Thursday, November 29, 2018

More Migration - Herb & Plant Generator

Here’s another bit of Google+ Content that I threw together a while back and forgot to share here. It's a Herb & Plant Generator that I whipped up based on some scattered notes and previous practices. I'm sure that Rolemaster 2nd Edition's juicy “list of Herbs, Breads, and Poisons” provided some inspiration here. I seem to recall it had some stern admonishments against having only magical sources of healing in your campaign, and since I acquired Character Law years before coming across Spell Law, for the longest time Herbs and Natural Healing were the only systems I had.

In particular, I recommend whipping up a few new plant names to use in descriptions for new regions to give the area some distinctive flavor. If the Lungwattle found sprouting in sunny clearings near creekbeds gradually gives way to Ghoulgrape as you approach the marshes, observant players may pick up on these changes in flora and they can even eventually serve as a subtle navigatory or climatory shorthand. Plus, fantastical worlds often benefit from even the most minor or mundane ornamentation, and developing a custom botanical nomenclature can be a great way to dress the setting.

Originally, I think the plants and herbs generated here were intended to assist with a system for replicating/replacing Cleric Spells (see this post: Cleric Spells Are Herbs). If you have a Ranger-type, Druid, Witch, Elf, or other “Woodland Type” in the party, consider letting them start out with knowledge of a few of these. Although for fun, I would be initially inclined to provide them with only the vaguest notions of side-effects or possibly only partial recipes for proper preparation. Experimentation with systems like this can help foster a neat kind of environmental engagement.

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