Arcanik, Religious Birds Show more
Today's page is on the Av'yan, a species of highly religious (and arrogant) birds. They're like elves, except without the trees and with more feathers. :P
Well, I ran a total of four games at my local convention. All of them went amazingly well! Everyone was really supportive of Arcanik, and it seemed to hit a really good spot among the rest of the games being run there.
I think I'm gonna get a lot of splash artwork done for the system, and then legit Kick start it. Maybe even find a publisher interested in it. :D
Anyone else on here supporting Lasers and Liches?
If you're not, please re-evaluate your life.
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Design Ramblings (6/6) Show more
But yeah. That's what I'm doing. I... I feel really good about this. I'm not having to create an entire campaign setting again, I'm just doing what I love doing; crunching numbers, writing instructions, and expositing about what I enjoy creating.
I love my Arcanik setting, and I enjoy creating campaigns, but this... this is honestly something I could make a career out of. <3
Design Rambling (5/???) Show more
A more interesting module is the Deck Module. It gives the players a series of grids to choose from, which represent the cards in their deck. They roll the dice matching the length and width of the grid (d4 + d10, most commonly) and get to draw the card in the square those two numbers intersect at.
There are also bonuses and modifiers that can be added, allowing players to exploit the Magic Poker Equation... or the Heart of the Cards, whichever boats your float. Next...
Design Rambling (4/???) Show more
But the real meat of the system comes from the modules. These are all the optional bits of the systems I've tinkered with over the years, combined and (will be) refined into something worthwhile.
Each one can be used to modify the game the GM or designer wants to create; if you want an Elder Scrolls game, there's a module for leveling up by using skills and scores over and over. If you want an FF game, like my Crystal Opera, there's a module for job swapping. CONTINUE?...
Design Rambling (3/???) Show more
Combat is resolved the same way, using weapon skills for the accuracy, and then using your Strength/Agility/Intellect for the melee/ranged/magical damage, respectively. Better weapons deal better damage, crappy weapons deal crappy damage.
Damage is lowered by the target's Defense or Resistance, which is determined by the type and quality of armor they're wearing... plus any bonuses from, i dunno, hard scales or force fields or magical bonuses. MOAR...
Design Rambling (2/???) Show more
The whole system centers around the core mechanics of 5dF + Score + Skill. You pick one of your five scores (Strength, Physique, Agility, Intellect, Willpower) that best fits the obstacle at hand. You pick a Skill that suits how you're dealing with it. You add those two together, roll 5 Fudge dice, and that's your total. If you beat the Difficulty Rating, you overcome the obstacle. If not, well, time to try something else. Continued...
Gamer, Designer, occasional Wizard.
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