QUOTE (Whipstitch @ Jan 17 2011, 10:12 PM)

Jesus, that was a big ass post.
I guess what I'm trying to say here is that I totally want Critias to tell me more about his book.
Well, I was mostly just out to make a joke from all the folks saying they were only buying one more e-book, 'cause it'd really suck if they all got pissed at
MilSpecTech (not that I think they will), and then
Adept's Way only sold like four copies or something. I'm pretty sure Pete and Jason wouldn't pay me very much attention with my next proposal, at least, if me and my local gaming group were the only ones who picked it up.

My intention was a quick little quip, not a total thread derailment.
That said, I'll say what I think I can without violating my NDA and/or spoiling the surprise. It's more of an update to existing Adept rules than a groundshaking overhaul of anything, expanding upon existing Adept fluff and providing some crunch to go with it -- Ways have had fluff for a couple of editions now, and I wanted to lay down some actual rules to go along with them, finally. "High Magic" isn't involved, artifacts aren't involved, etc, etc, though the long-established general rise of the mana level is theorized to play some part in why things are changing, in-game. It's my hope that the rules I'm presenting will let Adept players have fun and contribute to their group without having to min/max and super-specialize (like by heavily going the cyber/bio route for the most efficient attribute boosts), while collaborating with their GM to make things fit their character just right.
I know it's in playtesting right now (though comments are coming in), and since it's my first e-book work and I'm new to the timeframe of the process in general, I can't say how long it'll be before anything hits e-shelves. To the best of my knowledge, though, it
is the next original e-book after
MilSpecTech (which is what prompted me to kid around like I was).