Tav_Behemoth
First Post
Picture an old-school game that has detailed rules for campaign activities like running a thieves' guild, recruiting an army, or constructing a dungeon beneath your wizard's tower so you can harvest monster parts for your spell components.
Would you want to include skill DCs, designing skill challenges, and other such new-school stuff if you were going to use these rules in the game you play now? And if so, how would you fit 'em in without it feeling out of place?
I'm helping develop a new game called the Adventurer Conqueror King System, and as you can tell from the title it's shooting for the feel of the original Conan stories where he starts out as a freebooter and ends up brooding in a throne. I don't think ACKS (we say it "axe") is just for old-schoolers - the OD&D rules and First Fantasy Campaign are big inspirations for us, but in one way or another that's true for every subsequent edition and retroclone too - so input from folks who want rags-to-riches sweep in any incarnation of the game would really be appreciated.
Would you want to include skill DCs, designing skill challenges, and other such new-school stuff if you were going to use these rules in the game you play now? And if so, how would you fit 'em in without it feeling out of place?
I'm helping develop a new game called the Adventurer Conqueror King System, and as you can tell from the title it's shooting for the feel of the original Conan stories where he starts out as a freebooter and ends up brooding in a throne. I don't think ACKS (we say it "axe") is just for old-schoolers - the OD&D rules and First Fantasy Campaign are big inspirations for us, but in one way or another that's true for every subsequent edition and retroclone too - so input from folks who want rags-to-riches sweep in any incarnation of the game would really be appreciated.
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