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Malin Freeborn edited this page Jan 11, 2023
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Notes on the game's design.
- Why the GPL
- On Generic Fantasy Systems
- Faff in Games
- Why Systems Matter
- Mapping possible adventure styles
- The problem with elves and Anthropology
A quickstart guide to Latex and notes on how the books are laid out:
- Starting with Latex and Git
- Layout
- BIND Latex characters
- BIND Latex environments
- BIND Latex side quests
- Making new books
- 6 Attributes: Strength, Dexterity, Speed, Intelligence, Wits and Charisma.
- Skills cover actions depending on what they're paired with.
- Intimidation = Strength + Deceit.
- Lies = Charisma + Deceit.
- Roll 2D6 + Attribute + Skill to succeed at standard Target Number 7.
- Combat is tactical.
- Initiative is based on action-points.
- Combat Skill is divided between attack, defence and initiative.
- Fate Points allow Damage to be avoided.
- Magic gets you multiple spells per level in a magic sphere
- Spend MP to cast.
- No healing magic.
- Highest level of a sphere has to be cast slowly.
- Background is created by spending Story Points.
- Spend 1 point to say you've learnt a language.
- Spend 2 points to add an ally with martial ability.
- Spend 4 points to bring in an all-powerful mage from your past.