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<blockquote data-quote="Paradigm" data-source="post: 5225864" data-attributes="member: 2802"><p>It is not based upon Ubiquity at all. Which is nothing against Ubiquity, I like that system just fine.</p><p></p><p>The Shattered Empires system draw inspirations from several sources, but its biggest influences are our favorite games from the mid to late 90s. IMO, the best design time for RPGs was the last few years before d20, when game systems drew upon their genre for their mechanics, and story came first. It is that RPG heritage that shaped our maturity as role players.</p><p></p><p>The core mechanic for Shattered Empires is based upon a tick system, time flows organically and the game moves along at a brisk pace. By keeping character actions short and sweet, the player remains focused upon the game instead of wandering off into distraction during extensive downtime. </p><p></p><p>Character creation is built upon options, every step moves the character further along the path to individuality. Advancement follows the same principle. There is no straight-jacket derived from the limitations of class-based construction. As a result, even if two players provide the same answer to the question: "What are you playing?" the actual characters should not have the same form.</p></blockquote><p></p>
[QUOTE="Paradigm, post: 5225864, member: 2802"] It is not based upon Ubiquity at all. Which is nothing against Ubiquity, I like that system just fine. The Shattered Empires system draw inspirations from several sources, but its biggest influences are our favorite games from the mid to late 90s. IMO, the best design time for RPGs was the last few years before d20, when game systems drew upon their genre for their mechanics, and story came first. It is that RPG heritage that shaped our maturity as role players. The core mechanic for Shattered Empires is based upon a tick system, time flows organically and the game moves along at a brisk pace. By keeping character actions short and sweet, the player remains focused upon the game instead of wandering off into distraction during extensive downtime. Character creation is built upon options, every step moves the character further along the path to individuality. Advancement follows the same principle. There is no straight-jacket derived from the limitations of class-based construction. As a result, even if two players provide the same answer to the question: "What are you playing?" the actual characters should not have the same form. [/QUOTE]
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