Or even verböse.
I thought I'd trim down each of the Seacat heroes to just about 1,000 words. Still quite long, but something I could squash into a spread. Totally. And then I just failed miserably. The Electric Wizard alone clocks in at 3,600 words.
Check it out, it's in the attachment and here: https://drive.google.com/open?id=1gqCMLUEeiJuBM8F7N89GPO1PFv421hzr... NOTE: there was some kind of encoding issue, so here is a .pdf that will also work with Adobe: https://drive.google.com/open?id=1rVjRfJ8MiJsR_jyKFZt5XkyTlp0yQ1a-
The problem is, once I started writing the class, the little bits of story, and quest, and abilities, and skills ... just wanted to be written. Then the spells demanded their little bits of story. And the items. And the sidekicks. And the creatures. And of course the hero advancement section, which I think is absolutely the bees knees.
I am sorry!
Well ... No, I'm not actually sorry.
When I say that the hero wanted to be written this way, I really mean it. And yes, it's unedited -- there are typos, and some phrasing is unclear, and I have to clarify some procedures -- but the core of it is the hero generator I want for Seacat. It makes a certain kind of protagonist, implies a world around them, and encourages the player to set them loose on the world.
It's sort of like GLOG for verbose people, I guess.
BUT it does force me to ask a question: would you be ok with me ... uh ... trimming down the number of heroes per update to something more manageable? Maybe three? A wizardy type, a thiefy type, and a fightery type for each update?
See, I'm planning full-page art for each of the heroes, too ... and ... well ... if I write them this completely, dang. It's a lot of work.
What do you say? Olive branch? Please? ;)
Cheers!
—Luka
P.S. - if you're worried this is stopping me working on Red Sky, please, be assured that it's actually not. Part of why it takes so long is that as I'm writing the Heroes, I'm also compiling three Seacat books at once. First, the world book that collects all the equipment, items, spells, abilities, and more scattered through UVG and Red Sky. Second, the rule book, which collects all the mechanics in a single place, including the caravan rules, dungeon diagrams, and quick-delving rules for both UVG locations and Red Sky temple tombs.