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mrculexus
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Totenzaster, page 33

I dunno if this is normal or not. Basically, a bunch of these knowledge skills will make more sense once we get to the monster manual.

There's also gonna be a few parts in the manual itself which are just gonna be easy to read chunks of info on the basics of various subjects.

Importantly, as with all of totenzaster, there is the lore I have in mind, but then there's the lore you, the GM running this game will have for your adventure.

If in your game there was a massive volcano that engulfed a whole town and made it full of burning ghosts 3 centuries ago the lore skill is what lets your adventurers know about that town. Or, whatever it is you come up with. The sort of things I'll be writing? That's just a guideline. Go wild.

Totenzaster, page 33

Comments

A very important part of any core book is establishing what 'lore pools' there are to draw from. It helps define the thinking of the world and tell people what kind of categories there are to consider when encountering things. If the player needs to know, they need to know where that information is 'in world'. I like your split here, with events and general knowledge being one then various 'living lores' covering various creature types.

Trevor Bond


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