Well, now that the 52 Pages system is a fully playable document I'm making the new pdf available for download, on the right. Still, the pdf is not complete. Here is my "to do" list for changes:
* There are 4 pages still to create, dedicated to adventure examples and GM/player advice.
* I want to rework the Prophet class so they operate by spells like the others (more on that soon)
* Do something different with starting equipment so a whole page of equipment cards is not required. Most likely, a starting party will get a standard shopping basket of equipment, and new members will get a pick or random roll of X pieces from the list.
* Reduce the character sheet to one vertical page. Perhaps include it at the back, outside the 52 page count, and add a character creation walkthrough of the kind that got me props back in the day.
* Other player aids: spell lists, GM's log
* Air out the combat section, make it less dense, with an extra page.
* There have been some problems interpreting the feats of strength and magic items sections, so rework that.
* Generally proofread, standardize terms, get graphic elements lined up and clearer.
I'm not sure if the pages of rules need more detailed text annotations - I would rather make them stand clearly on their own, with maybe a little bit of RPG experience desirable to grasp the concepts.
And then it's on to the 52 pages "expert" edition for adventures at levels 4-6, including:
* New class powers and spells.
* Hybrid class options for more variety.
* Basic world creation for the GM.
* Wilderness and sea adventure rules.
* Lots more monsters.
* Building reputation in settlements toward the next party goal - gaining official status as agents of a realm.
But before that, the next project will be to clean up my wilderness encounter tables and present them together with a detailed world, weather and outdoor adventure system for any game.
Thoughts on a "Mad Libs" Style Mini Dungeon
1 hour ago