Okay, I think it's fair to say that it's been a long time since I've posted anything here.
Life has been, as it tends to be, a bit hectic, and I've changed a bit as a person, too. Still, my memory is as awful as always, so I'll just write about things that I find interesting and that have happened recently (which could be any time in the last 5 years).
I've been really into playing Pathfinder a lot, and I found myself caretaking a spreadsheet that a whole bunch of really talented people produced before me. This led to me asking lots of questions of a chap called Jason Nelson, who owns a publishing company called Legendary Games. Now, if you're not big into the 3rd Party Publishing scene for the Pathfinder RPG (PFRPG) you've probably never heard of them, but it's pretty safe for me to say that Legendary are something of a "big deal". Not because they're the largest, or produce the most stuff (though the back catalogue is huge), but because their reputation has been built on having the best authors writing their self-selected projects to the highest standard.
It was something of a surprise to be able to write a book for them. I'm not a previously published RPG designer. I'm just a passionate fan of Dungeons & Dragons and Pathfinder who tinkers with rules. I really was just "messing around" with a rule idea, and Jason took a chance on me being good enough to meet his standards.
I now have three books out with Legendary Games, which is really mind-blowing, and that extra bit of money that comes my way as a freelancer has proven a real boost.
As for what's actually going on for me RP-wise, my regular group has just started playing the War for the Crown adventure path by Paizo. We're a few sessions in, and firmly in the middle of the second part of the first chapter of the adventure, and it's going well. I think my players have only completely messed up two things so far, and only one of those is plot-sensitive, so the old GM's trick of moving the thing they've missed to somewhere else is coming out to play.
There's also some developments in the family social side of things. My son has expressed an interest in roleplaying, so we're going to experiment with family gaming on a Sunday - to that end I've decided to make use of the Legendary Beginnings line by a certain publisher who you can probably guess and will be running the Trail of the Apprentice adventure path for my wife and son in the near future, as soon as I can persuade them to make characters and stop pestering me to watch Marvel Cinematic Universe movies. I am weak. We're watching Iron Man 3 tonight.
Other than that, life is pretty much the same for me.
With any luck I'll actually post a bit more often here, but we'll have to see.
Saturday, 30 March 2019
Wednesday, 22 October 2014
Asking for Information
Okay, this one is a little out of left field, but I need a good rant.
What is it with some people and the need to work towards an answer by asking a series of vaguely related questions, before finally asking the actual question they had in the first place?
It really bugs me.
An example: earlier today I had a very pleasant woman on the phone at work, and she asked me three questions. For one of the answers (which I will call [X]) I had to speak to another department. So, I dutifully call the other department, get all of the information I've been asked for, and go back to the woman.
I start reeling off the answers, and she interrupts me. "Oh, what I actually need to know is [Y]." Now, [Y] is vaguely related to [X], but wasn't part of the answer I'd obtained. So I call back to the other department, and obtain [Y], go back to her, finish relaying the information, and she says "ah, well, I was looking for the detail of all payments in and out, so we can figure out [Z]." Guess what I had to do to find all that out. Yep, put her on hold and go back to the other department again.
This is where I start to get ratty. Not with her - I'm a professional, after all - but with her behaviour. If she had asked me to find [Z] up-front, I could have got everything she needed in one go. The conversation would have been about half as long as she made it, because she didn't actually tell me what she wanted to know. For some perverse reason she thought she needed to tease it out of me, one snippet at a time.
So, my advice to anybody who contacts a company looking for information: start out with the end-point you want to get to. Chances are, they can figure out exactly what details you really need.
What is it with some people and the need to work towards an answer by asking a series of vaguely related questions, before finally asking the actual question they had in the first place?
It really bugs me.
An example: earlier today I had a very pleasant woman on the phone at work, and she asked me three questions. For one of the answers (which I will call [X]) I had to speak to another department. So, I dutifully call the other department, get all of the information I've been asked for, and go back to the woman.
I start reeling off the answers, and she interrupts me. "Oh, what I actually need to know is [Y]." Now, [Y] is vaguely related to [X], but wasn't part of the answer I'd obtained. So I call back to the other department, and obtain [Y], go back to her, finish relaying the information, and she says "ah, well, I was looking for the detail of all payments in and out, so we can figure out [Z]." Guess what I had to do to find all that out. Yep, put her on hold and go back to the other department again.
This is where I start to get ratty. Not with her - I'm a professional, after all - but with her behaviour. If she had asked me to find [Z] up-front, I could have got everything she needed in one go. The conversation would have been about half as long as she made it, because she didn't actually tell me what she wanted to know. For some perverse reason she thought she needed to tease it out of me, one snippet at a time.
So, my advice to anybody who contacts a company looking for information: start out with the end-point you want to get to. Chances are, they can figure out exactly what details you really need.
Friday, 25 July 2014
When the cluebat fails.
I know it's been a long time since I lasted posted an update, but I need to get something off my chest.
If you read my last post, you'll know that I was starting off a high-level Pathfinder campaign for some characters. Well, it's going really quite well. But my last session, things went a bit odd.
The characters had decided to go and rescue a city that's in the middle of an internal coup attempt (thanks to the machinations of one of the groups of bad guys in the campaign). They teleported into the castle, had a few moments to orient themselves, when... BOOM! The floor basically exploded underneath them, the ceiling collapsed, and they tumbled into the dungeons.
The first thing they heard when they started to recover from their fall was someone somewhere complaining that "if you'd just waited ten more minutes, nobody will be able to prepare for the other attacks!"
So, imagine my surprise when, after finding the bad guys who just blew up the castle (in my traditional NPC naming style, they were Guy, Fawkes, Gunn, Pahdr, Trey's son Enplut) and learning where other attacks were due to take place...
They did nothing.
Seriously. Absolutely nothing. Well, they decided eventually to go and fight off the dragon that was tearing down the city gates, but I gave them half an hour of real time before the temple got hit, and another twenty minutes real time before the waterfront got dropped into the river.
Fortunately, it hasn't derailed my plot, but I'm still a bit baffled about the decision to not try and do anything at all to save lots of innocents.
If you read my last post, you'll know that I was starting off a high-level Pathfinder campaign for some characters. Well, it's going really quite well. But my last session, things went a bit odd.
The characters had decided to go and rescue a city that's in the middle of an internal coup attempt (thanks to the machinations of one of the groups of bad guys in the campaign). They teleported into the castle, had a few moments to orient themselves, when... BOOM! The floor basically exploded underneath them, the ceiling collapsed, and they tumbled into the dungeons.
The first thing they heard when they started to recover from their fall was someone somewhere complaining that "if you'd just waited ten more minutes, nobody will be able to prepare for the other attacks!"
So, imagine my surprise when, after finding the bad guys who just blew up the castle (in my traditional NPC naming style, they were Guy, Fawkes, Gunn, Pahdr, Trey's son Enplut) and learning where other attacks were due to take place...
They did nothing.
Seriously. Absolutely nothing. Well, they decided eventually to go and fight off the dragon that was tearing down the city gates, but I gave them half an hour of real time before the temple got hit, and another twenty minutes real time before the waterfront got dropped into the river.
Fortunately, it hasn't derailed my plot, but I'm still a bit baffled about the decision to not try and do anything at all to save lots of innocents.
Tuesday, 26 February 2013
"You should have just asked 'Do you want to play Gelf again?'"
Due to some recent unfortunate events, my weekly Pathfinder gaming group got a bit shaken up a couple of months ago: One of my friends, who was actually my co-GM in the campaign he'd designed, decided that he wanted to take a break from regular RP.
Now, that's fine, really. I don't think anyone would (or should) begrudge someone else the decision to stop gaming, whether temporary or permanent. The only problem I had was that he was the GM of the game we were playing. Okay, co-GM. But it was his campaign world, his overall plot. I sort of took a bit-part role, filling in some blanks with ideas that I thought were cool. So when the setting designer and chief GM gets burnout partway through the campaign, what do you do?
Well, I had a few options, really - and they were very much my options, since I'm the only person in my gaming group who feels confident enough to quickly pick up the GMing ball and run with it:
The first of those wasn't really an option for me, since I had no idea where the adventure was going: we were literally half-way through an encounter when things went pear-shaped and he decided to call time on his GMing (and playing).
Now the second isn't a bad choice. I even had a campaign in mind that I'd been bouncing off some of my fellow players for a few weeks. I'd done a broad-strokes examination of a world, knew how I wanted things to kick off (vaguely), but hadn't really written anything pertinent down, like details - I'd have to work damn fast to get that one working.
The third option, though... well, now. That's a pretty broad statement, taken just as it is. Fortunately, a few of my players had been helping me out with a bit of playtesting for an upcoming Pathfinder product: Mythic Adventures. I'm a big fan of high-level play in D&D, and I was looking at how this new set of rules worked when added to 20th level characters. So, every few days, we were running a purely combat scenario (in a fairly scientific fashion) with some characters that I made up. One of those characters was a guy named Chemlak, who may or may not be my favourite ever RP character (I'll let you guess), and may or may not have been carefully converted from 2nd Edition AD&D (which was the last time he was actually roleplayed), through 3rd Edition, 3.5E and up to Pathfinder. And I'd come up with a 20th level version of Chemlak's partner-in-adventuring, Gelfar, for one of my players. The other playtest characters were quickly generated to fill out the party, and we were having a blast fighting insanely high-powered enemies and tearing through them like nothing you've ever seen.
You can probably see where this is going.
Chem and Gelf (as we tend to call them), had long-ago (in the real world) retired from adventuring (somewhere around 1994, if you're keeping count), but they remain ever-present in conversations, reminiscences and jokes.
Only one real question remained: Could I quickly (I had less than a week) come up with a plot outline for even a short adventure that could challenge these characters?
Umm... HELL YES!
The last thing that happened to Chem and Gelf was that they established a small town in the middle of nowhere. They had friends, followers, and (fortunately) some unfinished business with some enemies.
I had to get busy. Really busy. I sketched up my plot outline, checked it for gaping plotholes, and ran it through the "what would Batman do?" process. It looked solid. Easy hook, nice way to bring in the new characters, and some pointed reminders to not allow the long-established characters overshadow things.
I just had to sell it to my players.
First, I got my wife on-side. That was surprisingly easy, actually. She'd never had the chance to RP alongside Chem at all, but loves to hear stories of his adventures and background. Then my other players - maybe I'm a bit of a coward, but I wanted to get everyone accepting the idea before I pitched it to Adam, who played Gelfar. Well, the general consensus was "sounds like a laugh, as long as you're sure you can manage it". Yeah, I'm sure.
Then came the REALLY hard sell. I grabbed Adam on Skype, and explained my reasoning for not wanting to launch my "next campaign" because it would take a long time for me to get the details I need down, of not wanting to try to continue the current campaign without the lead-GM. I explained that I had a high level plot idea, and that it would be great to take the playtest characters out for a spin in a real adventure.
His reply was the title of this post.
Damn, I can be long-winded for no good reason, sometimes.
Now, that's fine, really. I don't think anyone would (or should) begrudge someone else the decision to stop gaming, whether temporary or permanent. The only problem I had was that he was the GM of the game we were playing. Okay, co-GM. But it was his campaign world, his overall plot. I sort of took a bit-part role, filling in some blanks with ideas that I thought were cool. So when the setting designer and chief GM gets burnout partway through the campaign, what do you do?
Well, I had a few options, really - and they were very much my options, since I'm the only person in my gaming group who feels confident enough to quickly pick up the GMing ball and run with it:
- Continue the adventure.
- Start a brand new campaign.
- Do something a bit different.
The first of those wasn't really an option for me, since I had no idea where the adventure was going: we were literally half-way through an encounter when things went pear-shaped and he decided to call time on his GMing (and playing).
Now the second isn't a bad choice. I even had a campaign in mind that I'd been bouncing off some of my fellow players for a few weeks. I'd done a broad-strokes examination of a world, knew how I wanted things to kick off (vaguely), but hadn't really written anything pertinent down, like details - I'd have to work damn fast to get that one working.
The third option, though... well, now. That's a pretty broad statement, taken just as it is. Fortunately, a few of my players had been helping me out with a bit of playtesting for an upcoming Pathfinder product: Mythic Adventures. I'm a big fan of high-level play in D&D, and I was looking at how this new set of rules worked when added to 20th level characters. So, every few days, we were running a purely combat scenario (in a fairly scientific fashion) with some characters that I made up. One of those characters was a guy named Chemlak, who may or may not be my favourite ever RP character (I'll let you guess), and may or may not have been carefully converted from 2nd Edition AD&D (which was the last time he was actually roleplayed), through 3rd Edition, 3.5E and up to Pathfinder. And I'd come up with a 20th level version of Chemlak's partner-in-adventuring, Gelfar, for one of my players. The other playtest characters were quickly generated to fill out the party, and we were having a blast fighting insanely high-powered enemies and tearing through them like nothing you've ever seen.
You can probably see where this is going.
Chem and Gelf (as we tend to call them), had long-ago (in the real world) retired from adventuring (somewhere around 1994, if you're keeping count), but they remain ever-present in conversations, reminiscences and jokes.
Only one real question remained: Could I quickly (I had less than a week) come up with a plot outline for even a short adventure that could challenge these characters?
Umm... HELL YES!
The last thing that happened to Chem and Gelf was that they established a small town in the middle of nowhere. They had friends, followers, and (fortunately) some unfinished business with some enemies.
I had to get busy. Really busy. I sketched up my plot outline, checked it for gaping plotholes, and ran it through the "what would Batman do?" process. It looked solid. Easy hook, nice way to bring in the new characters, and some pointed reminders to not allow the long-established characters overshadow things.
I just had to sell it to my players.
First, I got my wife on-side. That was surprisingly easy, actually. She'd never had the chance to RP alongside Chem at all, but loves to hear stories of his adventures and background. Then my other players - maybe I'm a bit of a coward, but I wanted to get everyone accepting the idea before I pitched it to Adam, who played Gelfar. Well, the general consensus was "sounds like a laugh, as long as you're sure you can manage it". Yeah, I'm sure.
Then came the REALLY hard sell. I grabbed Adam on Skype, and explained my reasoning for not wanting to launch my "next campaign" because it would take a long time for me to get the details I need down, of not wanting to try to continue the current campaign without the lead-GM. I explained that I had a high level plot idea, and that it would be great to take the playtest characters out for a spin in a real adventure.
His reply was the title of this post.
Damn, I can be long-winded for no good reason, sometimes.
Fatherhood and Games Mastering
Something very strange happened to me last week. I had to stop and think about it for a minute, before I realised what was actually going on.
I was writing a bit of prose for a friend of mine for my weekly Pathfinder RPG game - his character has had a semi-prophetic vision (of the "prevent this" variety), and I'd set up the scene of the vision, and wanted to describe something to make it seem more dramatic.
Not wanting to go into too much detail about the scene I was describing, suffice to say that it was about demons terrorising a town that they had taken control of. Now, to me, demons in RPGs are evil, end of discussion (though I am also a merry user of the redeemed demon as one of my favourite NPCs in my long-running campaign). So, any evil thing you can think of is fair game for demons. Since I happen to have a fairly vivid imagination, I can think of quite a lot (though some truly depraved things still shock me).
So, I had an idea for a particular part of the scene - not to go into too much detail, but it involved a young child being harshly treated by a demon, and the child's mother able to only watch. I got about half a sentence into writing it, and stopped. That half-sentence got deleted. I got on with the rest of the story - I didn't even think to try and come up with a different description to use to "strengthen the image".
Why?
Because, as a father with a two-year-old, the image in my mind sickened me. Sickened me on a level I can't properly describe. Over the years I've described lots of things for RP, some of the worst crimes one human can inflict on another, and I've never had a problem writing things down for stories, but I had to avoid this one.
I doubt I can really explain it, but I've found one of my taboo subjects, and it's there not because I as a person consider it particularly depraved or awful - I can write that sort of description until the cows come home - but because I cannot separate the emotions I have regarding my own son and the things I write.
I can intellectually discuss rape, or torture, or the vilest means of dismemberment - I know the mechanics of them, but I have no deep visceral understanding of them, even though, for example, I have a close friend who was raped. But evil being done to a child? That's when Daddy steps in and slams on the brakes.
I'm not the same person I was before my son was born. I didn't really realise that until last week. Up until now, I'd always thought I could deal with anything in a mature, intellectual, detached way.
Boy, was I wrong.
I was again reminded of this when I was flicking through the archives on Gnome Stew and came across a post about taboo subjects, which is what prompted me to write here.
I don't think I have all that many taboos in my own games, but I certainly don't revel in pushing the boundaries of politeness, and I'm certainly a lot more careful than I once was about even mentioning certain subjects. The important thing is what stopped me writing that thing about the demon: if it doesn't add to the story itself, it's gratuitous, and if it's gratuitous, it probably doesn't need to be on the page.
My two-year-old son taught me something about writing and Games Mastering that I didn't understand until now. How awesome is that?
I was writing a bit of prose for a friend of mine for my weekly Pathfinder RPG game - his character has had a semi-prophetic vision (of the "prevent this" variety), and I'd set up the scene of the vision, and wanted to describe something to make it seem more dramatic.
Not wanting to go into too much detail about the scene I was describing, suffice to say that it was about demons terrorising a town that they had taken control of. Now, to me, demons in RPGs are evil, end of discussion (though I am also a merry user of the redeemed demon as one of my favourite NPCs in my long-running campaign). So, any evil thing you can think of is fair game for demons. Since I happen to have a fairly vivid imagination, I can think of quite a lot (though some truly depraved things still shock me).
So, I had an idea for a particular part of the scene - not to go into too much detail, but it involved a young child being harshly treated by a demon, and the child's mother able to only watch. I got about half a sentence into writing it, and stopped. That half-sentence got deleted. I got on with the rest of the story - I didn't even think to try and come up with a different description to use to "strengthen the image".
Why?
Because, as a father with a two-year-old, the image in my mind sickened me. Sickened me on a level I can't properly describe. Over the years I've described lots of things for RP, some of the worst crimes one human can inflict on another, and I've never had a problem writing things down for stories, but I had to avoid this one.
I doubt I can really explain it, but I've found one of my taboo subjects, and it's there not because I as a person consider it particularly depraved or awful - I can write that sort of description until the cows come home - but because I cannot separate the emotions I have regarding my own son and the things I write.
I can intellectually discuss rape, or torture, or the vilest means of dismemberment - I know the mechanics of them, but I have no deep visceral understanding of them, even though, for example, I have a close friend who was raped. But evil being done to a child? That's when Daddy steps in and slams on the brakes.
I'm not the same person I was before my son was born. I didn't really realise that until last week. Up until now, I'd always thought I could deal with anything in a mature, intellectual, detached way.
Boy, was I wrong.
I was again reminded of this when I was flicking through the archives on Gnome Stew and came across a post about taboo subjects, which is what prompted me to write here.
I don't think I have all that many taboos in my own games, but I certainly don't revel in pushing the boundaries of politeness, and I'm certainly a lot more careful than I once was about even mentioning certain subjects. The important thing is what stopped me writing that thing about the demon: if it doesn't add to the story itself, it's gratuitous, and if it's gratuitous, it probably doesn't need to be on the page.
My two-year-old son taught me something about writing and Games Mastering that I didn't understand until now. How awesome is that?
Monday, 8 October 2012
Well, Life has Certainly Moved On
It's been almost 2 years since I last said anything here, but I've never forgotten that I have this blog and that I really should use it more often.
While I can't promise to actually do so, please be aware that I have every intention of posting here more often. So much has happened since I last posted that my life doesn't really even feel the same as it did back then, but overall everything is better than it was.
So, on to the more important topics: What Roleplaying am I doing these days?
Well, my Wednesday night gaming sessions have settled on the Pathfinder RPG and I've been sharing the GMing duties in that. I'll write a proper post explaining the campaign and how it works later. It's a lot of fun, but I'm getting the impression that it's starting to reach the end of its viable lifespan - but it's been going for a LONG time, now, so I'm not unhappy with that at all.
Still RPing in City of Heroes, though the news that the game is closing has put something of a damper on that for me. I do indeed wish all of the efforts to save the game in some form the very best of luck, and will be helping out in whatever limited means I can.
Other than that, not a lot going on, though I am hugely excited about D&D Next. I'm signed up for the playtest, and I have had the opportunity to run a couple of games using the system, and I will be honest: It kicks 4E's arse out of the park, and it makes 3.x look like an exercise in accounting rather than roleplaying. I will also share more detailed thoughts on it at another point in time.
That's all from me for now, folks. Hopefully I'll speak to you all soon.
While I can't promise to actually do so, please be aware that I have every intention of posting here more often. So much has happened since I last posted that my life doesn't really even feel the same as it did back then, but overall everything is better than it was.
So, on to the more important topics: What Roleplaying am I doing these days?
Well, my Wednesday night gaming sessions have settled on the Pathfinder RPG and I've been sharing the GMing duties in that. I'll write a proper post explaining the campaign and how it works later. It's a lot of fun, but I'm getting the impression that it's starting to reach the end of its viable lifespan - but it's been going for a LONG time, now, so I'm not unhappy with that at all.
Still RPing in City of Heroes, though the news that the game is closing has put something of a damper on that for me. I do indeed wish all of the efforts to save the game in some form the very best of luck, and will be helping out in whatever limited means I can.
Other than that, not a lot going on, though I am hugely excited about D&D Next. I'm signed up for the playtest, and I have had the opportunity to run a couple of games using the system, and I will be honest: It kicks 4E's arse out of the park, and it makes 3.x look like an exercise in accounting rather than roleplaying. I will also share more detailed thoughts on it at another point in time.
That's all from me for now, folks. Hopefully I'll speak to you all soon.
Labels:
City of Heroes,
dungeons and dragons,
Pathfinder,
roleplaying
Monday, 11 October 2010
Times are Changing
I guess this is the part where I apologise (again) for not posting much. Okay, so it's only been a couple of weeks since my last post, but I thought it might be a good idea to mention something.
I'm going to be a daddy.
My wife and I are expecting our firstborn in January 2011, and in case you didn't guess, that means some huge changes to my life, particularly how much time I get to game.
I'm really not sure what life is going to be like after our son (apparently) is born, but everyone tells me that things will never be the same again. I'm looking forward to finding out. And terrified at the same time.
So, there we have it: That's what's changing in my life right now. I'm trying to squeeze as much "me" time in as I can before he's born, but I can safely predict that come December I'll be in full-on panic mode.
That, plus trying to quit smoking puts my life at an all-time stress-high.
I'll still be trying to put deep thoughts down whenever I can, though.
Now, to make this a bit more like my blog tends to be, my major project took a bit of a leap forward over the last few days (not as much of a leap as I wanted, but that's what balancing is all about): I have finally created a core template for City of Heroes Hellions in Mutants and Masterminds. That will make the following groups almost trivial to create: Skulls, Family and Freakshow. I also put a bit of work into a writeup of Statesman, but it's tricky not to make him overpowered as an NPC.
So, Clockwork and Hellions are done, with several other groups to follow swiftly on. Eventually I'll be able to put some thought into how to handle Council (they're a bit of a nightmare at first glance), and that will be the true core of my project completed. Once I have a gameplan for Council (I don't expect to actually work on them until I have said plan in place), I'll work on other low-level groups, and make my way up through the level chart (it gets easier the more I do).
Once I have either full statblocks or templates ready for the enemy groups, I'll be poised to make requests of the owners of Paragonwiki, as well as NCSoft/Paragon Studios themselves (who have previously given me a verbal "blessing" for the (non-profit, fan-based) project, but this was a few years ago), get writeups on the city zones, devise a "Contact Directory", and wrap the whole thing up in a pdf to make publically available to anyone interested.
I'm going to be a daddy.
My wife and I are expecting our firstborn in January 2011, and in case you didn't guess, that means some huge changes to my life, particularly how much time I get to game.
I'm really not sure what life is going to be like after our son (apparently) is born, but everyone tells me that things will never be the same again. I'm looking forward to finding out. And terrified at the same time.
So, there we have it: That's what's changing in my life right now. I'm trying to squeeze as much "me" time in as I can before he's born, but I can safely predict that come December I'll be in full-on panic mode.
That, plus trying to quit smoking puts my life at an all-time stress-high.
I'll still be trying to put deep thoughts down whenever I can, though.
Now, to make this a bit more like my blog tends to be, my major project took a bit of a leap forward over the last few days (not as much of a leap as I wanted, but that's what balancing is all about): I have finally created a core template for City of Heroes Hellions in Mutants and Masterminds. That will make the following groups almost trivial to create: Skulls, Family and Freakshow. I also put a bit of work into a writeup of Statesman, but it's tricky not to make him overpowered as an NPC.
So, Clockwork and Hellions are done, with several other groups to follow swiftly on. Eventually I'll be able to put some thought into how to handle Council (they're a bit of a nightmare at first glance), and that will be the true core of my project completed. Once I have a gameplan for Council (I don't expect to actually work on them until I have said plan in place), I'll work on other low-level groups, and make my way up through the level chart (it gets easier the more I do).
Once I have either full statblocks or templates ready for the enemy groups, I'll be poised to make requests of the owners of Paragonwiki, as well as NCSoft/Paragon Studios themselves (who have previously given me a verbal "blessing" for the (non-profit, fan-based) project, but this was a few years ago), get writeups on the city zones, devise a "Contact Directory", and wrap the whole thing up in a pdf to make publically available to anyone interested.
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