medium which is so ephemeral, yet so enthralling to the participants? The "best practices" for our games as championed by the OSR have shown their sturdy utility again and again. At its diamond core the game is nothing but responding to the fascinating and creating fascinating game moments is tough stuff.
Sunday, January 12
Death in Rom'Myr




Tuesday, January 7
Original Design Metal Gamer Tees I Made
I've been wanting to do this for some time. I imagine it has already been done, is being done. This is an easy phrase to stumble over when thinking what would make a good t-shirt? What this tee has that no one else does is a piece of my original scribble art found in my new OSR compatible module I recently released to loud acclaim (see review link right).
So that is why you need to get this DIY indie shwag! These will be available for the next twenty-five days, so no dawdling.
Tuesday, December 17
Looking Forward to Ghengiscon
It is not completely solid, but all indications are I will be
attending Ghengiscon this February in Denver. Over Valentine’s Day no less. Most likely the only convention I go to all year (lets hope not). The
price to be paid for this running on Valentine's Day I imagine a few grumps and grumbles in the cabin.
The two games I offered have been accepted
so I will be running FGU’s Space Opera on Friday and Saturday run my current
OSR release, an adventure module for PCs 2-4.
Space Opera needs prep while AA03 not really. For the OSR
adventure I hope participants bring their own characters. Put some real money
in the game. No one is going to do that though. Players are cautious, paranoid
lot. I have been twisting up layout machine to make an original, comprehensible
character sheet for SO and is working out well. Unless you are willing to draw
one up,like James V. West, I find software creation to be clunky and hard to
fine tune. Fortunately sci-fi character sheets lend themselves to structured
layouts, clean text and picture frames.
Character sheets and monster stats! The
adventure takes place in a hostile jungle so a variety of critters to encounter
should be drawn up into its own monster section. Like an appendix or “New Monster”
section you can find in traditional modules. Having a few pages with all the
monsters to be encountered in the adventure, with stats, is a must for me when
writing dungeons. Detailing and tricking out the flying ATV which will be used
in the adventure. In a one-shot adventure players don’t have much to hang their
hat on, so useful items and gear begin to define their capabilities. Having depth
to the information about the rig will help the players come up with ways to use
it and escape danger!
Traversing the canopy below by flying is hazardous, there are
large raptors which are attracted to anything they can see in the sky. Having
your Air Raft break down deep in the jungle is when you need to call for a
lift, and fast. Once I have something worth playing at when the PCs arrive at the
“Forbidden City” the rest of the content will be much easier to write.
I’m not sure what kind of presence RPG’s have at Ghengiscon,
but I know Savage Worlds is played more than any other thing, followed next by 5e?
I think.
There are some luminaries of the OSR-o-Sphere living on the
front range so there is always the chance I see someone I’m a fan of. Toughest
thing about the con is the drive over the continental divide. It is always a
crap shoot. There is no guarantee you will
get where you are going once your on I-70 in the high country.
Thursday, December 12
Silver Best Seller is USR Sword & Sorcery it is!
I don't know how long it has held this position but USR SWORD & SORCERY is a Silver Best Seller on DriveThruRPG. Not bad for an obscure ameture publication. I think I even saw a few months back a pirated copy available online. So it is that big time as well :)
Anyways, really proud of this little game with big ambitions. Deluxe is moving along at the heart-breaker hobbiest pace. The AA03 module is still waiting on an acceptable proof to release the hard and soft cover editions with color covers. A whole back-log of shit really. Fear & Loathing in Fat City needs to get off the outline board and yellow-lined sheets of paper and squished into my laptop. That's another thing, the longer you work on a project the more certain you get your laptop is going to crash.
The total numbers include free copies, many of them mine. I believe how that works. Just volumes of copies downloaded. The actual paid for downloads of USRSS numbers is 188, just shy of 200. Total downloads is over eleven-hundred, so free copies boost your rankings kind of unfairly. Either way, this slim publication will be yanked as soon as Deluxe comes out, so who knows how long you have for an "original" edition?
Oh yeah, my other early on project, Classic Modules Today, at DMs Guild continues to be as stand-out success for the Vanishing Tower. CMT B2 Keep on the Borderlands has gone PLATiNUM thank you very much. This goes to show you the value of a sellable brand. My stuff combined barely hits five hundred units moved while the licensed products, the Classic Modules Today, are in the thousands for downloads. Most of the other conversion guides have hit Silver or at least Copper as well. Once again, Vanishing Tower's most successful venture so far.
Santapocalypse has moved a whopping 4 units in legit sales, but hey, you do it for love of the game! Cio for now from the old VTP.
Anyways, really proud of this little game with big ambitions. Deluxe is moving along at the heart-breaker hobbiest pace. The AA03 module is still waiting on an acceptable proof to release the hard and soft cover editions with color covers. A whole back-log of shit really. Fear & Loathing in Fat City needs to get off the outline board and yellow-lined sheets of paper and squished into my laptop. That's another thing, the longer you work on a project the more certain you get your laptop is going to crash.
The total numbers include free copies, many of them mine. I believe how that works. Just volumes of copies downloaded. The actual paid for downloads of USRSS numbers is 188, just shy of 200. Total downloads is over eleven-hundred, so free copies boost your rankings kind of unfairly. Either way, this slim publication will be yanked as soon as Deluxe comes out, so who knows how long you have for an "original" edition?
Oh yeah, my other early on project, Classic Modules Today, at DMs Guild continues to be as stand-out success for the Vanishing Tower. CMT B2 Keep on the Borderlands has gone PLATiNUM thank you very much. This goes to show you the value of a sellable brand. My stuff combined barely hits five hundred units moved while the licensed products, the Classic Modules Today, are in the thousands for downloads. Most of the other conversion guides have hit Silver or at least Copper as well. Once again, Vanishing Tower's most successful venture so far.
Santapocalypse has moved a whopping 4 units in legit sales, but hey, you do it for love of the game! Cio for now from the old VTP.
Tuesday, December 10
My Rom'Myr Campaign

The party is of 5,
not all from the same world. Traveling the Averoigne wilderness they
encounter the mule-thing Farthingnay. This enchanted beast of fairei
compels the PCs to collect 8 threads from the Pale Knight’s cloak.
The party finds and
penetrates the Pale Knight’s ruined palace. It is a crumbling pile
haunted by dark obscenities. Feasting on the dead appears the main
form of sustenance for the palace’s denziens. In the lower level
dining room the party crosses blades and hammers with the Order of
the Maggot, a martial order of ghouls. They claimed to be the
personal guard and escort of his grace the Lord Bishop of the Pale.
It appears the Pale Knight is holding audience!
An artifact of
ancient evil was uncovered, a black cauldron. Toth, with his mighty
hammer Jyfryth, sunder the cauldron in twain. The two thieves of
Valla’Tair lead the way into darkness. It is not long before the
palace responds to the party’s intrusion. Red and Silver Dragon
soldiers, terror gnomes of in-between, clash with the PCs in a large
chamber deep in the dungeon. Knives and axes snicker-snap in orange
torchlight. The fight is sharp and swift. 8 of these creatures lay
dead on the floor, for no race of man were these terror gnomes, while
the party suffered wounds to the paladin Toth and Lumin of the Hidden
Hand. The terror gnomes wielded short side swords in battle and
capable of wicked wounds. It took much faith and bandages to restore
their health. Vari’dell and Cree, the thieves of Valla’Tair, are
only covered in gore from the soldier they slew. La Batard was
equally unscathed.
The palace had more
to throw at the brave party, the palace walls itself! Mere doors
turned into mystic portals, dividing the party and leavining others
truly lost. Cree, a monster-hunter by trade, is left stranded in an
unknown cavern, vast and dank. He must move swift and silent, he must
brave the terrors of the living dead and eventually return to the
radius of the party’s torch. Erstwhile, the two warriors of faith,
Lumin and Toth, scout and thief, all of them slay the petty-lych
Skeelos, and restore Aladona to life.
How will the
temporary alliance with the lady called Aladona and the PCs last?
What awaits them in the throne room? Only the next game session can
reveal!
Saturday, November 30
Tables from Cyberpunk 2020 (for your Traveller game)

Useful tables from cyberpunk 2020 (for your Traveller game);
p.33 lifepaths,
p.30 fast and dirty expendables,
p.43 fumble table,
p.58 occupation table,
p.61 weapons list (damage and ammo stats work easily enough)
p.68-69 gear descriptions/gear list,
p.76 cyberware list,
p.83 chips & prices,
p.142 programs list,
p. 167 programming 101 (more for the setting info then a table),
p. 179 uniform civilian justice code,
p. 220 night city encounters.
The DM’s Guide is System Neutral
Or
at least can be used with any game you may be running, regardless of
genre. There are many useful random tables and information any Game
Master usually feels are essential at the table while running. For
myself, I am constantly turning to the Non-Player Characters section
on page 100. Regardless of genre I am running I can always turn to
this section and quickly get an NPCs personality whipped up on the
spot. This makes for legitimate apprehension in the PCs. If they know
the Game Master is rolling up personalities randomly they can’t get
all mad at you when the last three armor smiths turned out to be
sociopathic cheerful aesthetics! There are twenty tables alone on
these two pages, no NPC ever has to be like the other. I don’t even
use all of them. I roll randomly four or five times to get the tables
I am going to roll on and then roll for results. This mix and match
of character traits assures me and my players will have unique NPCs
to engage with whenever this level of detail is warranted.
Here
is a list of other tables which are useful at the table, no matter
the genre!
p.
25, Value and Reputed Properties of Gems and Jewelry
p.12,
Character Age, Aging, Disease and Death
p.
215, Appendix F: Gambling
p.
82, Effects of Alchol and Drugs
p.
53, Waterborne Adventures, excellent resource for manual and
wind-driven craft!
p.
29, Description of Occupations and Professions
p.
32, Sage Fields of Study and Special Knowledge Categories
p.
36, Loyalty of Henchmen & Hirelings, Obedience and Morale
Really,
you should get your own copy of this 1st edition book and
mark it up for all the tables you find useful. If you are running any
type of fantasy game the book becomes even doubly useful with the
more fantasy specific sections and tables in the book. It is dubbed a
“Special Reference Work” on the title page. I would go so far as
to call it an “Essential
Reference Work” for the serious Game Master as well as the fantasy
codex it is.
Thursday, November 21
Back Ad Copy for Deluxe and classic USR Sword & Sorcery and Horrors Material & Magic Malignant
Wednesday, November 20
Santapocalypse - Holiday Themed Wargame

The rules are a minimalist distillation of my years reading and not playing hex-and-chit wargames, and my developing rpg mass combat system for Deluxe USR Sword & Sorcery.
The only components of the game will be the rules and counter sheets. If you are familiar with miniature war-gaming you will know what to do. Even so, I think you will see where I am going with a role-playing mass combat mechanic; random tables to generate unique encounters, while underneath is a simple, scale-able, playable set of rules which facilitates getting the battle completed, with interesting results, and leaves traditional role-playing unhindered.
The order of battle is, under the leadership of Santa; reindeer, toy soldiers, and toy cannon. The elves do not have leaders, but their force pool is as such; elves, elven archers, and some candy cane pickets which may or may not come into play.
No pretense of a balanced engagement being modeled here! The counter sheets don't represent a limit on force-pools, print as many as you like? The combat resolution mechanic is a contested dice roll with results being rolled on a Christmas Carnage Table. Right? Who doesn't want to roll on that?!
I designed the game basically around one result off of the Christmass Carnage Tabel; Mound of Bodies!. If this result is rolled..., well, you will have to play it to find out.
http://www.perytonpublishing.com/
Sunday, November 3
Daniel Hernadez Delivers!
Another artist finished their commissioned work for Deluxe USR Sword & Sorcery, Daniel Hernandez. He completed six black and white line drawings of the signature mascot for Deluxe USR Sword & Sorcery; Dor Stryker! A reaver of blood red rivers and blood red passion, she embodies the wild freedom of the Sword & Sorcery genre I have built into the game.
Dor Stryker earning a night's pay
I should probably keep these under wraps, make folks pay for a view in my book, but I am so excited by the whole experience; searching, contacting, negotiating, and waiting for finished product, f#@%ing exiting I tell you.
Daniel Hernadez is an artist in San Diego, easy to get a hold of, and charges appropriately. You can trust him with your project. You heard it here from the tower.
Here is my current list of reliable artists for hire:
Michael Gibbons, Aos, Metal Earth; if you are a fan of black and white illustrations and want them fast then Aos is your guy. Themetalearth@gmail.com.
Jeremy Hart; monster stock art and commission work. He does solid, detailed line drawings.
and Daniel; makestuffsd@gmail.com
All DIY'ers can get some great art in your games with this bunch. It also will also prompt you to start drawing your own illustrations. You'll want to see your own stuff in your books for sure, and damn, your art budget will thank you.
Friday, October 11
Classic Traveller Combat Revealed!
I don’t know if Traveller’s
combat system is considered “deadly”, but it has carried an air
of complexity around it by those who have never played. I’ve had
the pleasure of running six-seven sessions of Classic Traveller and I
find the combat system amazingly plain, but with oft overlooked
features which make it really sing!
Look at the combat turn order,
nothing there any regular rpg’er hasn’t seen. The surprise
mechanic is simple, and interesting. To hit is 8 or better on 2D6,
and wounds are applied to your Physical attributes; Strength,
Dexterity and Endurance. Range is simplified and the list of actions
a character can take is boiled down into 4 actual combat
actions. So where does this notion of an opaque, killer combat system
for Traveller come from?
The
reason Traveller combat is considered deadly and/or complex is
because of at least two rules never used by regular players and
referees. Rules so important it changes the whole relationship of the
PCs to the game universe. They are the rule on weapon skills and the
use of endurance attribute in melee.
The
weapons skill rules are the most significant. Ranged combat takes on
a completely different dimension when not used properly. The lack of
this rule makes PCs less
competent and easier to kill. On page 36 of the LBB’s is the entry
Untrained Weapon Usage.
“Any character using a weapon in which he or she has no training is
subject to a penalty of 5 when attacking and +3 when def[i]nding
(defending). While you let that sink in check out the next few
sentences; “All player-characters automatically have an expertise
of zero (0) in all weapons shown in this book.”
Not
only does the average NPC have a 5 to their ranged weapon attack, the
average PC suffers no disadvantage. A minus five swing in Traveller
is a BIG deal. It makes most NPC’s the players interact with are
“mooks”, adversaries which they can brush
aside quickly. Add in proper
use of cover and the surprise mechanics, any experienced combatants
run effectively will roll gangbangers, grumpy
miners, thugish dock workers, enraged bureaucrat; the PCs are
designed to be Bruce Willis in Die Hard.
A cut above the rest of the folks trapped in the tower. This is where
you get to swing from the cable with auto rifles blasting the poorly
paid and trained security guards! In a flat-footed straight out draw
a PC should be Clint Eastwood to every one of those “lucky” punks
out there.
My
test was a poll on the Mewe Classic Traveller group and it looked
like this:
Your
average Traveller player and referee doesn’t play with these rules
at all. This is what I mean about swinging the combat game against
the PCs. They are playing the game with one arm literally tied behind
their back. Unlike weapon speed in AD&D, the -5 for untrained
weapon usage is an essential mechanic for the Traveller game. Remove
it and the way players play Traveller significantly changes. Further,
this small sampling shows most referees and players have never
considered this rule and its effect on combat.
Myself,
I’m stingy with zero level weapon skills for NPCs. The weapon is
deadly enough. Anyone can squeeze a trigger. But who can keep their
heads about them when multiple people are firing guns, at short range
no less?! Pandemonium is what happens. A character trained to be cool
and deliberate during fire brings your game to movie-level action.
Like in Heat, and Den
of Thieves. The tattooed,
ipod-wearing street hood goes down in
a street fight with one spray from the trained PC.
In
conclusion, there are some assumptions placed on Classic Traveller
which change game play away from superior PCs, and therefore the game
is going to be played differently. If you implement RAW I believe you
will find players enjoying the game more.
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