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  #71 (permalink)  
Old June 22nd, 2008
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RoleMaster had a good long list of magical herbs (including weird insect-juices etc) which might be helpful for a start.

But lists define what is possible and what is not, setting limits. It would be nicer if The Green's variety of herbs was limitless and unknown/unknowable. Maybe you could develop a series of tables for the properties of herbs/etc that might be found...?
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  #72 (permalink)  
Old June 22nd, 2008
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Also, if you had any tribal people/ or medicine man living in the green, chances are they would have a higher degree of knowledge of some of the stuff growing out in the bogs then anyone from the outside.
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  #73 (permalink)  
Old June 22nd, 2008
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The Ichorites to me sounds like an Alchemist only his knowledge is in Ethnobotany.
Exactly, at least I think so. I am not sure what Ethnobotany is.

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Wikipedia is a good place to start learning about this kind of stuff.
Yep, the only problem is that every time I start bugging around with Wikipedia to much, days go by with no writing getting done. It sure is useful though. Crazy thing is many herbs help with stuff like congestion, digestion, sore feet, rheumatism.etc. I really need to find more in game effects.

Quote:
RoleMaster had a good long list of magical herbs (including weird insect-juices etc) which might be helpful for a start.

But lists define what is possible and what is not, setting limits. It would be nicer if The Green's variety of herbs was limitless and unknown/unknowable. Maybe you could develop a series of tables for the properties of herbs/etc that might be found...?
I agree with you on both points. What I was thinking would be to give a list of items that are commonly used, the basics, and then leave it kind of open ended for the GM to develop. The reason Ichorites are in the Green is to research and develop new products... some good adventure hooks here. Later on, on a website, or the Green II, a more exhaustive list could be developed.
Even so I am still messing with how to do the lists. There are more variables that one would expect.

1. A list of valuable items and ingredients found in the Green and their prices "per dose". Some would have effects on their own, some would need to be "refined"

2. A list of items that are "refined" and created from the other items, their effects and prices per dose, as well as type of skill necessary to "refine" them.

3. There are many items which use tree products, that are not potions per say but need certain ingredients. The relative price for these ingredients should be included somewhere as well.

I figure that characters entering the deep Green would always have to keep their eyes open for little hoards of herbs and valuable tree things that they could use or bring back and trade for other cool stuff. Herbal lore will be a very valuable skill to have.

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Also, if you had any tribal people/ or medicine man living in the green, chances are they would have a higher degree of knowledge of some of the stuff growing out in the bogs then anyone from the outside.
Yep, but many do not have the alchemical skill to make the most of some herbs. Ichorites are always looking for rumors of medicine men and any previously unheard of remedy, use for herbs, or other weird concoction.
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Last edited by Puck; June 22nd, 2008 at 13:16.
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  #74 (permalink)  
Old June 22nd, 2008
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Originally Posted by Puck View Post
Exactly, at least I think so. I am not sure what Ethnobotany is.
The scientific study of the traditional knowledge and customs of a people concerning plants and their medical, religious, and other uses.

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Yep, the only problem is that every time I start bugging around with Wikipedia to much, days go by with no writing getting done. It sure is useful though. Crazy thing is many herbs help with stuff like congestion, digestion, sore feet, rheumatism.etc. I really need to find more in game effects.
You just have to think how this stuff applies in game terms. Minor ailments like rheumatism,sore feet, ect, could be remedied by the equivalent of a (light) cure disease, healing spell, potion and the like.

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I agree with you on both points. What I was thinking would be to give a list of items that are commonly used, the basics, and then leave it kind of open ended for the GM to develop.
I definitely don't think you need to "reinvent the wheel" here. For example, most GM's and Players will probably have rules for Alchemists, Herbalists, Shamans and the like when their venturing into The Green. What I think is most important is to really flesh out and develop all the flora and fauna you would find in the Green: new monsters, races, plants, diseases, places of interests, technologies and all that good stuff people look for a supplement that they can fit into their world. None the less, if you have new ideas on making a better or different kind of Alchemist like your doing with the Ichorites, please don't let me stop you.

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I figure that characters entering the deep Green would always have to keep their eyes open for little hoards of herbs and valuable tree things that they could use or bring back and trade for other cool stuff. Herbal lore will be a very valuable skill to have.
It also depends if they know what to look for( or even care).If for example, the " Golden Mushroom of Healing" is growing right in front of the PC's and if they don't have any clue what the hell it is or even notice it, well that's their problem. You may allow them to roll on their botany or herbalist stat, but that's about it. It really depends from one GM to another and how he likes to do things.

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Yep, but many do not have the alchemical skill to make the most of some herbs. Ichorites are always looking for rumors of medicine men and any previously unheard of remedy, use for herbs, or other weird concoction.
Mind you, Your Ichorites might not know how to figure it out, but it dosen't mean another kind of Alchemist or Medicine Man dosen't have the knowledge to extraditing the chemical compounds from the plant he wants to use( especially if the GM or Player is using an already existing write up on these classes). For him, it could be anything from using a high tech lab with computers and technicians to do his bidding all the way to something as simple as feeding the plant to a particular animal and waiting for it to fully "digest it" if you know what I mean (believe it or not, there's a very expensive coffee that's processed that way with Monkeys here on Earth!) . Anyway, like you mentioned above. I think it's good to allow GM's to decide on what they want to do with The Green and not get too bogged down with charts and lists. None the less, keep up the good work!

Last edited by mrk; June 23rd, 2008 at 09:50. Reason: Deleted my post by accident--oops!
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  #75 (permalink)  
Old June 22nd, 2008
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Originally Posted by Puck View Post
Crazy thing is many herbs help with stuff like congestion, digestion, sore feet, rheumatism.etc. I really need to find more in game effects.
I would suggest looking up some funky New Age herbalism books. You can find herbs that facilitate astral projection and such

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For him it could be anything from using a high tech lab with computers and technicians to do his bidding all the way to something as simple as feeding the plant to a particular animal and waiting for it to fully "digest it" if you know what I mean (believe it or not, there's a very expensive coffee that's processed that way with Monkeys here on Earth!) .
I wonder who was the first person to taste test that? Was it a dare?
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  #76 (permalink)  
Old June 22nd, 2008
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I wonder who was the first person to taste test that? Was it a dare?
Probably some third world person who when he found out later his coffee beans were pooped out of a Monkey's butt he said to himself, "hmm..not bad. I bet I could sell this to rich people!".

Last edited by mrk; June 22nd, 2008 at 21:35.
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Old June 22nd, 2008
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Probably some third world person who when he found out later his coffee beans were pooped out of a Monkey's butt he said to himself, "hmm..not bad. I bet I could sell this to rich people!".
Exotic, rich taste with a distinctive odor...why wouldn't people pay big bucks for it
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  #78 (permalink)  
Old June 23rd, 2008
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Wheew! I have been drinking some strange brew from Guatemala. I am glad I have never heard of monkey's living there!

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What I think is most important is to really flesh out and develop all the flora and fauna you would find in the Green: new monsters, races, plants, diseases, places of interests, technologies and all that good stuff people look for a supplement that hey can fit into their world.
Most of this stuff is fun to write and goes pretty fast. It is the rules heavy stuff that really starts bogging things down. But it is pretty necessary to flesh out the cultures properly.

As far as creatures go I was debating about whether to include "monsters" that already have stats in other BRP or Runequest type books.... dinosaurs and giant insects for instance. I wonder if those should be rehashed as they take up valuable space. (Especially all the hit location charts). It would be nice for any people new to BRP or do not have out of print books. The thing is I have feel like I am plagiarizing by taking the stats out of old monster books.

By the way I was thinking of using a type of beetle that would help "manufacture" goods in a similar way as the monkey and coffee bit. I think I read something in the wikipedia about beetle products.

Thanks for the ideas. Although the guys helping me have roleplayed some they are not very familiar with BRP and it really help to get input from a variety of sources. I had put aside the Ichorites for a while and went on to the Gazetteer, but now I have a lot of ideas flying about alchemy and it seems to be coming together better than the first time through.

Thanks!
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Last edited by Puck; June 23rd, 2008 at 00:32.
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  #79 (permalink)  
Old June 23rd, 2008
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Originally Posted by Puck View Post
As far as creatures go I was debating about whether to include "monsters" that already have stats in other BRP or Runequest type books.... dinosaurs and giant insects for instance. I wonder if those should be rehashed as they take up valuable space. (Especially all the hit location charts). It would be nice for any people new to BRP or do not have out of print books. The thing is I have feel like I am plagiarizing by taking the stats out of old monster books.Thanks!
I don't think it's necessary to include stats for "generic" monsters as their generally accesible for people to find. And if not, any seasoned GM can think up playable stats for a T-Rex or a Python. It's not that hard.

Anyway,here's a basic breakdown on what should be coverd to makes a great supplement book--or at least one that I would buy.

1) Introduction of The Green

2) The History of the Green

3) Exploring the Place

3) Flora and Flauna

4) New Plant life

5 New Monsters

6) People and Notable Characters

7) Places of Interest ( Dungeons, caverns, ruins, ect)

8) Exotic material ( diseases, food, ect)

9) Magic and Technology ( if any)

10) Any special rules

11) Scenarios

12) Maps

Last edited by mrk; June 23rd, 2008 at 09:59.
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  #80 (permalink)  
Old June 23rd, 2008
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I seem to be on the right track then. What I got going is pretty close. It is in slightly a different order and an emphasis on new cultures (new magic/orders/cults) and interesting places. I have not written anything for scenarios as yet. Everything else needs to be finished and set in stone first. I was thinking that instead of one or two long scenarios, including a bunch of little small adventure hooks and possibly "one session" adventures like Griffin Mountain did.
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