Ycore Rixle
First Post
The revision for Spellbound Kingdoms is done! The game is available here at DTRPG, and the official site is Spellbound Kingdoms.
Spellbound Kingdoms is a fantasy RPG featuring zeppelins, courtesans, feral children, alchemy, sorcery, engineering, politics, dragons, and slavering undead. The default setting is oppressive Renaissance, along the lines of Three Musketeers meets Brave New World.
SK supports play with:
* Fast, tactical combat
* Dozens of combat and magic styles and schools
* Storytelling support
* Social encounters where relationships, fashion, reputations, True Love and more are all important.
* War and mass combat rules
* Rules for tracking a region's culture and economy - and these rules have direct impact on PCs and NPCs
* Equipment that isn't just twelve swords and twenty-four polearms. There are dozens of alchemical, engineering, and fashion items; buildings, castles, and fortifications; wonders of the world; troops, beasts, and vehicles.
* Organizations and guilds
* GM tips for designing your own combat styles, spell schools, campaigns, and more
Overall, the rules actually support the play-style that the game claims to support. When I say combat is fast, I mean it makes Savage Worlds look like Oblivion running on a Vic 20. When the game says that love and fear are the most powerful forces in the world, it means it. I think it's the most coherent, fastest, and most fun to play fantasy RPG on the market.
So come on over and check out the Kingdoms!
Spellbound Kingdoms is a fantasy RPG featuring zeppelins, courtesans, feral children, alchemy, sorcery, engineering, politics, dragons, and slavering undead. The default setting is oppressive Renaissance, along the lines of Three Musketeers meets Brave New World.
SK supports play with:
* Fast, tactical combat
* Dozens of combat and magic styles and schools
* Storytelling support
* Social encounters where relationships, fashion, reputations, True Love and more are all important.
* War and mass combat rules
* Rules for tracking a region's culture and economy - and these rules have direct impact on PCs and NPCs
* Equipment that isn't just twelve swords and twenty-four polearms. There are dozens of alchemical, engineering, and fashion items; buildings, castles, and fortifications; wonders of the world; troops, beasts, and vehicles.
* Organizations and guilds
* GM tips for designing your own combat styles, spell schools, campaigns, and more
Overall, the rules actually support the play-style that the game claims to support. When I say combat is fast, I mean it makes Savage Worlds look like Oblivion running on a Vic 20. When the game says that love and fear are the most powerful forces in the world, it means it. I think it's the most coherent, fastest, and most fun to play fantasy RPG on the market.
So come on over and check out the Kingdoms!