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QUESTIONS & ANSWERS
CONTENTS
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The following Question & Answers are provided in response to some emailed questions we've received. Feel free to email us your questions about Peregrine's games.
QUESTIONS & ANSWERS – MURPHY'S WORLD

Q:CITIES ON MURPHY'S WORLD: What Are They Like?

A:In the book brief accounts are provided of the type of settlements for each race. The limitations on how grandiose a city a given people may have will depend on two factors: the number of people, and the stability of the rulership. Elves, who have known peace for thousands of years will have the nicest cities since they've had the longest period to add to them and fix them up -- which naturally serves to attract even more willing working inhabitants. Ogres and other 'transient' peoples will have the least interesting and developed settlements; nomadic folks will simply live in tent cities and when they pack up and take their leave (or are wiped out by a rival bunch) will be gone without a trace.
For the wealthy, cities should be full of hand-crafted stone and metalwork and lovely to behold. For the poor, well think of Camelot in the Holy Grail (Python). For the Technocrats, imagine brick, stone and mud buildings of every possible design -- reflecting the cultural variety of the alien inhabitants. However, the roads and lanes will likely be laid out on a more grid-like pattern and more attention will be paid to things such as drainage and sewage. The other characteristic about a Technocrat settlement should be a preponderance of gadgets and devices extending from houses, in parts in the lanes, and of course filling much of the interior of homes. There might be communal warehouses or commercial brokers and suppliers of tech parts recovered from crashed spaceships or fallen through portals. Parts may travel across caravan routes.
When you have lots of people, with only a few at the top, and no real expectations among the population for change, you can on the off season (in an agrarian culture) get lots of people engaged in craftswork and building -- if they're not off beating the crap out of each other and swiping the fruits of the neighbor's efforts.

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Q:TECH LEVEL ON MURPHY'S WORLD: What Tech Level Limitations Exist?

A:There are several things to consider. The first involves the native tech of the locals of Faerie, er, Murphy's World. Without any influence from outside these folks would live in a middle ages sort of environment, using people to accomplish most tasks, and being happy with that. Some inventors (such as King Roderick of Whitethorn's brother, Duke Isambard) might dabble with steam engines and other such things, but few would be taken beyond the one-off novelty stage. It would have to offer a real clear advantage before someone would go out of the way to finance the mass production of such a device (consider ancient China -- they had water clocks, but were perfectly content to rely on manpower for manufacturing).
There is also magic (the forces of Ludo) to be considered. Most people who believe they are entitled to luxuries (Elves, Nagas, upwardly mobile Giant 'bosses') are either capable in minor sorcery or employ a magic user. Who probably resides a mile or two away from a major center of population to limit the possible effects of a spellcasting oops. With magic about, why does one need to pay for wacky inventions?!!
Finally, lets consider the misfortunates who have fallen onto Murphy's World from a technological society. It is these 'Technocrats' who are the fly in the ointment. Their devices, ideas and expectations have the potential to effect a real change upon the planet. It is something like giving a chocolate bar to a native islander. Before they have it, they didn't know what they were missing. Once they've tasted it however, they want to know how to get more -- and what they must do to get them. It's the same for Faerie. You can decide for yourself how significant the impact of the Technocrats has been on Avalon, Asgard and the area you wish to campaign in. I will give you a hint however, The Land of Krill is full of Technocrats. It is where they have happened to collect and they've established a few spots where technology actually works with some sense of reliability. There are also the Reagombies. As it happens, there is also a fair amount of technology in the Dark Lands (more on this later). Finally, see that large circle in the Land of Duat in the Southern Hemisphere? That is in fact a gigantic space ship that has crash-landed in the mountains and now serves a home to many types of beings (imagine Egyptology crossed with science fiction -- we've got a book in development...)
The rich will barter and purchase the one-off items which have 'appeared' and been found on the planet -- running shoes, walkmen, etc. But once they wear out, they have no way of replacing them -- unless of course they have on staff a good 'buyer' who may scrounge the planet for such items, or a Technocrat who has established a workshop to reproduce the items that their patron desires. Again, mass production is rare or nonexistent outside of Hooverville. Ultimately, however, it is your decision.

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Q:EQUIPMENT & TECHNOLOGY ON MURPHY'S WORLD: What is Available?

A:Most possessions will be either home-made or produced in small family workshops. There may be small garment factories run by Dwarves, and gem-cutting workshops run by Nagas. Only with the assistance of a Technocrat (at some point anyway) would serious mass production become established for a given product in a given area.
Beyond this, people will scrounge and trade or sell tech that has arrived on the planet via Dimension Gates or crashed spacecraft. You can decide how much and in what working condition is floating around the setting of your campaign. I suggest that you supply enough to intrigue and enthuse the Characters, but not enough to make them powerful relative to the local high mucky-mucks. Also remember the Ludo factor: you really have to believe your tech device will work for it to do so. With this in mind, sometimes the ignorant are better off than the knowledgeable -- a Technocrat may see a computer that looks like it's been in a fire and exclaim "There's no way that could function now," while the Brownie using it with no idea of what it is supposed to look like says it works just fine (though it may bomb with the Technocrat in the room due to his bad vibes). This is the case with the people who purchase goods from the Reagombies -- the largest mass-producers on the planet at this time.

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Q:CHARACTER STRENGTH DAMAGE BONUS: How much damage do you add to the weapon's base damage for certain strengths? An Ogre wielding a club is going to be more effective damage-wise than, say, a Brownie... but how much more effective?

A:When designing Murphy's World I wanted to keep the rules to a minimum so I left out
modifiers such as Strength bonuses, etc. (which will be included in the more elaborate version of the rules which will accompany NANOGENESIS-- our serious RPG due out next year). The following Strength Damage Bonus rules are taken from our advanced RPG rules for hand and hand-held non-missile weapons:

Strength less than 15 = no bonus.
Strength 15 to 16 = +1
Strength 17 to 18 = +2
Strength 19 to 20 = +3
For every 2 additional Strength Points above 20 = +1 (e.g., 23 to 24 = +5 total bonus)

By the way, I don't recommend having too many Characters with Strength values above 20 (unless their entire race is substantially more massive than Humans, e.g., Giants & Ogres) -- make it the exception, not the rule.
Thus when Gods (or Giants) hit, they hit HARD.

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This page was last updated May 8, 2003. Content copyright ©1995 to 2003 Kevin Davies.