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Arcanis the Roleplaying Game Available for Preorder

Hello Matrix,

Well, tell us about the system, man! :)

Where to start, where to start?

Arcanis was originally married to 3rd Edition (and eventually 3.5) and it was always a struggle to get the square peg to fit in the round hole. For us, the story and world were paramount and we had the dickens of a time (at times) to get the vision to fit with the rule set.

10 years later, we get the chance to do our own thing.

We started off with a philosophy that basically said: "We want the rules to be open enough so that the only restriction on making the type of Character you want is the world setting. By that I mean, Arcanis doesn't have Half-Elf as a viable race, hence you can't make one in our system.

So no classes.

You build your Hero by first choosing an Archetype, the your background, skills talents, etc. You want a guy who is a warrior, but so devout to his god that the Temple taught him a spell or two - no problem. A Sorcerer that cannot only sling spells, but pretty handy with a sword to fend off the Harvesters from Ymandragore? Gotcha covered. No Multi-Classing necessary.

We have something similar in concept to the PClass called Paths. Think of them as akin to the old Warhammer Careers but different in what it provides the Hero.

Spell casting is very different. No longer do you have a set number of spells that can be cast a day, etc. In Arcanis, if you know a spell, you can cast it until you pass out. And yes, you can pass out because each spell has a Strain cost associated with it. Wait a number of ticks equal to the strain before you cast another spell - no problem. Cast a spell before the Strain is up and you take damage. At higher Tiers, you can start to combine spells to make a new one on the fly.

We also went out of our way to make each type or Sources of Magic different in style and flavor. We have Elder, Eldritch, Psionic, Primal, and Divine with different Tradition associated with each one.

For our combat oriented players: have no fear, we're not leaving you behind. Besides learning weapon tricks by mastering a certain weapon (actually all Heroes can do this, it's just easier for Martial types), we have Weapon Maneuvers. Like Spells, these powerful tactics have a Recovery (works like Strain, except it can't be "eaten") and at higher Tiers, you can combine these maneuvers for a devastating effect.

Skills is a point of pride for us, as well. We have something called an Attribute die. Depending on one's score, it is associated with a die (d4, d6,d8, etc). Now the basic roll mechanic is a 2d10 + your attribute die must meet or exceed a Target Number.

For skills - you can mix and match the skill with a different Stat (and associated attribute die) to get a whole new result. Need to pick a lock? Use your Skill + your Quickness. Want to know who crafted that lock? Roll that same skill, but use your Logic Attribute die. If successful, you find a craftsman mark showing that this lock was made by a famed locksmith that was enamored with the use of poison needle traps, etc.

I can go on and on, (like talk about the Initiative Clock) but the bottom line is that the game rewards a well rounded character and not specialists. Everyone is a hero and functional on his own.

The Arcanis: World of Shattered Empires RPG takes the best (In Our Opinion) of the tactical aspects of other games and marries it with a rich and robust world setting.

If you have any specific questions, I'll be more than happy to answer them.

Thank you for giving me the opportunity to ramble on about a labor of love that took over 3 years of our lives. I think if you give it a shot, you'll enjoy it.

Best,
 

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Actually sounds pretty good, I think. And I'm pretty damn stubborn - not an easy sell, generally speaking. B-)

Just had a look at your site, and personally, I don't think posting a copy of the cover image(?) that's on the front page there would hurt. Looks nice.

I'm curious about the initiative system. :) Oh, and how gritty/cinematic would you say your game is? Regardless, is that (easily) tweakable? Is character death a real possibility? Likely, even? :uhoh: What rules "get in the way of" such a thing, if indeed it is a going concern?

Also, how much playtesting has there been, and with (approximately!) how many gamers? Any brand new gamers in the mix? What's the reception been like, and has there been much of a difference between that from new and old gamers? And/or any other details along these lines you want to (and are free to) divulge...

I'll leave the questions at those, you'll be glad to know. :D
 

Hello,

Actually sounds pretty good, I think. And I'm pretty damn stubborn - not an easy sell, generally speaking. B-)

Glad your interest was piqued!

Just had a look at your site, and personally, I don't think posting a copy of the cover image(?) that's on the front page there would hurt. Looks nice.

I would if I had any clue how. I just spent 20 minutes fiddling with it and nothing ever showed on the Preview. If you can make it work, PLEASE feel free to do so!

I'm curious about the initiative system. :)

Alright, let me describe it for you.

We wanted a system that would feel much more organic - personally ever since 1st Edition when I started playing back in '78 or so, I never liked the "one side goes, then the other side goes".

So we created "The Clock". Now, you can use paper to track or a plain d12, but we created a cheap little gadget that keeps track of your "ticks".

Here's how it works. You only roll Initiative once per combat. That gives you the place where you start on the Clock. Let's say you roll a 4.

The GM starts the Master Clock at one and starts counting off. When he gets to 4, you take you action. Let's say you swing your gladius at the Voiceless One attacking. Your gladius attack (let's keep this simple and say no weapon maneuvers or tricks are being used) costs 4 ticks. You make your attack and advance your Clock to 8. When the Master Clock reaches 8, you go again. Spells have a similar cost, but some (rituals) can be interrupted.

Now before you roll your eyes and say, "Won't work, too clunky" - we first thought the same thing. However, after a lot of playtesting (which I'll get to below), we found that by the third combat, things were flowing fast and furious.

One thing that I wanted to avoid was the apathy effect that I saw time and time again in most 3.5 games that we ran for Arcanis, particularly when running high level combat. People would tune out, walk outside, get a smoke break,etc because it took too long for someone's turn to be completed. Here you get to do one (or two if you include move and attack) things then its BAM! the next person's turn.

It may not look great on paper, but it really does work. Players are engaged, which was one of our goals. And frankly it does feel very organic, at least to me.

Oh, and how gritty/cinematic would you say your game is? Regardless, is that (easily) tweakable?

That is more a matter of taste and perception, I would think. It is a Tactical game, as far as the need for minis, a combat map, etc but I like to run cinematic games, so even with all the maps, minis, and clock I give it a cinematic feel regardless.

Tweakable? I would say so. Our rules are so flexible, there's not much that can't be done. And if you want to make things less tactical, toss out the Clock, eliminate maneuver costs, go to rounds and there you go!


Is character death a real possibility? Likely, even? :uhoh: What rules "get in the way of" such a thing, if indeed it is a going concern?

Heroes can die, but we would prefer them to die Heroic deaths, so we do have a Stamina/Wound system that tends to get people "Vanquished" rather than out right dead. We also use Fate points that allows a dead Hero to be "just barely breathing".

Also, how much playtesting has there been, and with (approximately!) how many gamers? Any brand new gamers in the mix? What's the reception been like, and has there been much of a difference between that from new and old gamers? And/or any other details along these lines you want to (and are free to) divulge...

Glad you asked. Besides the internal playtesting that went on for a year and the play test groups (6) that continued for two years, we had the advantage of having the entire world-wide Chronicles of the Shattered Empires players. All 1500 or so Arcaniacs, played the game for almost a year now through various scenarios. We found some minor things that we tweaked and changed, but the core mechanics were solid and survived that Trial by Fire.

As far as types of gamers, we have new players in their teens and twentys all the way through their fifties, I believe. CSE has always had a large percentage of women who play, perhaps because of the emphasis we put on role-playing and outside the box thinking. For example, our scenarios award XP for NOT killing an adversary and talking your way through an encounter as well.

I'll leave the questions at those, you'll be glad to know. :D

No problem. Thank you for giving me the opportunity to talk about our game. We're very proud of it and hope you'll give it a whirl, especially if you're attending Origins or Gen Con. We'll have Chronicles of Arcanis: World of the Shattered Empires as well as Witch Hunter: The Invisible World intros and full blown scenarios available.

Best,
 

Where to start, where to start?

<snip>

Thanks. It sounds really cool, I must say.

How tied is it to the setting? I have my own home brew.

Is magic 'dark'? Unreliable? Shunned?

Is there fate/action point mechanics?

When will it be available in Europe (and in pdf)?


Edit: And what are the "Shattered Empires" product advertised on your webpage? How can a supplement be on sale when the core rules haven't been released yet??

Edit edit: Ah, for use with the quickstart, eh?
 
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Thanks for the information, I'm also quite intrigued. A few questions of my own, if I may... :)

1) You mentioned archetypes. Is the archetype the "basic" choice in character creation which is then tweaked and customized through the selection of further elements?

2) The initiative count system sounds interesting. From my reading it appears similar to the system adopted in Aces & Eights and in the new edition of Hackmaster. How is movement handled?

3) You mentioned that the game is tactical. Comparing it with different editions of D&D, which one would be the closest in terms of miniatures being an integral part of the game?
 

2) The initiative count system sounds interesting. From my reading it appears similar to the system adopted in Aces & Eights and in the new edition of Hackmaster. How is movement handled?
I noticed this too, and would also like to know.
3) You mentioned that the game is tactical. Comparing it with different editions of D&D, which one would be the closest in terms of miniatures being an integral part of the game?
I'd like to know as well. The best would be that you can switch minis on and off (big fights, important fights with minis. Scuffles, 'dungeon filler' encounters without).
 

Hello,

Thanks for the information, I'm also quite intrigued. A few questions of my own, if I may... :)

Of course. I'll do my best to answer.

1) You mentioned archetypes. Is the archetype the "basic" choice in character creation which is then tweaked and customized through the selection of further elements?

Correct - The Archetype chosen shows the emphasis that you want your Hero to have, but it doesn't straitjacket you later.

The four Archetypes are Martial, Expert, Arcane and Divine.

Now, by not straitjacketing you later, I mean that (for example) you want to be a Holy Champion of Nier (our God of Justice, War and Flaming Destruction). If you choose Martial, your HC will always be better at combat than at casting Divine Cants (as we call Divine spells) than one who chose Divine and also created a HC of Nier.

In other words, there are more than one "Path" to what you want to do, but your choices have consequences as you will never be better in another Archetype's "schtick" than they are.

2) The initiative count system sounds interesting. From my reading it appears similar to the system adopted in Aces & Eights and in the new edition of Hackmaster. How is movement handled?

Sorry - No offense to the Kenzer people (great people) but I don't own or have ever played any of their games.

Movement has a tick cost, but depends on what kind of move you're doing.
For example: if you make a standard move (your full Pace) it costs 4 ticks. but doesn't provoke a reaction attack. If you move double your Pace, it still costs 4 ticks, but will make you vulnerable to reaction attacks (think attacks of opportunity).

3) You mentioned that the game is tactical. Comparing it with different editions of D&D, which one would be the closest in terms of miniatures being an integral part of the game?
I would say the closest would be 3.5. While Minis are not required, any type of marker will do, to make full use of the combat rules a grid map would be VERY beneficial.

Best,
 

This sounds really intersting Henry. My group certainly enjoyed Living Arcanis and look forward to trying out your new RPG with Chronicles of the Shattered Empires. I couldn't find the answer to my question on your website. Is CotSE debuting at Origins? How soon will the adventures be available for home use?

Thanks!

P.S. - I also noticed Witch Hunter. I may have to run that at the next Chicago Gameday!
 

Hello again,

I'd like to know as well. The best would be that you can switch minis on and off (big fights, important fights with minis. Scuffles, 'dungeon filler' encounters without).

You can switch them on and off, but it would require a bit more work on the Chronicler's side of things.

The way I do it. Let's say you have a not critical fight.

Six Khur Gi horsemen are roughing up two Milandisian Knights that were caught with their pants down.

Now here I won't roll out the map because I know that the Khur Gi are Minions (defeat their AR and they drop).

So I run it free style, but still use the clock to control the ebb and flow of the game, i.e. Hero 1 wants to rush up and crack the closest Khur Gi on the head. I figure they are within his Pace so I have him add 4 ticks for closing and continue to the next Hero. Or he could have Charged, which just adds 3 to his Weapon Speed (let's say his longsword has a cost of 4, so he moves, attacks and goes again 7 ticks later). However, he has now opened himself up to attack as his Avoidance drops to a flat 8.

OK a little bit of definitions: You have an Avoidance number. That is the number you need to roll to hit or be hit.

You have AR - Armor Rating. This number deducts from the amount of damage you eventually subtract from your Stamina.

Minions are the lowest level of opponents in the game. Get past their AR and do 1 damage and they are Vanquished.

Hope that helps.

Best,
 

Hello,

This sounds really intersting Henry. My group certainly enjoyed Living Arcanis and look forward to trying out your new RPG with Chronicles of the Shattered Empires. I couldn't find the answer to my question on your website. Is CotSE debuting at Origins? How soon will the adventures be available for home use?

Thank you for your kind words and I'm glad you enjoyed the six year run of LA.

Actually CSE premiered last Origins and most of the adventures released are available for Home Play already. Until the new Campaign website is up, just request them through our forum. Maryrita is excellent at responding and she'll get the mods out to you ASAP.

And for those at home, our adventures are Free for download. The only thing we ask in return is that you support our company by buying our game.

P.S. - I also noticed Witch Hunter. I may have to run that at the next Chicago Gameday!
Witch Hunter is a lot of fun and the danger gets kicked up a notch with the Summer release of Witch Hunter: The Aztec Empire.

Best,
 

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