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Introduction

Shatterstone began in 1990 as a campaign world and role-playing system that was compatible with Advanced Dungeons & Dragons' first edition.  The goal of Shatterstone was to provide a world rich in detail and history with a realistic medieval "feel" that would seem rather alien to someone used to the way the modern society works.

In designing the campaign world I took inspiration from a number of sources.  Real-world history played a major role in designing the world, but I wanted to incorporate elements of the D&D fantasy world, such as monsters and magic.  I knew that fantasy gamers would want to see familiar faces in their fantasy game, such as elves, dwarves, halflings, coloured dragons, regenerating trolls, hordes of orcs and goblins, wizards casting magic missile spells, and so on.

I took a great deal of inspiration from the Hârn campaign world, written by N. Robin Crossby and published by Columbia Games, which was meticulously researched and was based heavily on tenth and eleventh century Britain.  I also took a great deal of inspiration from the Dray Prescot series of novels by Kenneth Bulmer (written under the pseudonym Alan Burt Akers).  Ken had written over 150 novels in his lifetime, including all 52 books of the Dray Prescot series.  I was privileged to spend a couple of days with Ken in 2001, and was deeply saddened when he passed away in 2006.  This material is dedicated to his memory.

After playing Shadowrun in 1993 and discovering just how much fun it is to play an orc, I redesigned my system to incorporate all sorts of demi-humans as player-character races.  This necessitated changing the cultures of some regions of the Shatterstone world to allow greater diversity of cultures by having more cosmopolitan regions.

The Shatterstone system was a skill- based system rather than a class based system, and was intended to allow players to customize the growth of their characters.  It was an ambitious system, which ultimately would have incorporated eight different types of magic, rather than the two that appear in Dungeons & Dragons and in Pathfinder.  The Shatterstone system was perhaps too ambitious; when D&D 3.0 came out it was far from finished.  

When I saw the kind of changes that were made for D&D 3.0 I stopped working on the Shatterstone system, as many of the design elements I had included in Shatterstone appeared in D&D 3.0.  Most noteworthy was the system involving attributes, making all attributes work the same regarding bonuses applied to various effects in the game.  Though D&D did not reject the class system as Shatterstone did, nevertheless I felt that it would suffice as a system with which I could run a game using the Shatterstone world.

In particular I was impressed with the Open Gaming Licence adopted for D&D.  I saw at once the value of such an innovaton and understood how such a licence would boost the popularity of what had essentially been a dying game.  The OGL revitalized D&D and an explosion of products resulted.  

When Wizards moved on to the D&D version 4 system, many gamers became disenchanted with the new product, preferring the game they had been playing for the last decade.  Since D&D 3.0 and 3.5 were released under the OGL, this is what has allowed the Pathfinder game to flourish.  The embracing of the OGL is sure to guarantee that Pathfinder has a long future.

This is why I have decided to release my Shatterstone material in a format that is compatible with the Pathfinder system.  The material herein may be used in the Shatterstone campaign setting or can be incorporated into whatever campaign world you are using.

As a GM, feel free to pick and choose from the material here, taking what you like and discarding the rest.  Whatever you feel makes your game better is what you should be using.