Wizards of the Coast's Archetype Entertainment to Publish Exodus TTRPG Based on Upcoming Exodus Video Game

Archetype Entertainment is publishing a new TTRPG based on their upcoming video game.

exodus hed.jpg


In something of a surprise, a video game division of Wizards of the Coast has announced plans to publish EXODUS Traveler’s Handbook, a new tabletop RPG based on their upcoming video game. Archetype Entertainment, a division of Wizards of the Coast, announced plans to publish the new rulebook, with details about the upcoming release found on Archetype's website. The book is being made available to followers of the upcoming game first, starting on December 11th. Details on how to get a copy of the limited quantity book can be found here.

EXODUS Traveler’s Handbook was designed by James Ohlen, who created Exodus and was previously designing tabletop RPG books via his Arcanum Worlds imprint prior to joining Wizards and Archetype Entertainment. Arcanum Worlds had published a 5E third party supplement called Odyssey of the Dragonlords and several D&D 5E supplements on the DMs Guild.

Exodus is a new sci-fi video game that deals with human space colonists fighting against the antagonistic descendants of humanity known as Celestials. The game involves time dilation in space travel, which is why there are both humans and their evolved futuristic descendants in the same game.

Currently, it is unclear whether the TTRPG version of Exodus will use some version of Dungeons & Dragons 5E or if it will be a bespoke new game system. EN World has reached out to Wizards for clarification.

A description of the new RPG can be found below:

• Celebrate with Us – This special FOUNDERS TTRPG edition was created by James Ohlen, the creative visionary behind the highly anticipated EXODUS video game.

• Explore the vast world of EXODUS – Face the challenges of this dark and dangerous futuristic world, set in the expanded universe of the EXODUS video game.

• Become the Traveler – Your destiny is to lead the Travelers, in the hunt to steal alien weapons and technology from the most powerful enemy in this universe – the Celestials.

• Confront Time Dilation – Choices you make create consequences changing the fate of those you love most – and reshaping the future of your entire civilization for generations.
 

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Christian Hoffer

Christian Hoffer


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Jensaarai

Sing Victory Everlasting
All of them. Halo. Mass Effect. A little Dead Space. Stanfield.

Science fiction has been in a rut for two decades now.
I mean... in terms of realistic fidelity yeah maybe, and I'd say it's just a desire in triple-A gaming to try and push further on the visual realism. To a detriment in many cases, I'd say.

But all four of those games have very different aesthetics and visual languages. They don't look "exactly the same."
 

Reynard

aka Ian Eller
Supporter
I mean... in terms of realistic fidelity yeah maybe, and I'd say it's just a desire in triple-A gaming to try and push further on the visual realism. To a detriment in many cases, I'd say.

But all four of those games have very different aesthetics and visual languages. They don't look "exactly the same."
I see it in the enemies and the vibe and things like that big space sphere. It's all flavors of the same basic stuff. Science fiction video game all fit in a relatively tight Venn diagram lately.

At least Outer Worlds was different.
 

aramis erak

Legend
The concept art sure is a phallic fest.
Realistic relativistic ships always will be long and thin. Space isn't a true vacuum, with deep space still being a about 7×10⁻²³ g/m³
At a mere 3000 km/s, each square meter is hitting around 2×10⁻¹⁶g of hydrogen; 7.2×10⁻¹² g/hour, or 7.2 picograms per hour. Over the years of travel, that's going to add up... The fewer square meters of impact, the less energy lost to "air resistance"... Also, the steeper the impact face's relative slope, the less turns into secondary particle radiation...

And urban spires are also inherently phallic in shape... albeit oft in a tall pyramid or cone, usually, or a stepped variation... because it is easier to support upper floors if they're smaller, so that you don't have most of the lower floors being lost to support structure (they still lose a good bit.)
Why do all of these games look exactly the same?
Because they all are tapping into the same sources of fiction, the same sources of prognostications, and using the same dev toolsets....
There are differences enough that fans can (usually) tell them apart.
Much the same way D&D long-term fans can tell the edition by the character sheet's contents.
 

Realistic relativistic ships always will be long and thin. Space isn't a true vacuum, with deep space still being a about 7×10⁻²³ g/m³
At a mere 3000 km/s, each square meter is hitting around 2×10⁻¹⁶g of hydrogen; 7.2×10⁻¹² g/hour, or 7.2 picograms per hour. Over the years of travel, that's going to add up... The fewer square meters of impact, the less energy lost to "air resistance"... Also, the steeper the impact face's relative slope, the less turns into secondary particle radiation...

And urban spires are also inherently phallic in shape... albeit oft in a tall pyramid or cone, usually, or a stepped variation... because it is easier to support upper floors if they're smaller, so that you don't have most of the lower floors being lost to support structure (they still lose a good bit.)
That phallic shapes exist in a society, for utilitarian or esthetic reasons, doesn't necessarily mean that society itself must be depicted as and represented by them.
 


aramis erak

Legend
That phallic shapes exist in a society, for utilitarian or esthetic reasons, doesn't necessarily mean that society itself must be depicted as and represented by them.
They're inevitable in technological societies going to space. It's the physics of fluids that dictates the shape. It's nothing about the societies, nor about the people in them. It's just artists accounting for the realities of physics that results in phallic shapes in buildings and starships.
 

They're inevitable in technological societies going to space. It's the physics of fluids that dictates the shape. It's nothing about the societies, nor about the people in them. It's just artists accounting for the realities of physics that results in phallic shapes in buildings and starships.
Unless the physical society is extremelly infested with and dominated by phallic shapes, artists have a choice of motif. It’s possible I guess, but s far I haven’t seen Dick planet in Stars Without Numbers tables.
 

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