- Cover how to make a character
- Reiterate at least some of the house rules in the pitch document.
- Expand on the information in the pitch for players who have bought in.
- Add in any new content relevant to the players.
So I started by reiterating my character generation process. I added in firearm rules cribbed from Lamentations of the Flame Princess, and a gear list that brings the characters into the 17th century, including some era-appropriate armour and equipment.
As a quality-of-life improvement I also added in a bunch of gear kits for my players to let them build a little faster... because. let's face it, unless you are playing a magic-user, shopping for gear is the most time-consuming part of making a PC for Swords & Wizardry.
I also decided that I wanted to import an handful of favourite magic user spells from other versions of Dungeons & Dragons that either appeared in places in the campaign (or, at least were implied), or that I love and would be really helpful to PCs as the campaign progressed.
Finally, I wrote a two-page list of common things that PCs would know about the specific setting so that I don't have to cover it for my players during game time, thus cutting out repetition.
Now, Hot Springs Island has a lot of elemental beings, elemental-themed factions, and elemental NPC magicians in the setting. I thought it might be fun to create an extra Elementalist class that worked like a themed magic-user hybridized with a druid. I feel it captures some of the vibes of HSI really well. And it required me to import yet a few more magic spells from other editions of D&D.
So, new class, a few dozen spells, firearm rules... it turned out to be a pretty decent little supplement. I wanted to share it here in case the content is interesting to you, whether or not you are interested in running Hot Springs Island.
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