Expedition: Errata Post

No matter how much time you put into a text, you will probably be faced with a dreaded typo at some point. This happens to professional companies with a dedicated editing staff and it will happen to me and my editor, probably in the most embarrassing places. Unfortunately for an RPG game, a typo can be pretty harrowing and confusing, particularly for players looking to the rules as legal gospel (and for those looking for loopholes). However, I am thankful to have plenty of readers who will tear everything I write apart, and spear me to a crude monument for all of my mistakes.

That monument is this post.

In this post and its associated comments thread, I want people to post mistakes or confusing bits of the Expediton RPG text, and I will clear them up, keep them in the post for everyone to reference (with page numbers) and make a note to fix them for the possible next release/for the beta.

So get your spears ready! Here is the current errata for the game as of AUGUST 9th, 2011.

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Relationships

In this article I want to talk about the Relationship system for Copper Coins! and how it is changing in the next revision. Furthermore, it might hopefully give you some ideas for your own game – given that the system itself is actually pretty portable.

There was a lot of surprise (and some indifference) expressed toward the “secret mechanic” of Copper Coins! when it was released. Relationship Points were points a character (any character) could tag any other character with. They came with some mild benefits, the most important of which was that you got extra XP for roleplaying with people you gave relationship points to. But the section was sort of convoluted in that you had to track what characters gave you points back, and stuff like that. I’ll be changing that.

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Stock Characters In Your RPGs

My NPCs never die. This is not to say that they are invincible. They can surely be reduced to 0 HP and never seen again in that particular game. But that only gives them new life, a life beyond the confines of any single game, in the meta-universe of campaign design. I’ve made a lot of NPCs over the years, many, many to be discarded and never used again. But some really resonate with me. Their personalities and characteristics, their roles in the game, make them not only very fun for me to play but also fun to structure games around. These are what I call my “stock NPCs” because they’re meant to be reused whenever I want or need them.

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Those Who Change Fates – Adventurers in Eden

Often referred to as heroes, they are not, or at least not all of them are. An adventurer, at the most basic level, is just anyone brave and foolhardy enough to venture into places where they are unwelcome. You could even make the claim that the armies of the Republic of Andaliel or of Vedaria are the biggest corps of adventurers in the world. Where other mortals would be paralyzed or afraid, an adventurer presses on. He or she ignores the primeval fear that swells in the heart of anyone who knowingly faces destiny, and reaches toward eternity. Whether they do so for money, because they have nothing else, or because they want to make a positive difference in the world, depends on them.

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NAA D6: Making an opponent

This series of NAA D6 posts is stuff that will hopefully be in the actual document as DM advice at some point. So please if you have any ideas for more posts along the line of this and the templating post, please say so! This series is not only for you, but also for me to set down the ideas I have in my head and talk about the game I’ve made. In this post, I’m going to talk about how you make NPCs, specifically an NPC built for combat, an NPC that is going to be present in somewhat substantial numbers, but not in a horde of mooks.

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Lifestyle And Economy In Adel I

Wealth in Adel can be measured in many ways. There are people with no need of it, traveling the world with a sword at their side and adventures to partake in. There are people who’s wealth is the community they live in and share with, pooling resources and land together to help each other thrive. Then there are people who’s wealth is in coins and notes. Culture in Adel can also be measured in many of the same ways. The rural villager’s plays and songs, their feasts and even the basic labor they perform to stay alive are all part of their culture. The scholars in their spires, the stone streets, the very look and feel of a city is part of its culture. Such cultures and economies differ.

This article is an overview of rural village living in Adel. Geographical differences and special circumstances can change the phenomena described below. If something feels wrong for your game, you should look at your own campaign and what you can change from this article to better fit you.

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