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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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
Promotions/Press
[Kickstarter] March Against Darkness
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="DesOps" data-source="post: 6184484" data-attributes="member: 6750160"><p>Update #1 FAQ added</p><p></p><p></p><p><strong><u>How is this game different from other RPGs currently available?</u></strong></p><p></p><p></p><p>This RPG is different in that a single monster is the focal point of a game session, not simply another quick experience grab. Multiple game nights can be spent trying to discover and deal with a demon inside its host lurking among a towns population. They are also those of legends from around the world, expanded upon or adapted for the game world. Many RPGs just lean on the staples of Goblins, Elves, Skeletons and Zombies. Even Cthulhu and his ilk are becoming garden variety. However, we have gone through the histories of cultures from around the world to dig up monsters and demons that are more than the normal cannon fodder. The Strigoi for instance is a creature an adventure is built around and not something you merely hack down on the other side of a dungeon door. You can look for information on the: Leyak, Spriggan, Baykok, and Ankou for some ideas on what is coming (sorry I don't want to spoil them all). Not all creatures are purely evil as well. A Huldra may be encountered outside Bradfirth by the players and end up helping them OR hurting them depending on how the party reacts.</p><p></p><p></p><p>A massive amount of detail has gone into the setting well beyond regular RPGs. Weapons and armors have been checked for weight with actual historical objects, monetary systems have been fully fleshed out, even the lineage of every major ruler will be down for reference. As an example, religion is often just a footnote containing a name for their gods and an alignment. However, religion is one of the most important powers in medieval times. We have gone so far as to create a complete religion for the game world with prayers (finger tips touching, palms outwards making a "roof" symbolizing being under the protection of god or the owner of the home). In March Against Darkness, everything from reasoning, history, even the way a body is positioned during execution is all covered. (On their knees tied to a Y shaped frame, arms stretched upwards with their head bound back so they must stare to the heavens).</p><p></p><p></p><p>Even the monetary system has its own back-story, such as the man who forged a letter of mark (like a cheque) and once discovered was hung in a gibbet with nothing but paper to eat and ink to drink. His bones still hang in the same gibbet within the royal treasury at Kingsgarth as a warning to others.</p><p></p><p></p><p>The Sea of Bone? That was not merely a name chosen because it sounded neat but for the color of the sands and the beliefs of the people who live there. The constantly moving dunes are believed to be the teeth of god endlessly eating the world. The heat, his breath and those lost often attribute their hallucinations to being able to hear his divine voice.</p><p></p><p></p><p><strong><u>What are the core mechanics of the game like?</u></strong></p><p></p><p></p><p>There are only 6 sided dice which come in 3 types (tiers). A players rolls the dice his current skill uses and the game master rolls for the monster/npc or uses a set value. If the player rolls equal to or higher than the other, the succeed. Armor does not add to defense but soaks a certain amount of damage to that location on their body. Since there is always the same number of hit points for players (they are all human) armor and defensive abilities are very important. A player can outfit their character with hundreds of different combinations of armor to their head, neck, shoulder, hands, chest, back, waist, groin, legs, and feet.</p><p></p><p></p><p>Different defensive stances and attack forms make combat extremely tactical. You can trip your opponent, get in close and shiv him with a hidden knife between his plates, or grab him around the throat and strangle him until unconsciousness and death. Shields can be linked together to form defensive lines, or pulled away by a skilled Clansmen with their axe.</p><p></p><p></p><p>The dice you see in the Kickstarter picture are all 'tier 1" dice. They have a 0, 1 or 2 on each face. The other Tiers of dice replace the 0's with 1's. Also important, every die has only a single chance to roll 2, and always has a chance (though diminishing) to roll 0. This means that no matter what the challenge a player always has a chance of success or failure at a task whether it is being skunked while fishing or swinging a heroic blow to cleave a demons head. Having a mechanic like this means higher power creatures certainly outmatch the heroes, but they never feel completely helpless (at least artificially by the game system) because there is always a chance for them to roll spectacularly high or for the foe to roll nothing but 0s. Chances range from 0.08% to 40.74% so a players does have an idea of what their average range is.</p><p></p><p></p><p>Magic uses the magic stat just like attacking when applicable. Spells use up some of your life force every time they are cast. Since there is no "mana" in our system, spells are very tricky things to trow around. The caster may slip unconscious or even die if they try and push themselves too far. However, the devastating power is undeniable. After casting a Flame spell for 3 turns (while the party defends them so the spell is not interrupted) a magic adept player can burn upwards or 12 men alive in their armor leaving nothing but slag and the echos of their screams. Since magic is tied to a stat and unlike other stats it always starts at 0 , no starting player can cast magic right out of the gate. They must sacrifice to gain the required knowledge first. This way characters organically grow and fill into their own rolls, or can be molded into pretty much anything a player wants.</p><p></p><p></p><p><strong><u>How does experience work?</u></strong></p><p></p><p></p><p>When you defeat a challenge (not just kill an enemy) you gain experience. You can spend this experience after a game session/campaign (or during in game downtime) to upgrade your skills or lean new ones.</p><p></p><p></p><p>Experience can come from MANY sources. XP is based off of an enemies (or challenges) skill which you have surpassed to best them. Sneaking up and slitting an old merchants throat will net a player only a small amount due to his low perception, while bartering and extorting him for information on suppliers to get things cheaper will be a huge boon as the merchant has a very high skill in that area from all of his years.</p><p></p><p></p><p>When you defeat a challenge (not just kill an enemy) you gain experience. You can spend this experience after a game session/campaign (or during in game downtime) to upgrade your skills or lean new ones.</p><p></p><p></p><p>Example: Player has 30xp after a long campaign. He spends 12 to upgrade his attack by 1, and another 10 to learn Tier1 fishing (add on for survival) which grants him an extra die to the applicable action. He has 8 points left, not enough to upgrade his already high Defense stat, so he saves them instead of spending them on something he does not want.</p></blockquote><p></p>
[QUOTE="DesOps, post: 6184484, member: 6750160"] Update #1 FAQ added [B][U]How is this game different from other RPGs currently available?[/U][/B] This RPG is different in that a single monster is the focal point of a game session, not simply another quick experience grab. Multiple game nights can be spent trying to discover and deal with a demon inside its host lurking among a towns population. They are also those of legends from around the world, expanded upon or adapted for the game world. Many RPGs just lean on the staples of Goblins, Elves, Skeletons and Zombies. Even Cthulhu and his ilk are becoming garden variety. However, we have gone through the histories of cultures from around the world to dig up monsters and demons that are more than the normal cannon fodder. The Strigoi for instance is a creature an adventure is built around and not something you merely hack down on the other side of a dungeon door. You can look for information on the: Leyak, Spriggan, Baykok, and Ankou for some ideas on what is coming (sorry I don't want to spoil them all). Not all creatures are purely evil as well. A Huldra may be encountered outside Bradfirth by the players and end up helping them OR hurting them depending on how the party reacts. A massive amount of detail has gone into the setting well beyond regular RPGs. Weapons and armors have been checked for weight with actual historical objects, monetary systems have been fully fleshed out, even the lineage of every major ruler will be down for reference. As an example, religion is often just a footnote containing a name for their gods and an alignment. However, religion is one of the most important powers in medieval times. We have gone so far as to create a complete religion for the game world with prayers (finger tips touching, palms outwards making a "roof" symbolizing being under the protection of god or the owner of the home). In March Against Darkness, everything from reasoning, history, even the way a body is positioned during execution is all covered. (On their knees tied to a Y shaped frame, arms stretched upwards with their head bound back so they must stare to the heavens). Even the monetary system has its own back-story, such as the man who forged a letter of mark (like a cheque) and once discovered was hung in a gibbet with nothing but paper to eat and ink to drink. His bones still hang in the same gibbet within the royal treasury at Kingsgarth as a warning to others. The Sea of Bone? That was not merely a name chosen because it sounded neat but for the color of the sands and the beliefs of the people who live there. The constantly moving dunes are believed to be the teeth of god endlessly eating the world. The heat, his breath and those lost often attribute their hallucinations to being able to hear his divine voice. [B][U]What are the core mechanics of the game like?[/U][/B] There are only 6 sided dice which come in 3 types (tiers). A players rolls the dice his current skill uses and the game master rolls for the monster/npc or uses a set value. If the player rolls equal to or higher than the other, the succeed. Armor does not add to defense but soaks a certain amount of damage to that location on their body. Since there is always the same number of hit points for players (they are all human) armor and defensive abilities are very important. A player can outfit their character with hundreds of different combinations of armor to their head, neck, shoulder, hands, chest, back, waist, groin, legs, and feet. Different defensive stances and attack forms make combat extremely tactical. You can trip your opponent, get in close and shiv him with a hidden knife between his plates, or grab him around the throat and strangle him until unconsciousness and death. Shields can be linked together to form defensive lines, or pulled away by a skilled Clansmen with their axe. The dice you see in the Kickstarter picture are all 'tier 1" dice. They have a 0, 1 or 2 on each face. The other Tiers of dice replace the 0's with 1's. Also important, every die has only a single chance to roll 2, and always has a chance (though diminishing) to roll 0. This means that no matter what the challenge a player always has a chance of success or failure at a task whether it is being skunked while fishing or swinging a heroic blow to cleave a demons head. Having a mechanic like this means higher power creatures certainly outmatch the heroes, but they never feel completely helpless (at least artificially by the game system) because there is always a chance for them to roll spectacularly high or for the foe to roll nothing but 0s. Chances range from 0.08% to 40.74% so a players does have an idea of what their average range is. Magic uses the magic stat just like attacking when applicable. Spells use up some of your life force every time they are cast. Since there is no "mana" in our system, spells are very tricky things to trow around. The caster may slip unconscious or even die if they try and push themselves too far. However, the devastating power is undeniable. After casting a Flame spell for 3 turns (while the party defends them so the spell is not interrupted) a magic adept player can burn upwards or 12 men alive in their armor leaving nothing but slag and the echos of their screams. Since magic is tied to a stat and unlike other stats it always starts at 0 , no starting player can cast magic right out of the gate. They must sacrifice to gain the required knowledge first. This way characters organically grow and fill into their own rolls, or can be molded into pretty much anything a player wants. [B][U]How does experience work?[/U][/B] When you defeat a challenge (not just kill an enemy) you gain experience. You can spend this experience after a game session/campaign (or during in game downtime) to upgrade your skills or lean new ones. Experience can come from MANY sources. XP is based off of an enemies (or challenges) skill which you have surpassed to best them. Sneaking up and slitting an old merchants throat will net a player only a small amount due to his low perception, while bartering and extorting him for information on suppliers to get things cheaper will be a huge boon as the merchant has a very high skill in that area from all of his years. When you defeat a challenge (not just kill an enemy) you gain experience. You can spend this experience after a game session/campaign (or during in game downtime) to upgrade your skills or lean new ones. Example: Player has 30xp after a long campaign. He spends 12 to upgrade his attack by 1, and another 10 to learn Tier1 fishing (add on for survival) which grants him an extra die to the applicable action. He has 8 points left, not enough to upgrade his already high Defense stat, so he saves them instead of spending them on something he does not want. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Promotions/Press
[Kickstarter] March Against Darkness
Top