Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Arcanis the Roleplaying Game Available for Preorder
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="PCIHenry" data-source="post: 5519797" data-attributes="member: 14863"><p>Hello, </p><p></p><p></p><p></p><p>Glad your interest was piqued! </p><p></p><p> </p><p></p><p>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!</p><p></p><p></p><p></p><p>Alright, let me describe it for you.</p><p></p><p>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".</p><p></p><p>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". </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p></p><p></p><p>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. </p><p></p><p>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!</p><p></p><p></p><p></p><p></p><p>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".</p><p></p><p></p><p></p><p>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.</p><p></p><p>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. </p><p></p><p></p><p></p><p>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. </p><p></p><p>Best,</p></blockquote><p></p>
[QUOTE="PCIHenry, post: 5519797, member: 14863"] Hello, Glad your interest was piqued! 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! 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. 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! 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". 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. 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, [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Arcanis the Roleplaying Game Available for Preorder
Top