TildenThorne
First Post
These are two previews of my upcoming OSR style "heartbreaker" based on Chainmail/0e with a good bit of Swords & Wizardry to fill in the blanks. The full game clocks in at over 380 pages, and is intended to be complete, needing NO further expansion. Its focus is on more traditional mythology from around the world, as well as a deeper focus on "historical fantasy". The setting is "swords (or sandals) & sorcery" and is low magic based, but does border on some high fantasy in the top levels of play.
Included in the rules are:
- nearly 300 creatures (returned to a more "traditional" state as they appear in myth),
- 3 magic systems with very limited overlap (miracles, spells and spontaneous magic),
- 6 classes (2 being the "lineage classes" of high and low men),
- a flexible "introduction line" system, used to customize your characters "theme",
- a DEADLY Chainmail based combat system (with attention paid to its "blank" spots),
- a system for advancement beyond maximum level (10th),
- a timeline of human technology (to help determine what is available in what eras),
- a relatively complete cosmology based around the ideas of ancient humans,
- a simplified save system, and a different take on "hits" or hit points,
- a built-in "power economy" based on the abilities of the classes (where each has its own value),
- a slightly different take on backgrounds and skills (using some modern ideas in "old school" ways),
- random "dungeons", sandboxing and 3 full styles of play (narrative, cooperative narration & wargame),
- modifiable armor, weapons and other equipment, including the addition of early black powder weapons,
- humans or "common men" have some unusual abilities (which set up the games main conflict),
- fluff to explain why no archeological evidence of this world would exist in our time.
- and much more.
These previews deal present one full class, the low man or dwarfish type (minus just a bit of fun); and a few of the differences between "common men" and other lineages.
Any comments or thoughts are highly appreciated.
Included in the rules are:
- nearly 300 creatures (returned to a more "traditional" state as they appear in myth),
- 3 magic systems with very limited overlap (miracles, spells and spontaneous magic),
- 6 classes (2 being the "lineage classes" of high and low men),
- a flexible "introduction line" system, used to customize your characters "theme",
- a DEADLY Chainmail based combat system (with attention paid to its "blank" spots),
- a system for advancement beyond maximum level (10th),
- a timeline of human technology (to help determine what is available in what eras),
- a relatively complete cosmology based around the ideas of ancient humans,
- a simplified save system, and a different take on "hits" or hit points,
- a built-in "power economy" based on the abilities of the classes (where each has its own value),
- a slightly different take on backgrounds and skills (using some modern ideas in "old school" ways),
- random "dungeons", sandboxing and 3 full styles of play (narrative, cooperative narration & wargame),
- modifiable armor, weapons and other equipment, including the addition of early black powder weapons,
- humans or "common men" have some unusual abilities (which set up the games main conflict),
- fluff to explain why no archeological evidence of this world would exist in our time.
- and much more.
These previews deal present one full class, the low man or dwarfish type (minus just a bit of fun); and a few of the differences between "common men" and other lineages.
Any comments or thoughts are highly appreciated.