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Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Wednesday, February 15, 2012

Locations: Maurice's Shop

The following is a small shop to be featured in my Savage Worlds steampunk-fantasy game. One of the PCs has worked in this shop for the last seven or eight years, so I think we'll be visiting it from time to time in search of gadgets, knowledge, etc.
Feel free to drop this into your world or cannibalize it. If I had any artistic and cartographic skill at all, I'd have mapped out the shop. Maybe I'll sketch it out later and share that or get someone to redo it to look purdy.


Enjoy--

Maurice’s Shop
Small for a two story shop, Maurice’s has little need for floorspace to display products. At the front, the window opens so that a counter can be raised under an awning, as a display and demonstration space for products. Maurice can be found showing his gadgets--guns, watches, machines to chop wood, to boil water without an open flame--most of every day. Once the sun sets, though, he retreats the the back room, to tinker.

A man in his late fifties, Maurice always has an apprentice or assistant--usually a young person from a family of modest means who shows intellectual and creative potential. The assistant cleans the shop, fixes broken gadgets, and keeps the books (under close watch.) Loving the companionship, Maurice pays his apprentices well and offers room and board in the loft upstairs. Maurice himself lives in a small flat just down the street.

Having studied at the finest university in the capital, Maurice returned home and worked as a researcher in the library, writing and sharing knowledge freely on the physics and science of the world around him. He quickly found that his passion truly lay in creating devices that would help people accomplish mundane tasks more quickly, and decided to open a shop for just such things.

The shop itself was Maurice’s inheritance, some forty years ago, and is all that remains of his family’s legacy. In his father’s time, Maurice’s shop was a place for buying and selling of gemstones, precious metals, and other such mined goods. The good fortune that this business brought to the family allows Maurice to spend all his time inventing and not worrying about making sales. (Incidentally, everything Maurice builds sells wildly.)

Potential Events

  • Explosion! The PCs are walking near the shop, or are making purchases, or working in the shop, when an explosion shakes the building just after twilight. Investigation shows that it was not negligence on the part of Maurice but rather someone has stolen a key component (a stabilizer, a gyropter, a magneton, etc) and run off with it. Maurice can pay well in gold or items for its return.
  • Maurice’s shop is a great place to put a MacGuffin. Make it either the key item needed for a quest or the item that begins a major quest. Maurice could have invented any mechanical or steampunk device--even if he didn’t know it worked in the way needed for your mission.

Review: Pathfinder by Orson Scott Card

I've just recently finished reading Pathfinder by Orson Scott Card. Now, I know some of his religious and political opinions and actions are offensive or upsetting to many, but you have to admit that the guy can write!

Amazon has a decent synopsis, so I won't bother to write one out here.
I never enjoy reading long walls-of-text reviews, so here are my + and - thoughts on Pathfinder.

Pro:

  • It's a story of discovering a lost past, which tickles the fancy of the RPG gamer in me
  • The main character is a social chameleon, a "face" character, not an action hero
    • I realise that Card never really writes about fighters and barbarians as protagonists, so this is not rare, but I enjoyed the way he wrote Rigg as a person
  • Time travel was handled as a plot device, not as a paradox-inducing headache
  • Two stories told in separate narrative converged nicely, and I was just as excited about the one as the other
  • Political motivations and intrigue were used but not overused (I struggled with Frank Herbert's later Dune books because the politics was so heavy)
  • Card's style is, as usual, dialogue-driven rather than description-driven, making for a fast paced read
  • This book contains refined versions of many of Card's other concepts from previous novels
  • The opening for a sequel was well executed: I want to read more badly, but can enjoy Pathfinder as a standalone novel if Ruins turns out to be a failure


Con:

  • Seriously, when will Card write a protagonist who is over the age of 16?
    • I understand that his protagonists are as I was at that age: older intellectually than physically. However, it's still just odd that he always writes about young characters. Coming-of-age stories can happen at 17, 18, 22, or the 13 he keeps choosing.
  • Card, again, reuses many elements from his previous books--a double edged sword, as I enjoyed this to some extent but hated it in other ways
  • It's not strictly an adventure
    • While I enjoyed every second of the physics discussions, I know not everyone will enjoy it