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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Build Better Worlds Together With Arium
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="robowieland" data-source="post: 8586182" data-attributes="member: 7026452"><p>[ATTACH=full]154411[/ATTACH]</p><p></p><p>Worldbuilding is generally considered to be the responsibility of the Game Master. Either they’ve labored away at hand crafting a world for the campaign or they’ve done all the research and read as many setting sourcebooks as they could. Many modern games have moved toward shared creation at the table, whether it’s the small tidbits of<em> Blades In The Dark</em> fleshed out in play to Powered By The Apocalypse playbooks that give players an opportunity to create a whole organization to support their character. There are even a few games where world building is central to the gameplay itself. The most famous of these is Microscope by Ben Robbins but the designers at Adept Icarus have built their own variation called <a href="https://adepticarus.com/" target="_blank"><em>Arium</em></a>. The first book in the series,<em> <a href="https://www.drivethrurpg.com/product/320300/Arium-Create?affiliate_id=408896" target="_blank">Arium: Create</a>,</em> focuses on world building at the table. The company sent along review copies of <a href="https://www.drivethrurpg.com/product/320300/Arium-Create?affiliate_id=408896" target="_blank"><em>Arium:Create</em></a> and <a href="https://www.drivethrurpg.com/product/346222/Arium-Discover?affiliate_id=408896" target="_blank"><em>Arium: Discove</em></a><em>r</em>. Did these books inspire strange new worlds or send me back to my dog eared campaign notebooks? Let’s find out together.</p><p></p><p><a href="https://www.drivethrurpg.com/product/320300/Arium-Create?affiliate_id=408896" target="_blank"><em>Arium: Create</em></a> is a full color digest book designed by William L. Munn, Natasha Ence and Drew Gerken. It’s written in a fairly breezy tone and opens with a discussion on the origin of the series. The designer is a corporate trainer in their day job and the techniques discussed within stem from those sessions. The two main tools he discusses using are big black markers and standard size post it notes. These aren’t just aesthetic choices. The black markers make it easy for everyone to read what’s being written and the post-it note forces writers to be brief. Brainstorming is about big broad concepts. They’ll be time for digressions about fantasy coinage later.</p><p></p><p>The process runs in seven cycles. Each cycle focuses on one main concept, with successive turns drilling down into specifics. Everyone writes down a number of concepts on their post-its under a time limit of a few minutes. Once the time is up, the post-its are collected into groups based on similarity. Then players have a number of votes they can use to advance the ideas they like the most based on how many different ideas are out there. The process starts with genre, then moves to people, then culture and so on. Consensus is key, but there are also rules for veto power as well as marking specific elements for a specific player’s development.</p><p></p><p>This process gives <a href="https://www.drivethrurpg.com/product/320300/Arium-Create?affiliate_id=408896" target="_blank"><em>Arium: Create</em></a> a writer’s room feel as people set down ideas, throw them on a whiteboard and then see what sticks. Grouping concepts to set the final vote count is a very clever way to keep each round fresh. It shows popular ideas but also leaves room for tables to do something unusual if someone puts out that killer concept. It also seems eminently scalable. Microscope is great for epic sprawling settings full of big historical moments, while this could easily be used for smaller stuff like an office setting with the right guidance from the facilitator.</p><p></p><p>The facilitator’s role is key. While everyone has a voice at the table, the facilitator keeps the process moving and resolves any disputes between creators. This isn’t entirely GM-less play, and I would have liked to have seen a little more discussion from the designers on how to handle that person who just won’t let their pet idea go.</p><p></p><p>Once the world is ready to roll, <a href="https://www.drivethrurpg.com/product/346222/Arium-Discover?affiliate_id=408896" target="_blank"><em>Arium: Discover</em> </a>offers a set of rules to play a game. It features a d6 dice pool with success based on how many dice come up a 5 or 6. If more than one die is a 6, the player can seize narrative control and add an unexpected benefit. If more than one die is a 1, the GM injects an unexpected complication. These elements happen outside of success or failure, which I found was an interesting way to do it.</p><p></p><p>There is also some discussion about Discovery Tokens, which function as the metacurrency you might expect in a game like this. Players gain them when they fail a test enhanced by a quality, which is an element that adds dice to a roll beyond their attribute such as a skill, gear or advantage.The tokens can be spent for an automatic success before a roll (without the possibility of a complication or control benefit), add successes after the roll with players narrating how they came up short at first and then adjusted, and add details to the world. GMs can adjust how many tokens players can spend or start with for more gritty or cinematic worlds, but an upcoming book, Arium: Evolve, promises more specific advice for genre emulation.</p><p></p><p><a href="https://www.drivethrurpg.com/product/346222/Arium-Discover?affiliate_id=408896" target="_blank"><em>Arium: Discover</em></a> is a solid light narrative rules set. It’s designed to get players quickly playing in the shiny new world they’ve just made using<a href="https://www.drivethrurpg.com/product/320300/Arium-Create?affiliate_id=408896" target="_blank"> <em>Arium: Create</em></a>. Tables who already have a rules set they love like Fate or Savage Worlds could just as easily use the first book to make a world for that set of rules.</p><p></p><p>The Arium series offers a flexible system that shows the joys of sharing world creation with the entire table. Tables that want to share the GM’s burden should check them out.</p></blockquote><p></p>
[QUOTE="robowieland, post: 8586182, member: 7026452"] [ATTACH type="full" alt="320300.jpg"]154411[/ATTACH] Worldbuilding is generally considered to be the responsibility of the Game Master. Either they’ve labored away at hand crafting a world for the campaign or they’ve done all the research and read as many setting sourcebooks as they could. Many modern games have moved toward shared creation at the table, whether it’s the small tidbits of[I] Blades In The Dark[/I] fleshed out in play to Powered By The Apocalypse playbooks that give players an opportunity to create a whole organization to support their character. There are even a few games where world building is central to the gameplay itself. The most famous of these is Microscope by Ben Robbins but the designers at Adept Icarus have built their own variation called [URL='https://adepticarus.com/'][I]Arium[/I][/URL]. The first book in the series,[I] [URL='https://www.drivethrurpg.com/product/320300/Arium-Create?affiliate_id=408896']Arium: Create[/URL],[/I] focuses on world building at the table. The company sent along review copies of [URL='https://www.drivethrurpg.com/product/320300/Arium-Create?affiliate_id=408896'][I]Arium:Create[/I][/URL] and [URL='https://www.drivethrurpg.com/product/346222/Arium-Discover?affiliate_id=408896'][I]Arium: Discove[/I][/URL][I]r[/I]. Did these books inspire strange new worlds or send me back to my dog eared campaign notebooks? Let’s find out together. [URL='https://www.drivethrurpg.com/product/320300/Arium-Create?affiliate_id=408896'][I]Arium: Create[/I][/URL] is a full color digest book designed by William L. Munn, Natasha Ence and Drew Gerken. It’s written in a fairly breezy tone and opens with a discussion on the origin of the series. The designer is a corporate trainer in their day job and the techniques discussed within stem from those sessions. The two main tools he discusses using are big black markers and standard size post it notes. These aren’t just aesthetic choices. The black markers make it easy for everyone to read what’s being written and the post-it note forces writers to be brief. Brainstorming is about big broad concepts. They’ll be time for digressions about fantasy coinage later. The process runs in seven cycles. Each cycle focuses on one main concept, with successive turns drilling down into specifics. Everyone writes down a number of concepts on their post-its under a time limit of a few minutes. Once the time is up, the post-its are collected into groups based on similarity. Then players have a number of votes they can use to advance the ideas they like the most based on how many different ideas are out there. The process starts with genre, then moves to people, then culture and so on. Consensus is key, but there are also rules for veto power as well as marking specific elements for a specific player’s development. This process gives [URL='https://www.drivethrurpg.com/product/320300/Arium-Create?affiliate_id=408896'][I]Arium: Create[/I][/URL] a writer’s room feel as people set down ideas, throw them on a whiteboard and then see what sticks. Grouping concepts to set the final vote count is a very clever way to keep each round fresh. It shows popular ideas but also leaves room for tables to do something unusual if someone puts out that killer concept. It also seems eminently scalable. Microscope is great for epic sprawling settings full of big historical moments, while this could easily be used for smaller stuff like an office setting with the right guidance from the facilitator. The facilitator’s role is key. While everyone has a voice at the table, the facilitator keeps the process moving and resolves any disputes between creators. This isn’t entirely GM-less play, and I would have liked to have seen a little more discussion from the designers on how to handle that person who just won’t let their pet idea go. Once the world is ready to roll, [URL='https://www.drivethrurpg.com/product/346222/Arium-Discover?affiliate_id=408896'][I]Arium: Discover[/I] [/URL]offers a set of rules to play a game. It features a d6 dice pool with success based on how many dice come up a 5 or 6. If more than one die is a 6, the player can seize narrative control and add an unexpected benefit. If more than one die is a 1, the GM injects an unexpected complication. These elements happen outside of success or failure, which I found was an interesting way to do it. There is also some discussion about Discovery Tokens, which function as the metacurrency you might expect in a game like this. Players gain them when they fail a test enhanced by a quality, which is an element that adds dice to a roll beyond their attribute such as a skill, gear or advantage.The tokens can be spent for an automatic success before a roll (without the possibility of a complication or control benefit), add successes after the roll with players narrating how they came up short at first and then adjusted, and add details to the world. GMs can adjust how many tokens players can spend or start with for more gritty or cinematic worlds, but an upcoming book, Arium: Evolve, promises more specific advice for genre emulation. [URL='https://www.drivethrurpg.com/product/346222/Arium-Discover?affiliate_id=408896'][I]Arium: Discover[/I][/URL] is a solid light narrative rules set. It’s designed to get players quickly playing in the shiny new world they’ve just made using[URL='https://www.drivethrurpg.com/product/320300/Arium-Create?affiliate_id=408896'] [I]Arium: Create[/I][/URL]. Tables who already have a rules set they love like Fate or Savage Worlds could just as easily use the first book to make a world for that set of rules. The Arium series offers a flexible system that shows the joys of sharing world creation with the entire table. Tables that want to share the GM’s burden should check them out. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Build Better Worlds Together With Arium
Top