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Inside here are rulez to extend the wargame style elements of games like Space Pyrates, Zombie WW2 and USMC at Waterloo into the fantasy genre.
I wanted those design lessons I learned put down in fixed form. An OSR fantasy game with target and hit, as most gamers visualize combat. HP and XP like most players understand damage and character advancement. Some stats that make sense and don’t turn into bogus equations. A magic system that functions without becoming impractical, avoiding the trap of being useless at low level and disruptive at high.
Inside these pages is a set of guidelines for resolving detailed sequences of combat. Should you use the rulez for every fight? Only if you like them immensely. If you pull them out only to run the endgame battle, you probably are striking the right balance.
This option specifically aids a moderated GM game, adding character options to overcome traps and obstacles as well as offering miniature style combat on the hex grid.
The rulez covers characters and the evil goals the group is trying to defeat.
Old School Revival is fast paced, and you can learn the mechanics by trial and error. Sometimes you have to die in OSR to learn what not to do.
*** Get it Now on Drive Thru ***
Chronicles of the Outlands
The players are fantasy characters without class distinction, proto Vikings, exploring and adventuring in a broad continental land bordered by seas. Magic works. All the characters will slowly improve a magical sword and train a magical mount. Magic is an integral part to play. Yet there are no spells per se, as each player character grows in power through the actions of the game.
There are six principal traits of characters: Bold, Clever, Energetic, Gifted, Methodical and Rugged. There is no degree that measures a trait; they are either present or not. The absence of a trait denotes the character is not any better than the norm in that area.
The player characters will also acquire a special set of combat skills, called swaggering techniques, by engaging in battle. These will be personal fighting styles as well as techniques gain specific to their Blade, Mount, Longboat and Wizardry. The new (level zero) character probably has practiced and even fought, but only through often repeated exercise of the game mechanics will he obtain great swagger.
To gain levels the character must perform Ignoble Deeds, nine tests of worthiness. These will relate to game events of the following types: Adventure, Fame, Battle, Ingenuity, Magic, Profit, Forethought, Comradeship and Courage.
Magic is performed like any other skill. The player describes an action based on a wizardry technique, and the Referee decides the degree of difficulty that must be rolled to succeed. It’s that simple (or not). In combat however, the mechanics of each Q&D apply. The various magical techniques will be seen as Advantages, making the dice roll easier. Once the player discovers any Wizardry techniques, he can shift to Recitation Method and use his magic for specific results. Yet using magic dooms the character to slowly change to something less human.