I've received several emails with pitches for the writing gigs.
I will go over them this weekend so please arm yourselves with patience :)
If you would still like to be considered, hit me up over the weekend.
Likewise, if you have an idea for something that would set the indie wargaming world on fire (or maybe the RPG world?) and which doesn't have an example in the NWG line up, why not hit me up?
Now on to the big news:
Five Leagues 1.00, codenamed Marmoset will be live shortly!
What is that ? 1.00? Were we playing a beta version all along?
Not really. When I released the game I had anticipated that there'd be the usual post-launch fixes and improvements so I'd assigned it a version number of 0.9.
With this big update, its finally time to just call it 1.0 and stop looking silly :)
Is this a whole new mess then?
No, there's relatively few rules changes. Rather the focus this time was to add a slew of little new things to increase the fun and variety of the game.
A change-log is in the back of the rules.
Some of these are an indication of general changes in tones (more combat options, more enemy variety) that will come but instead of throwing a bunch of things in there at once, I am doing it gradually so we can adjust things as they happen.
Characters can now hit the dirt to take cover from missile fire as a Non Combat action.
You now also have an option to fight defensively in melee, useful for when you are trying to hold off some beastie while your friends can get there!
Instead of requiring a travelers pack to move regions, you now have to pay 4 gold marks in traveling expenses instead.
If no enemy leader is present, a personality will be present on a 4+.
When you finish a campaign and start over, your members will now leave on a 1-2.
The Unusual Finds table can now grant you a new recruit
When setting up a battle, you only roll one die for Oddities. An Oddity is present on a 3+.
The Oddities table has had 2 new results added and one missing result now has text (oops)
The main encounter table has been adjusted a bit. There's less chance of having "no encounter" now.
You can also find monster tracks which you may opt to follow at our peril.
The Monster chapter now has notes for generic set up when you track down a beastie.
A Crafting skill has been added to aid weapon crafting.
The Gambling skill has been changed. It now offers a re-roll unless the initial score was a 6.
If saving a character from death using a healing herb, an additional 1D3 turns of recovery is required.
The Travelers Pack is now a Pony and negates travel expenses when leaving for a new region.
The Luck potion is now a Potion of Fortune.
A new magic item has been added to the tables (Eyes of the Rat).
Slings are now on the weapon list.
Torches can now be bought and used to light the dark.
When rolling for enemy variations, it's no longer random. Instead you automatically get one strength and one weakness.
The Infernal Personality enemy has been reduced to Toughness 6.
A new beastman type Personality has been added to the table.
The magic ability of the Sorcerer Personality has been adjusted.
The Knight Personality now negates bonuses for outnumbering him.
A new Monster ability (Knock Back) has been added to the rules and granted to Giants and Golems.
Werewolves have the Cruel Wounds ability now.
A new type of Troll has been added to the Monster table.
Each of the 3 main Enemy tables has an additional entry (enemy type) and one of the existing types has had a special rule or ability added.
A bunch of touching up to make things easier to read at a glance, as well as a bit of clip art.
I hope you enjoy Marmoset and have many happy hours gaming.