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Our Philosophy
At Final Redoubt Press, we wish to bring high-quality e-products into the
hands of gamers who need them. Starting with characters who might very well know
little or nothing about the world they explore, players can discover Meridrin
even as the story unfolds. With each new adventure, player and character alike
will discover a world rich in excitement and adventure, a world as intriguing as
their GM can make.
An Ongoing Campaign
We are aware that many different games progress at many different rates. Some
groups play almost every day and some fight to meet once a month. Therefore we’ve
tried to devise this world and this series for any rate of play.
Each adventure is designed for characters of a certain level. A GM need only
adjust the rate of experience game to meet the needs of his group. If a group
can play an entire adventure in one weekend and that leaves three more until the
next product releases, then the GM need only match the experience gain to move
hand in hand with this pace. In the meantime, he will find adventure seeds in
every product that will allow the characters to explore the world around them
until they are ready to explore the next episode of the series.
For more on gauging experience given, see the accompanying adventure.
World Threads and Adventure Seeds
We’ve all been there. A GM tries to plan out his next adventure, and
although he can find many things that seem intriguing inside the game world, he
has no idea which will be revealed in future source books. If he answers a
mystery now, will he have continuity problems if the answer doesn’t match a
future one forthcoming from the publisher?
There are two types of hooks in Echoes of Heaven. World Threads are
little intrigues about the world itself. Some of these will be explained to the
GM, some will be withheld for future revelation. However, since these are world
elements not marked as adventure seeds, the GM knows that they might be expanded
in the future. He can still play with them and even change and reveal them, but
he knows the risks of conflict with future supplements if he does.
The second type are adventure seeds. These are puzzles, hooks and problems
that we at Final Redoubt Press promise to never explore. If we state in and
adventure seed that no King of Ludremon has ever reached an age more advanced
than 35 years, a GM knows that he can build adventures, intrigues, even entire
campaigns around this puzzle, and we will never do anything to dispute the
answers that arise at his table.
That is not to say that a GM can’t touch world threads, just that he should
know the risk. Anything he does with a world thread might invalidate future
material.
Quad Statting
Echoes of Heaven contains stats for four different games. We at Final
Redoubt Press purposely chose these games for their compatibility, as far as
storytelling goes. Each of these games have the same general levels of power and
abilities for the major classes or professions. Mages in all four have similar
spells and clerics in all four have similar divine powers.
This means that we can weave a story without worrying about whether or not a
mage can cast a fireball in all three systems. We can provide a GM with
everything he needs to run his game and he can do that with his own house rules
and his own style of game play. As much as possible, we don’t intend to get in
the way.
This isn’t saying that we won’t add optional abilities or even change the
ways that some things work. That’s necessary in all game worlds. It just means
that we won’t stumble all over ourselves because a d20 bard can do a bit more
with illusions than a Rolemaster bard. Each game group should play
the game the way they like to play it.


Using This Product
This product provides everything that a gaming group needs to run a campaign
in Meridrin. In addition to giving an overview of the world, it contains a more
in depth exploration of the country of Ludremon, a ready made adventuring
ground, rife with trouble and intrigue.
Future expansions will details other areas of the game world, but with this
product a GM has everything he needs to start a long and healthy campaign.
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