You da man!
When we get the Backerkit up and running you’ll be able to buy it through that as it’s technically part of the Kickstarter.
5. It’s possible than me and Enno missed one or two bugs (say an extra skill point or something), but most of the “odd” characters have accompanying notes. Never let a good character story get in the way of the rules. 🙂
As Enno says, rumors are not news and we deal in releasing news. 🙂
Thanks, folks! I’ll leave it until the end of the month for any other edits before sending a new file to RPGNow.
Q = Fairy Godmother 😉
Or put another way, the PDF has the physical book price.
I would recommend two GGs. First, Expeditions. Second, Dramatic Developments. These give some extra tools rather than new Leagues, locales, etc..
With regard which Leagues to involve, I have some advice. It’s a bit long, mind you.
How Many Leagues?
A casual glance through this section will quickly reveal that the number of Leagues has increased manyfold. Include those in the core rules, Leagues of Gothic Horror, and the Weird Science Compendium and the final number is close to 100! There are two reasons for including so many Leagues and they both involve choice.
First, it gives the players more choice over the sort of character they want to play by adding an extra dimension. Two archaeologists might have the same Archetype, Motivation, and Skills, but a member of the Society of Antiquarians is going to be different to play than a member of the Olympian Society, despite both having an interest in ancient history.
The player also has a choice of whether he wants to belong to a League with a broad interest or a narrow focus. Following on our archaeologist theme, the Society of Antiquarians has a general passion for the subject, making it an ideal fit for a globetrotter who wants to investigate ruins left by multiple cultures. However, he might equally want a more specialized field of historical study, in which case he has the choice of the New Argonauts Club (Greece), Osiris Club (Egypt), or Sumeria Club (Sumer).
In general, there is little difference in the starting Skill choices of similar Leagues. The differences come through in roleplaying the globetrotter and when trying to secure expedition funding. Players are a creative bunch, and you can bet that even a member of the Menagerie Club can find a way to make himself useful, and secure funding for, an expedition to explore an ancient Egyptian temple!
Second, it gives the Gamemaster choice. While he might allow the players to pick from any League, he might equally choose to limit the available Leagues based on his campaign. Leagues of Gothic Horror, which only includes write-ups of Leagues suited to horror campaigns, is an example of this approach.
For instance, in a campaign that will mainly involve archaeological digs and historical mysteries the Gamemaster might only allow the players to pick from the Bibliophile Society, Expedition Artists Club, New Argonauts Club, Old Testament Society, Polyglot Club, Society of Antiquarians, Sumeria Club, Travelers Club, and University Club for Ladies. Narrowing the choice of Leagues in this manner ensures the characters are suited to the campaign yet still presents them with options to be different from each other.
Whether he uses all the Leagues or just a handful, the Gamemaster is not expected to memorize the list—he should concentrate on those the globetrotters have joined, since they are the focus of the game, and name drop another League every now and then just to remind the players that there are other Leagues out there.