From rulebooks to spellbooks, there would be no RPGs without the written word, and without writers, there would be no words and no game. Ink & Quill is a free PDF from Bastion Press that deals with writers and the magic of the written word in the OGL world of gaming.
Thomas Knauss is the lead designer of Ink & Quill, and he doesn’t limit his presentation of writers to tortured poets and other creative types. There are rules for the barrister (legalese is a disorienting supernatural attack!), cryptographer and musical composer prestige classes in addition to the more traditional warrior poets, playwrights and scribes.
Each of these creative classes is driven to write, both for income and for a sense of satisfaction, represented by certain skill bonuses. If the writer doesn’t create a new work within a given time frame, they lose the bonuses from their last creation.
There’s a chapter on crafting spellbooks and scroll cases, focusing on the materials used in the preparation of these items and the benefits offered by such rarities as vrock pens, octopi ink, and techniques for keeping spellbooks away from prying eyes. The Champion of the Tome is a great spell – it summons a warrior if someone comes within ten feet of a spellbook. Not subtle, but effective.
Considering my background as a technical writer, the chapter on manuals and manual writing was my favourite. These manuals are non-magical and require an Intelligence check against the manual’s Difficulty Class – if successful, the reader gains an insight bonus to a particular skill check; if failed by 10 or more, the reader misinterprets the book and receives a penalty and the reader must make a Will save or suffer from a gross misinterpretation, which is even worse.
There’s a list of sample mundane manuals and their benefits, along with the rules for creating new manuals. There’s some good flavour text in the descriptions of these works.
The next chapter describes magic books that can grant the users interesting powers. Some of the books are quite ingenious, like the Sketchbook, which contains sketches of useful items that can be removed from the page; others are arbitrary and odd in their effects, like the book with pages of firebreathing – simply eat a page and breathe fire.
How is the player supposed to figure that out? They find the book, and then decide to give it a nibble?
There’s also a selection of librams (instruction manuals for creating new types of golems and constructs) and some interesting artifact books. Well, the stories behind the artifacts are interesting, but I think it’s strange that they’re universally evil and have the weirdly specific methods of destruction that don’t relate to the origins or powers in the book.
I always understood artifacts were powerful and had unexpected effects on their user, but not all artifacts were evil. They can’t all be the Eye of Vecna; some of them have to be the Mace of Cuthbert.
So, it’s clear that there’s some interesting material in this book, but I think Ink & Quill is best suited for GMs. The rules for creating manuals, magic books and epic poems are interesting from a system design point of view and the classes are better suited for NPCs. Although there is something to be said for a warrior poet suffering from the pangs of writer’s block, I don’t think these rules are necessary for a roleplaying session.
There are some layout problems in the book, including missing bolds, missing chapter numbers on the edge of the page, and inconsistent headers to a cost table for mechanical spellbook traps that fails to appear in the text. I got the impression that Ink & Quill was intended to be a larger volume, and when it became clear that it would, the book was released without a final edit for polish.
For all the discussion about books, I would have liked to see Ink & Quill expand the focus of its magic the way it expanded its study of the writing classes. For example, a section on the effects of musical performances would be welcome. I’m sure the rules for writing books could be loosely applied to the new genre, but, still, the author demonstrates a good deal of creativity that I would have liked to have seen being given free rein.
Ink & Quill is a great source of inspiration for campaign flavour and detail. The right thousand words bound between two covers, can go a long way to presenting a lasting picture of the campaign world…especially if those words let the characters work some unexpected magic.