In the city, depending on the time frame, guilds are very powerful entities in and of themselves. They can often control whole swathes of the trade industry that they are tied to. They control the training, the secrets, and the access to the finer materials that each guild is known for.
But how does that tie into gaming?
In Paizo's evolution of the 3.5 engine, Pathfinder, the very name itself is that of a group of adventurers that seek to share knowledge and information about the world around them.
Sometimes the Guild membership has enough perks that players seek it out. Other times the players are either just so good at their job or just so independent, that they balk at the idea of joining a guild. The most famous type of area for guilds this shows up for is Thieves Guilds. For example, the Twain, Fafrd and Gray Mouser, are independents who have crushed the thieves guild in the past. The Order of the Stick has it's own member, Haley, who is a former member who went off to find a bigger and better destiny. In the web comic Weregeek, the latest storyline involves one of the rogue characters who is not a member of the local thieves guild.
In the Clone Wars animated series, season two had a subtitle of Rise of the Bounty Hunters due to the wide variety of characters and episodes that featured bounty hunters. In the comics that cross over into the same time frame, the Star Wars Omnibus Menance Revealed, showcases Aurra Sing, among others. Aurra Sing is so good that when the bounty hunter guild needs a rogue brought in, they call her.
Guilds, like unions, have their own dues, their own codes, and their own methods of handling things. Players might find themselves working for the a guild or against it. Depending on how tight a guild's control over things are, there might be competition from other guilds that do similar work as one guild seeks to expand at the expense of another's power.
Thursday, April 7, 2011
Wednesday, April 6, 2011
F is for Food
While it may seem a little silly to be talking about food, it has many important parts to consider.
In Futurama, when they're spoofing good old Chef Emeril and Bender decides to become a chef, the very art of food preparation becomes an adventure.
In the 'old days', in one of the different perfect bound adventure books (either the Book of Lairs I or II or one of the others in that line), the adventurers find out the meats that a famous place prepares include such cuisine as purple worm.
In Warhammer, it's almost a running gag that you don't eat the sausage as there are various times when the sausage is more than it appears or worse, is tainted with Chaos!
Food can also become an important commodity in and of itself. In the Clone Wars, they pay homage to the classic film, Seven Samurai. In that film, the Samurai are hired to protect rice farmers.
In Usagi Yojimbo, in the graphic novel 17, on the way to the duel with Usagi's master, there is another homage or sorts as a small cadre of samurai fight against a group of bandits intent on wiping out the village and using their food to survive the winter.
In sieges, food also becomes an enormous issue. In fantasy games where clerics or magic items can summon food, its probably a good bet that the besiegers have specialists to assassinate or destroy such items.
Food can also be a cause for celebration in and of itself. Being a native of Chicago, we have many food events and some of them go back to E for Entertainment, in that they include music and other goods to enjoy while eating a variety of foods.
Wither it's working for one chief that's a rival to another, protecting a city that's under siege, or fighting off yet another band of bandits intent on making off with this year's crops, food has a vital role to play in any game.
In Futurama, when they're spoofing good old Chef Emeril and Bender decides to become a chef, the very art of food preparation becomes an adventure.
In the 'old days', in one of the different perfect bound adventure books (either the Book of Lairs I or II or one of the others in that line), the adventurers find out the meats that a famous place prepares include such cuisine as purple worm.
In Warhammer, it's almost a running gag that you don't eat the sausage as there are various times when the sausage is more than it appears or worse, is tainted with Chaos!
Food can also become an important commodity in and of itself. In the Clone Wars, they pay homage to the classic film, Seven Samurai. In that film, the Samurai are hired to protect rice farmers.
In Usagi Yojimbo, in the graphic novel 17, on the way to the duel with Usagi's master, there is another homage or sorts as a small cadre of samurai fight against a group of bandits intent on wiping out the village and using their food to survive the winter.
In sieges, food also becomes an enormous issue. In fantasy games where clerics or magic items can summon food, its probably a good bet that the besiegers have specialists to assassinate or destroy such items.
Food can also be a cause for celebration in and of itself. Being a native of Chicago, we have many food events and some of them go back to E for Entertainment, in that they include music and other goods to enjoy while eating a variety of foods.
Wither it's working for one chief that's a rival to another, protecting a city that's under siege, or fighting off yet another band of bandits intent on making off with this year's crops, food has a vital role to play in any game.
Labels:
Seven Samurai,
Star Wars Clone Wars,
Usagi Yojimbo
Tuesday, April 5, 2011
E is For Entertainment
One of the things about a city, is that there are a lot of things to do in it.
In C J Sansom's Sovereign, book three of the Shardlake series, there is a need for entertainment. After all, the king is coming to Kent. One of the events arranged is bear baiting where a bear is pitted against hounds. While barbaric and cruel of animals, these 'sporting' events are not limited to the dark ages of history as even light hearted shows like Seinfeld have an episode where chicken fighting is the theme and of course, who could forget football superstar spending time in jail for pitbull fighting?
Outside of such animal cruelty though, cities have other various forms of entertainment. The Clone Wars carton series for example, often features the characters going into various bars in order to discover some information of a more seedy nature. Outside of the information exchange, there is often gambling, dancing, and of course, drinking.
In Chicago, not only do we have an enormous amount of bars and eateries, we also have various museums. The players could discover that some of the clues they're looking for are of such age or such rarity, that all available copies are only to be found in some obscure or expensive or exclusive museum.
But what about music? Chicago also has its share of outdoor shows. Such a show, where the center of the city is occupied and people are milling about, drinking, eating, dancing, and having a good time, could easily be the center of a chase scene or an assassination attempt. Imagine the chaos if the threat is perceived by the crowd or imagine the difficulty the characters will have communicating if it is not! The music, masses, and general horde of people will present their own difficulty.
Plays and operas may be another way to showcase various background elements in the campaign. Propping up an old play that showcases how the current king game to power, ala Hamlet, or providing a hiding place for the characters, or even a job source for the characters, can always be entertaining. After all, some would say the the Spider Man musical has certainly had its share of adventure worthy issues.
When designing a city, don't forget the things that make it more than run, don't forget the things that make it fun.
In C J Sansom's Sovereign, book three of the Shardlake series, there is a need for entertainment. After all, the king is coming to Kent. One of the events arranged is bear baiting where a bear is pitted against hounds. While barbaric and cruel of animals, these 'sporting' events are not limited to the dark ages of history as even light hearted shows like Seinfeld have an episode where chicken fighting is the theme and of course, who could forget football superstar spending time in jail for pitbull fighting?
Outside of such animal cruelty though, cities have other various forms of entertainment. The Clone Wars carton series for example, often features the characters going into various bars in order to discover some information of a more seedy nature. Outside of the information exchange, there is often gambling, dancing, and of course, drinking.
In Chicago, not only do we have an enormous amount of bars and eateries, we also have various museums. The players could discover that some of the clues they're looking for are of such age or such rarity, that all available copies are only to be found in some obscure or expensive or exclusive museum.
But what about music? Chicago also has its share of outdoor shows. Such a show, where the center of the city is occupied and people are milling about, drinking, eating, dancing, and having a good time, could easily be the center of a chase scene or an assassination attempt. Imagine the chaos if the threat is perceived by the crowd or imagine the difficulty the characters will have communicating if it is not! The music, masses, and general horde of people will present their own difficulty.
Plays and operas may be another way to showcase various background elements in the campaign. Propping up an old play that showcases how the current king game to power, ala Hamlet, or providing a hiding place for the characters, or even a job source for the characters, can always be entertaining. After all, some would say the the Spider Man musical has certainly had its share of adventure worthy issues.
When designing a city, don't forget the things that make it more than run, don't forget the things that make it fun.
Monday, April 4, 2011
D is For Disease
I would have went with P is for Plague but I've got something else in mind for that letter.
In keeping the material in line with books I'm working on or just finished off, disease plays a minor role in C. J. Sansom's third novel of Shardlake, Sovereign. Several of the characters, while not suffering the direct effects of the Black Plague or other plagues, note that the cities tend to breed the plagues and that they are a periodical problem.
Even in the times we live in now, diseases can run rampant if given the right breeding grounds and opportunity. Various things happen, even when the disease is under control, that the GM should take into account.
1. Quarantine. No one gets in or out until its all said and done.
2. Specialist. The doctors of the olden times with their hook beaked masks filled with various incense and herbs to prevent the spreading of disease have a unique look all their own and this look has been used in various fields ranging from movies to comics.
3. Overkill: One of the reasons families may have been large is that disease could come along and wipe out everyone. In Sovereign, one of the characters notes that his own family has died of the plague but he managed to avoid it. What type of mentality does it set up if every dozen years or so a disease cuts through the locals and its a matter of hit or miss?
4. Magic: Dungeons and Dragons has a huge array of races, magic items, locations, planes, and other bits that can be used to spice up the normal disease. In a recent book I just finished, The Wolf Age, Ambrose suffered from a 'ghosting' disease that worked its way from his hand trembling to going insubstantial and that ghost like effect working its way toward his heart. Diseases don't necessarily all have to be about the standard bile and pus.
5. The gods. This goes both ways. While there are gods that help to cure the diseases, such as Lathandar in the Twilight War series, there are gods whose whole specialty is the spreading of diseases, such as Nurgle, one of the four Ruinous powers behind the Warhammer setting and whose creatures plague the witch hunter in that series.
6. A Weapon: Disease can be used as a weapon. In an old movie I recall, I believe, Flesh and Blood, disease is used in the water as a biological weapon.
When using disease, like many other large scale elements though, the GM has to decide what the role of the disease is. It's it a manufactured disease like the Blue Shadow from the Clone Wars that the players have to actively avoid, or is it a background element that for all intents and purposes, the players have plot immunity from unless they do something really stupid?
Is it something already in play or something that is coming? Is it a plot point that the players can stop, and if so, what happens if they fail to stop it? The Years of Rice and Salt provide one answer, but you'll have to decide if that's the answer you want for your own campaign.
In keeping the material in line with books I'm working on or just finished off, disease plays a minor role in C. J. Sansom's third novel of Shardlake, Sovereign. Several of the characters, while not suffering the direct effects of the Black Plague or other plagues, note that the cities tend to breed the plagues and that they are a periodical problem.
Even in the times we live in now, diseases can run rampant if given the right breeding grounds and opportunity. Various things happen, even when the disease is under control, that the GM should take into account.
1. Quarantine. No one gets in or out until its all said and done.
2. Specialist. The doctors of the olden times with their hook beaked masks filled with various incense and herbs to prevent the spreading of disease have a unique look all their own and this look has been used in various fields ranging from movies to comics.
3. Overkill: One of the reasons families may have been large is that disease could come along and wipe out everyone. In Sovereign, one of the characters notes that his own family has died of the plague but he managed to avoid it. What type of mentality does it set up if every dozen years or so a disease cuts through the locals and its a matter of hit or miss?
4. Magic: Dungeons and Dragons has a huge array of races, magic items, locations, planes, and other bits that can be used to spice up the normal disease. In a recent book I just finished, The Wolf Age, Ambrose suffered from a 'ghosting' disease that worked its way from his hand trembling to going insubstantial and that ghost like effect working its way toward his heart. Diseases don't necessarily all have to be about the standard bile and pus.
5. The gods. This goes both ways. While there are gods that help to cure the diseases, such as Lathandar in the Twilight War series, there are gods whose whole specialty is the spreading of diseases, such as Nurgle, one of the four Ruinous powers behind the Warhammer setting and whose creatures plague the witch hunter in that series.
6. A Weapon: Disease can be used as a weapon. In an old movie I recall, I believe, Flesh and Blood, disease is used in the water as a biological weapon.
When using disease, like many other large scale elements though, the GM has to decide what the role of the disease is. It's it a manufactured disease like the Blue Shadow from the Clone Wars that the players have to actively avoid, or is it a background element that for all intents and purposes, the players have plot immunity from unless they do something really stupid?
Is it something already in play or something that is coming? Is it a plot point that the players can stop, and if so, what happens if they fail to stop it? The Years of Rice and Salt provide one answer, but you'll have to decide if that's the answer you want for your own campaign.
Labels:
C. J. Sansom,
Disease,
Plague,
Soverign,
Star Wars Clone Wars
Sunday, April 3, 2011
C is For Castle
When I was a younger man, I enjoyed some of the Eyewitness books, like Castle, that DK Publishing put out. Another one of my favorites was Castle by David Macaulay, along with Pyramid and Cathedral.
Such books wouldn't provide immense depth or detail, but they did have some nice illustrations along with a look at how long it took to raise a castle, and the types of people that were involved not only in the building of the castle, but in its maintenance long after the castle was build.
I throw C for Castle into my mix of urban adventure ideas, not because a castle is a city, although a large one may have enough staff and people visiting it to make it a suburb of its own, but because castles, designed for defense in and of themselves, would often have people start creating their own dwellings next to and around the castle. Walls could be then put up around their 'old town' sections and leave some of the newer construction outside the protection until eventually walls would either be build to encompass those sections, or there would be no need for the walls as the land itself was tame.
Many fantasy cities also have their castles named right after them, the most famous of these probably being Castle Greyhawk, Castle Blackmoor, Castle Wasterdeep and I seem to remember the Castle in the City State of the Invicible Overlord as well.
When looking at a fantasy city, the age and original location of the city may provide you with the details you need to design the castles that might have started the whole thing off as well as a host of people that are needed to run the castle ranging from the kitchen staff and armory, but to the jesters and court nobels as well.
Such books wouldn't provide immense depth or detail, but they did have some nice illustrations along with a look at how long it took to raise a castle, and the types of people that were involved not only in the building of the castle, but in its maintenance long after the castle was build.
I throw C for Castle into my mix of urban adventure ideas, not because a castle is a city, although a large one may have enough staff and people visiting it to make it a suburb of its own, but because castles, designed for defense in and of themselves, would often have people start creating their own dwellings next to and around the castle. Walls could be then put up around their 'old town' sections and leave some of the newer construction outside the protection until eventually walls would either be build to encompass those sections, or there would be no need for the walls as the land itself was tame.
Many fantasy cities also have their castles named right after them, the most famous of these probably being Castle Greyhawk, Castle Blackmoor, Castle Wasterdeep and I seem to remember the Castle in the City State of the Invicible Overlord as well.
When looking at a fantasy city, the age and original location of the city may provide you with the details you need to design the castles that might have started the whole thing off as well as a host of people that are needed to run the castle ranging from the kitchen staff and armory, but to the jesters and court nobels as well.
Saturday, April 2, 2011
B is For Besieged
The city is often a place for characters to unwind. There are numerous forms of entertainment, different locations to visit, different items and equipment to buy, rumors and gossip to catch up on, and otherwise, outside of the odd encounter by say, assassins, feel save.
But what if the city itself is in danger?
When I read Bernard Cornwell's Agincourt, a large part of the book dealt not necessarily with that particular battle itself, but with the besieging of the city, Harfleur, before it.
The work of being Besieged is also famous in fantasy thanks to the Lord of the Rings movies and the siege not only of the citadel in the second movie, but of the city proper in the third movie.
Even gaming fiction doesn't escape the use of the siege as Gortex, a massively squat and powerful drawf that seeks death throguh the time honored art of being a Troll Slayer, has been engaged in one in the far north. While gaming modules themselves don't often use the siege, WoTC's Red Hand of Doom has a scenario where the party is in a city when it comes under attack.
When doing the city under attack bit, there needs to be a few realizations of the party's role in things before hand. For example, is the party part of the local militia or national army? Are they part of some special forces? If they are just some random wandering mercenaries, the chances of them staying to fight if the have the means to easily escape, and let's face it, most such characters by the time they're 8th+ generally have a means of hitting the road.
Then you have to think of the opposition. The Lord of the Rings movies are good for this in one way. These are essentially classic sieges. Sure, there's a massive battering ram that has its own lore behind it. Sure, there are troops in there ranging from trolls and warg riders to elephants. Sure, there is a Nazgul attack there. But compared to a traditional fantasy kitchen sink game? That's purely standard troops in action. We don't see magic involved in the fighting on either side. We don't see a repeat of the use of explosives that we saw at Helm's Hold. We don't see armies of Giant Spiders and Giant Eagles and other fantastic monsters that wouldn't be offput by walls for example.
When preparing to siege a city, as the GM, you have to decide have fantastical you want the elements.
In the Gortex example, when a Chaos army is trying to take over the city, Gortex and Felix, his bard noble comrade who must document his life, act in many ways like special forces, going out and destroying cannons and other dangerous targets, allowing the city defenders to do what they need to do without fear of the big guns.
In the Lord of the Rings, the king of the Nazgul doesn't fall to arrows, but to a specific target that would probably be a player character in a game.
It might be best when running a siege, not to have the players have to fight the armies one on one, but to meet and break certain goals. In the siege on Helms Deep for example, in the movie when Strider throws his drawf comrade and them leaps across to hold the bridge on the outside, would be an example of a specific mission.
To tie it into Appendix N, let's look at the carton movie The Clone Wars. The movie has Anakin and Oobie in a city holding back the 'bots or clunkers as they're often called when the 'bots use a force field to protect their army. The 'bot army starts its advancement on the clones and cannot be attacked through the force field. The player's goal? Shut down that force field. In fact, much of the main character's work and deeds throughout the Clone Wars series that follows, are special missions.
Set up scenarios and goals for the players that will challenge them as a party instead of a slog to only drain their resoruces. Of course if draining their resoruces is the whole point of the siege...
For counter example, if you've been running a little fast and loose with the funds and magic items and the players don't always carry those things with them, if their in some pit uncovering more loot and come back and find the city they stayed at under enemy flag or in the midsts of a siege, making it difficult to get back to... well, their wealth and non-carried items might have new owners.
But don't be surprised if the city is only under siege that they don't either sneak into the city, or outright join the army doing the besieging on the condition that their own items within the city are untouched. Players are a funny and often unpredicitable lot.
But what if the city itself is in danger?
When I read Bernard Cornwell's Agincourt, a large part of the book dealt not necessarily with that particular battle itself, but with the besieging of the city, Harfleur, before it.
The work of being Besieged is also famous in fantasy thanks to the Lord of the Rings movies and the siege not only of the citadel in the second movie, but of the city proper in the third movie.
Even gaming fiction doesn't escape the use of the siege as Gortex, a massively squat and powerful drawf that seeks death throguh the time honored art of being a Troll Slayer, has been engaged in one in the far north. While gaming modules themselves don't often use the siege, WoTC's Red Hand of Doom has a scenario where the party is in a city when it comes under attack.
When doing the city under attack bit, there needs to be a few realizations of the party's role in things before hand. For example, is the party part of the local militia or national army? Are they part of some special forces? If they are just some random wandering mercenaries, the chances of them staying to fight if the have the means to easily escape, and let's face it, most such characters by the time they're 8th+ generally have a means of hitting the road.
Then you have to think of the opposition. The Lord of the Rings movies are good for this in one way. These are essentially classic sieges. Sure, there's a massive battering ram that has its own lore behind it. Sure, there are troops in there ranging from trolls and warg riders to elephants. Sure, there is a Nazgul attack there. But compared to a traditional fantasy kitchen sink game? That's purely standard troops in action. We don't see magic involved in the fighting on either side. We don't see a repeat of the use of explosives that we saw at Helm's Hold. We don't see armies of Giant Spiders and Giant Eagles and other fantastic monsters that wouldn't be offput by walls for example.
When preparing to siege a city, as the GM, you have to decide have fantastical you want the elements.
In the Gortex example, when a Chaos army is trying to take over the city, Gortex and Felix, his bard noble comrade who must document his life, act in many ways like special forces, going out and destroying cannons and other dangerous targets, allowing the city defenders to do what they need to do without fear of the big guns.
In the Lord of the Rings, the king of the Nazgul doesn't fall to arrows, but to a specific target that would probably be a player character in a game.
It might be best when running a siege, not to have the players have to fight the armies one on one, but to meet and break certain goals. In the siege on Helms Deep for example, in the movie when Strider throws his drawf comrade and them leaps across to hold the bridge on the outside, would be an example of a specific mission.
To tie it into Appendix N, let's look at the carton movie The Clone Wars. The movie has Anakin and Oobie in a city holding back the 'bots or clunkers as they're often called when the 'bots use a force field to protect their army. The 'bot army starts its advancement on the clones and cannot be attacked through the force field. The player's goal? Shut down that force field. In fact, much of the main character's work and deeds throughout the Clone Wars series that follows, are special missions.
Set up scenarios and goals for the players that will challenge them as a party instead of a slog to only drain their resoruces. Of course if draining their resoruces is the whole point of the siege...
For counter example, if you've been running a little fast and loose with the funds and magic items and the players don't always carry those things with them, if their in some pit uncovering more loot and come back and find the city they stayed at under enemy flag or in the midsts of a siege, making it difficult to get back to... well, their wealth and non-carried items might have new owners.
But don't be surprised if the city is only under siege that they don't either sneak into the city, or outright join the army doing the besieging on the condition that their own items within the city are untouched. Players are a funny and often unpredicitable lot.
Labels:
Agincourt,
Besieged,
Lord of the Rings,
Star Wars Clone Wars
Friday, April 1, 2011
A is For Assassin
One the the things that makes a city an environment worth visiting over and over again, is the people. The people of a city can do more to bring it to life than many other common elements used to bring unique designs to dungeons and wilderness.
Along those lines, assassins are something that springs to mind when I think of cities. In terms of where such inspiration might have originated from, in my youth, Raymond Feist wrote of Nighthawks, a group of assassins that worked in the cities and that Jimmy the Hand had to help a young noble struggle against. Another older write, Frizt Leiber had the Slayers Brotherhood, a guild of assassins in Lankhimar.
In more modern viewings, although still fairly old, one of the most popular assassins has to come from manga in the form of Lone Wolf and Cub. A series nearly thirty books long with many a tragic tale woven along the way.
Even Dungeons and Dragons fiction doesn't escape the long appeal of the assassin with one of the most popular (and loved to be hated by the internets) characters, Drizzt, having a rival, Artemis. The latter even carrying several novels of his own.
Assassins can make for clever foes or for nameless thugs. They can be used to showcase how seriously an enemy is taking the players, such as in the Paizo setting where Red Mantis Assassins may be hunting your party, as happens in at least one adventure path, or in older material such the Scarlet Brotherhood is known to use them such as in Expedition to the Keep on the Borderlands and other resources.
My own recent exposure to assassins and the tie in to Appendix N, where I try to keep what I'm reading, watching, and doing in terms of how it effects my gaming, would be Golgo 13, or at least the 12 episodes in one variation of it available for viewing from Netflix.
The problem with Golgo 13 though, is he's boring. He is set up as such a perfect sniper and killer that even when one of the other characters comes in and points out method after method of how the sniper must fail and cannot succeed or how the other character is some type of rival sniper and how he has laid out all of his plans, Golgo breezes through them.
This to me can be entertaining at times seeing the ultimate professional, but there is no build up or testing of the character's skill. There is no moment where the viewer is worried about the fate of Golgo. He's just so good that you might as well read the summary of the series and figure, "Yeah, this character's plan isn't going to work and Golgo will kill the target."
So that reminds me to keep things at least interesting for the characters. Keep them guessing at the very least. Try to have some sort of build up where
Along those lines, assassins are something that springs to mind when I think of cities. In terms of where such inspiration might have originated from, in my youth, Raymond Feist wrote of Nighthawks, a group of assassins that worked in the cities and that Jimmy the Hand had to help a young noble struggle against. Another older write, Frizt Leiber had the Slayers Brotherhood, a guild of assassins in Lankhimar.
In more modern viewings, although still fairly old, one of the most popular assassins has to come from manga in the form of Lone Wolf and Cub. A series nearly thirty books long with many a tragic tale woven along the way.
Even Dungeons and Dragons fiction doesn't escape the long appeal of the assassin with one of the most popular (and loved to be hated by the internets) characters, Drizzt, having a rival, Artemis. The latter even carrying several novels of his own.
Assassins can make for clever foes or for nameless thugs. They can be used to showcase how seriously an enemy is taking the players, such as in the Paizo setting where Red Mantis Assassins may be hunting your party, as happens in at least one adventure path, or in older material such the Scarlet Brotherhood is known to use them such as in Expedition to the Keep on the Borderlands and other resources.
My own recent exposure to assassins and the tie in to Appendix N, where I try to keep what I'm reading, watching, and doing in terms of how it effects my gaming, would be Golgo 13, or at least the 12 episodes in one variation of it available for viewing from Netflix.
The problem with Golgo 13 though, is he's boring. He is set up as such a perfect sniper and killer that even when one of the other characters comes in and points out method after method of how the sniper must fail and cannot succeed or how the other character is some type of rival sniper and how he has laid out all of his plans, Golgo breezes through them.
This to me can be entertaining at times seeing the ultimate professional, but there is no build up or testing of the character's skill. There is no moment where the viewer is worried about the fate of Golgo. He's just so good that you might as well read the summary of the series and figure, "Yeah, this character's plan isn't going to work and Golgo will kill the target."
So that reminds me to keep things at least interesting for the characters. Keep them guessing at the very least. Try to have some sort of build up where
Labels:
A to Z Challenge,
Fritz Leiber,
Golgo,
Ninja Assassin,
Raymond E. Feist
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