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Lands of Plenty QS


Miao wow!!
Validated User
J John Out West

Ok, I've been working my way through your points. Here are my responses so far.

The information in Dice Engine is presented strangely. You say that 2d10's are used to resolve checks, but then don't explain how, and instead give an example.
Doesn‘t explaining how and giving an example amount to the same thing?

From what I can decipher, the 2d10 is tested against a table, but there is no mention of what table.

Yup, my bad. Changed ‘the table below’ to 'the Action table (see p6)’.

You might want to mention in Situational Modifiers that they act as Difficulty Modifiers.

I don't like that you mention the tiers of success in bounty without explaining what each of them are.
I've added 'for success and failure levels, see the Action table on p6' in brackets after mentioning them.

The last sentences that explain how bounty modify the rolls is a bit confusing, and I might suggest probably rewriting to simplify.
Done. It now reads, 'To improve the dice roll, they may spend Bounty to modify the result of it on a one to one basis - so if they roll a total of eight, spending one Bounty would raise it to nine, spending two would raise it to ten, etc. - with the following constraint: they may spend Bounty only up to the value of their Basic, so if they have a Basic of one they may spend only one Bounty; with a Basic of two they may spend up to two, and so on.'

The section that tells you how to earn bounty isn't in bold or titled. You have not mentioned yet what a Trait is or how to act on it, or what an objective is and how to accomplish it, or what Taking the Fail is.
That section now reads:

Bounty can be earned in the following three ways:

By acting up to a Trait (see Character sheet walk-through, p14)
By accomplishing an Objective (as above, p15)
By 'Taking the fail' (see under Action table, p7)

Also, I thought the line above the bulleted section functioned as a title?

I would prefer if the mention of the Bounty reward for the Taking the Fail action was mentioned earlier in the Taking the Fail section.
Done. That section now reads, If a player rolls a fail, they may choose to 'take the fail' - i.e. take the consequences of it and not spend Bounty or use a bonus to mitigate it - for which they are rewarded by receiving 1,2 or 3 Bounty according to the level of failure. Taking the fail occurs after a player has rolled their 2d10 and added their Basic, and is subject to the GM's approval, in order to avoid frivolous rolls.

Not mitigating the fail, while bad for the PC, can be a good thing for the game, as it makes the narrative more flavourful. In the example above,

the GM might narrate that the character drops the bag of gold, making such a clatter that it alerts a guard who the party will have to engage with. However, the player concerned is 1-3 Bounty up on the deal, which could come in handy later.

Ok, that's it for now. More to follow...

P.S. I definitely feel confident that i could play/run this based off of this How to Play section. That's sweet sweet music to a game designer's ears!
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Miao wow!!
Validated User
And here are the remainder:

That's awesome, you might want to also consider getting some drawings of the city in profile.
Thanks! Yeah, I could do, however I’m somewhat reluctant to do that in the public alpha, not wanting to restrict GMs leeway; likewise, I haven’t named any of the villages, and done no more than outline three of the major towns/cities: Mehira – hick town; Sarmak – Clan ‘capital’, and Vinma – boutique artisan town. If other people make the same point though, I’ll have them sketched out.

The Analysis section doesn't start by saying what it is, just saying that there are two parts to it. I would start by defining the term Analysis.
I’ve changed 'Analysis' to 'Interpretation', and the first part of that section now reads, 'This is where the roll is interpreted by the GM according to the success levels. In an earlier example we saw that a dice roll of 13 counted as a success. A result of 8 would have been a Fail, and so on. Imagine that the player had got a total of 17, i.e. a Good Success. Good Success is Success+, i.e. not only does the player achieve what they set out to do, but they get something extra into the bargain, which the GM might narrate as follows.'

It isn't mentioned if a character can resist taking damage as an action or as a reaction.
I've never heard of this happening, and I don't really understand it. What would there be in a system that would allow a character to resist taking damage?

I'm generally not a fan of every attack requiring four dice to be rolled.
Well, it’s only two for attack (2d10), and only one for damage if it’s a hit. If you use a Talisman it could conceivably end up being four overall, but I think that would be rare. I can’t imagine many GMs allowing Talismans to be used again and again for combat actions. But maybe this is another opacity issue.

I really wish i had a reference for how much health a typical character may have while learning about damage.
You have now. That section has been amended to include, 'Also, as their Hit Points are whittled down (see pp15-17)'.

I'm not sure why there is a section that is faded.
It’s either bc it’s not currently relevant – forex Local Knowledge will only come into play during distance travel, when the PCs build up knowledge of the regions they pass through that they can use should they revisit those places – or bc I’ve temporarily suspended that mechanic pending playtest feedback, as with Initiative and Willpower, which I’ve deleted for the time being as they don’t seem to serve a useful purpose.

I am confounded by the weapon types.
After one of my initial series of playtests last year, I was strongly advised to describe the weapon types rather explicitly name them, as I’d done previously (broadsword, dagger, javelin etc.). But maybe I’ve gone too far in that direction, or they need more detailed definition. Either way, as with many other things, I hope that a consensus will emerge through playtesting.

I thought Character B's dialogue was actually just another section separation. This might be the time to put in parenthesis or a star to indicate a silent action, such as holding his breath or sweating profusely.

Not a fan of the question "So how does it work" appearing in the Social Combat section, when you should just be answering the question. I would also change the word "Whatever" with "Anything Valuable."
Word couldn’t find either of these, so it may be that, again, you’re looking at an earlier draft.

You have not used the letter B as a shorthand for Bounty before, and I would suggest you remove it.
Word’s saying, ‘There are a gazillion of these, so you’re on your own with this one buddy.' If I spot it during a readthrough at some point, I’ll look into changing it.

I don't know what Presence is. I'm assuming it’s a stat.
Yup, it is. Some people call it Charisma.

"Every two hours of gameworld time" is a bit of an awkward sentence. Would suggest rewrite.
Yeah, it stinks. I’ll work on that.

You can get more bounty by [...] winning social arguments.
Actually, the opposite is true, which makes it a risk for the challenger. I've gone in and edited that section so that it now reads, 'If they win, their opponent gains a marker against them, and, if their opponent is a fellow PC, receives up to 7B if
they exact some form of revenge.'

Once again, many thanks for all your comments; they've helped me continue to make improvements to the doc .
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Miao wow!!
Validated User
You might want to also consider getting some drawings of the city in profile.
Can you explain what you mean by 'in profile' in this context? And how detailed would you want them, and, from what you’ve gleaned of the setting thus far, what elements do you think they should they include?
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John Out West

Registered User
Validated User
Can you explain what you mean by 'in profile' in this context? And how detailed would you want them, and, from what you’ve gleaned of the setting thus far, what elements should they include?
In profile means a side view. It lets you see what the walls of the town/city look like (if any), how tall the buildings get, what the roofs are shaped like, the basic architecture of both the buildings and the town itself, etc.

I cant post any of the drawings i've made for my stuff since they're not online yet (And RPG.net only lets you link images from other websites) so I just found one on google that looks similar.



Miao wow!!
Validated User
Ah, ok. I know profile means side view, but I thought you must have meant something different by it here, bc most city maps I've seen are aerial view. In any case, I think on the whole the public alpha doesn't warrant city maps, but I'd look at including them at a later stage, or if there proved to be a demand for them, and the Quickstart would probably have to have them.
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Miao wow!!
Validated User
Finally, I’ve got the Public Alpha where I want it. I’ve spent the last couple of weeks honing it, as follows.

1. I’ve added adventure seeds (pp25-32). After a period of consultation on here and elsewhere, I decided to make a whole section for it, comprising a preamble, descriptions of notable game-specific character types, lists of locations and themes, and eight actual adventure seeds in the form of tables with the headings Play mode, Synopsis, PCs, NPCs, Opening scene, Body and Denouement, together with some suggestions for fleshing them out where it seemed appropriate. So now potential GMs have three ways of creating a scenario: (1) run the pre-written scenario (or variation thereof), (2) use one of the adventure seeds, or (3) write an adventure from scratch using the advice in the Writing a scenario, Character creation and Setting notes sections.
2. I’ve provided explanations of all the Abilities (pp10-13). This was in response to a user on here who said what does a Good Success etc. mean? I hope they’re now reasonably clear. The abilities list may still change: I’ve taken out Initiative and Willpower, bc IME Initiative is only used for deciding turn order in combat, and Willpower for resisting Presence. In the section on Opposed rolls (p9) I suggest resisting Presence with Presence, but I’m now thinking Presence could be resisted by Constitution, given that, in the form of Stamina, the latter resists shocks and weariness etc., so why not have a mental form that resists Presence?
3. I’ve overhauled the section on Social Combat (pp9-10), clarifying some aspects of it and making Social combat a weapons skill (SOC+n - see character sheet, p17). I’ve changed Social Status to Social skills, bc Social Status is fixed, and so not really a stat, and bc technically even a peasant could have Social Skills, although in practice they’d be unlikely to have it higher than 3.
4. The map is now much more detailed, with some more terrain types (mountains, boreal and tundra), mine fields - some operational and some abandoned - and a sprinkling of villages.
5. A small point, but I’ve amended the way specialisms are presented, from e.g. Horse-riding 4 to Horse-riding AGI+1.
6. Thanks to J John Out West of this parish I’ve zapped a long list of inconsistencies and infelicities, so the text is much more coherent and the rules a lot clearer.

It’s still not perfect by any means, and we’re a long way off from publication, even as a Quickstart; however, I’m confident that GMs can run games of Lands of Plenty using this document. If there’s still any confusion about any aspect of it, I’m happy to answer any queries folks might have. Now and then the document will be amended following feedback of various kinds, so it’s a living document that will evolve over time.
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Miao wow!!
Validated User
It isn't mentioned if a character can resist taking damage as an action or as a reaction.
I'm still not sure I entirely follow you, but this may go some way towards answering your question:

Oh, made one more change: when travel rules come into effect (which they won't do for the current playtesting phase), CON - or whatever ends up being the physical resistance stat - will soak up weariness and hunger etc., but a lot of systems have something that soaks up damage in combat as well. There are a number of ways of doing this on the market, but I've opted to go with STR influencing Hit Points, as follows:

STR 5-6 STR 3-4 STR 1-2 Health
25 HP 20 HP 15 HP Full health
12-24 HP 10-19 HP 8-14 Struggling (-1 to bolded stats)
6-11 HP 5-9 HP 4-7 HP Weak (-2 to bolded stats)
1-5 1-4 HP 1-3 HP Unconscious
0 HP 0 HP 0 HP Dead

[Sorry, I don't know how to insert tables]

I've also rearranged the sections on the character sheet, so now all the fluff is on the front, and all the crunch is on the back. Previously, Hit Points was on the front along with Personal info, Traits and Objectives, and Personality and background was under the stat block. I think the way I have it now is more intuitive. Ok, as you were...
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