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.
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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

Probably because the player character in the computer game is human.
Yeah, I think the reqson behind a lot of this stuff (like how very many guns there are, seriously like 30 different guns maybe?) is from the designers porting over 5E representations of what they built for the video game: probavly also the reason behind the 4 Classes they chose (also easier to balance a small number of options).
But if I remember correctly, Traveller only added non-human PCs later, Mongoose adding Asian and Vargr to the core rules is a change I think. Vargr are uplifted canines.
Yeah, Human-only Space Opera is juat as much a thing as tons of aliens: Foundation, Dune, etc. And OG Traveller was trying to cover all their posssibpe Sci-Fi bases between different books in a modular fashion (they actually stated up Lule Akywalker and Darth Vader in one of those NPC books).
But this book is a start, I would like to see it developed into a full product line (and for sale in UK FLGS). Fantasy ain’t gong to stay fashionable forever.
I mean, Fantasy has been in fashion in some form for all of recorded history, so I wouldn't count on that latter part. But them continuing the tabletop side here would be great, maybe especially if the game turns out decently.
 
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A Psion class can easily add to the setting. Albeit, the flavor will be less animistic soul magic, and more cybertech virtual reality and misdirection, where wetware (even invasive nanotech wetware) directly interfaces the brain.
 

I'm curious what some are the skills are called. I don't think I've seen that mentioned yet.

There's probably not a History or Arcana skill, and I'm sure something like Nature would be renamed Biology. Since it's sci-fi wouldn't there be skills related to engineering and types of sciences?
 

I'm curious what some are the skills are called. I don't think I've seen that mentioned yet.

There's probably not a History or Arcana skill, and I'm sure something like Nature would be renamed Biology. Since it's sci-fi wouldn't there be skills related to engineering and types of sciences?
there is a character sheet posted a way back that shows the skills.
 

I'm curious what some are the skills are called. I don't think I've seen that mentioned yet.

There's probably not a History or Arcana skill, and I'm sure something like Nature would be renamed Biology. Since it's sci-fi wouldn't there be skills related to engineering and types of sciences?
- Dex: Piloting replaces Sleight of Hand

- Cha: Intimidation and Performance are dropped without replacement

- Wis: Mechanics replaces Animal Handling, Streetwise replaces Survival

- Int, the Big One, all Skills from standard 5E except History are removed and replaced with: Astronautics, Botany, Culture, Electronics, Genetics, and Zoology

These and the standard Skills each get a nice illustration and text explanation.
 

It is interesting, thinking on it, they seem to have been keen to keep the exact same number of Skills, even if they reshuffle them significantly: wonder if there is some game theory reason for 18 Skills, specifically, in 5E rules in general.
 

It is interesting, thinking on it, they seem to have been keen to keep the exact same number of Skills, even if they reshuffle them significantly: wonder if there is some game theory reason for 18 Skills, specifically, in 5E rules in general.
A formal preference for 18 would relate to some kind of compromise between 'splitting' and 'lumping'. Perhaps the number derived from three for each of the six abilities, albeit obviously there is not a three-to-one in practice.

Earlier in the thread I was looking at skills afresh. Now it seems to me that each of the abilities could have two skills to develop its gaming concepts, except Intelligence is the silo for education (whether formal or informal), so covers many possible skills. Also perhaps both physical Constitution and mental Wisdom could be passive, with a health/toughness save and a perception/sanity save respectively.

Even then, 18 seems moreorless a manageable number.
 

A formal preference for 18 would relate to some kind of compromise between 'splitting' and 'lumping'. Perhaps the number derived from three for each of the six abilities, albeit obviously there is not a three-to-one in practice.

Earlier in the thread I was looking at skills afresh. Now it seems to me that each of the abilities could have two skills to develop its gaming concepts, except Intelligence is the silo for education (whether formal or informal), so covers many possible skills. Also perhaps both physical Constitution and mental Wisdom could be passive, with a health/toughness save and a perception/sanity save respectively.

Even then, 18 seems moreorless a manageable number.
Just from my past decade of experience of 5E, 18 is a good amount to create specialization and difference between members of a party, or different characters with the same Class.
 


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