Contradictory, definitely! Two great tastes that go questionably together. It's a wacky experiment and I never expected it to find an audience, but I'm happy to learn there are others like me! New version is coming soon, keep an eye out :)
Yeah actually my life situation changed big time over the summer, and I've had time to work on it steadily. Playtest Version 2.0 will be a big overhaul of core systems. It will retain use of the d20, but attributes, skills, fatigue, effort and other derived stats are all being retooled. There are full procedural rules now for governing the four timeframes of play (combat, dungeon exploration, travel/camping, and stronghold turns). The combat system has been reworked in a number of important ways, too, with a three-action system to clarify and simplify turns, a new peril system to create escalating tension in combat, reworked conditions to speed the game up, and a lot more.
I'm most excited for the introduction of Sparks and Shadows, effects that illustrate check successes and failures to give players and the Judge more narrative control and variability than simple pass/fail or success/great success/crit success. It's a simple system, but elegant, and the people I've tried it with like it a lot.
In general, the game is moving away from "Old School/New School Smashed Together," and more toward a "Old School Playstyle/New School Mechanics" arrangement, dispensing with a lot of nostalgic but ultimately ineffective nods to the past (like score/modifier, for example).
This sounds incredible, I truly can't wait. You got an idea of a timeframe of when we can expect this goodness? Or is it still to far off to make such judgements?
Hi! Is the game no longer under development? It looks really awesome I'd love to see it finished, just wondering what's been happening since we haven't gotten an update in a year!
Hello! Sorry for the late reply. Yes the game is still being worked on, though I do operate on ADHD time. 😁 All the recent events tactical ttrpg world have lit a fire in me to get the next update out soon, and it will be a big one!
In the peasant generator, the lineages provide some bonuses to stats. However, in the book, I can't find these bonuses listed anywhere. Do lineages actually provide bonuses?
Hi Morgan! Thanks for asking- peasants can do both of those things! The new versions mentions maneuvers but fails to specify the opportunity attacks, so thanks for bringing that to my attention!
really love this game!! the combat and rules seem so clean, and the vibes are so great! a mix of old school gritty with new school streamlined design :D
one question - for actions with Melee/Conjury, do they require BOTH a conjury item and a melee weapon? Or just one of them? Saw a few in the Blood and Earth themes like thay.
Thanks for asking and for checking out the game! :) To use an action, you must be wielding an implement with a matching keyword. So Melee/Conjury actions could be used as either a melee action with a melee weapon, or a conjury action with a conjury weapon. To improve clarity, the language is being revised in the next version to "Melee or Conjury."
I'm really liking the rules, eager to try this with my party. One piece of feedback I'd like to give is that the font used for headers looks awesomely stylish but is also hard to read, so looking quickly for a header is not very easy.
This game looks incredible, and I can't wait to play it. The only thing I could see that might be an issue with this game in terms of how my table does things is the initiative system. I usually like games that alternate sides instead of having all units on a side go in a single phase. But that's really just a small nitpick, because I think this is a great ruleset for getting some of the OSR-inspired dungeon crawler vibe into a streamlined tactical experience.
thank you so much! maybe you can homebrew your own initiative system. it would be a little tricky, because the structure of the combat round ties into a couple other systems, like Peril, but I bet you could make it work. If you do, I'd love to see it!
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this looks incredible, I love the idea of a game that straddles two of my favorite (and seemingly contradictory) styles of play!
Contradictory, definitely! Two great tastes that go questionably together. It's a wacky experiment and I never expected it to find an audience, but I'm happy to learn there are others like me! New version is coming soon, keep an eye out :)
!!
Hey tundalus! I saw you mentioned an update coming a few posts back. Is there any update on that? The excitement is killing me!
Yeah actually my life situation changed big time over the summer, and I've had time to work on it steadily. Playtest Version 2.0 will be a big overhaul of core systems. It will retain use of the d20, but attributes, skills, fatigue, effort and other derived stats are all being retooled. There are full procedural rules now for governing the four timeframes of play (combat, dungeon exploration, travel/camping, and stronghold turns). The combat system has been reworked in a number of important ways, too, with a three-action system to clarify and simplify turns, a new peril system to create escalating tension in combat, reworked conditions to speed the game up, and a lot more.
I'm most excited for the introduction of Sparks and Shadows, effects that illustrate check successes and failures to give players and the Judge more narrative control and variability than simple pass/fail or success/great success/crit success. It's a simple system, but elegant, and the people I've tried it with like it a lot.
In general, the game is moving away from "Old School/New School Smashed Together," and more toward a "Old School Playstyle/New School Mechanics" arrangement, dispensing with a lot of nostalgic but ultimately ineffective nods to the past (like score/modifier, for example).
This sounds dope @tundalus! Looking forward to it.
This sounds incredible, I truly can't wait. You got an idea of a timeframe of when we can expect this goodness? Or is it still to far off to make such judgements?
By the end of the year, hopefully! So I can say merry Tres-mas in my post.
Just stumbled across this and I'm loving everything about it so far, hope to play it very soon! Would love to see a full release. c:
This was a very pleasant surprise to find, and it's gonna be our go-to for an upcoming campaign; wish you luck with that next update
Hi! Is the game no longer under development? It looks really awesome I'd love to see it finished, just wondering what's been happening since we haven't gotten an update in a year!
Seconded!
Hello! Sorry for the late reply. Yes the game is still being worked on, though I do operate on ADHD time. 😁 All the recent events tactical ttrpg world have lit a fire in me to get the next update out soon, and it will be a big one!
Looks really quite cool. Upon reading it further it would be great if there was an expansion covering solo or co-op.
Hi,
In the peasant generator, the lineages provide some bonuses to stats. However, in the book, I can't find these bonuses listed anywhere. Do lineages actually provide bonuses?
They don't, the bonuses were removed in 1.2
This looks like an awesome game. Any idea when you will have the monster entries complete, or at least the formula for creating your own monsters?
Hi! Monster creation guidelines will be added in the next update, v1.21, coming very soon! There will also be a few more monsters added
hiya! had one more question on the rules of this game:
Can peasants take opportunity attacks or use manuevers?
Hi Morgan! Thanks for asking- peasants can do both of those things! The new versions mentions maneuvers but fails to specify the opportunity attacks, so thanks for bringing that to my attention!
really love this game!! the combat and rules seem so clean, and the vibes are so great! a mix of old school gritty with new school streamlined design :D
one question - for actions with Melee/Conjury, do they require BOTH a conjury item and a melee weapon? Or just one of them? Saw a few in the Blood and Earth themes like thay.
Thanks for asking and for checking out the game! :) To use an action, you must be wielding an implement with a matching keyword. So Melee/Conjury actions could be used as either a melee action with a melee weapon, or a conjury action with a conjury weapon. To improve clarity, the language is being revised in the next version to "Melee or Conjury."
Really solid
Great!
Looking solid so far. I really like the alignment system. Don't recall seeing anything quite like it. So much more nuanced than straight good and evil
Great project!
Thank you! There's still a long way to go, but I'm getting lots of great feedback.
I'm really liking the rules, eager to try this with my party. One piece of feedback I'd like to give is that the font used for headers looks awesomely stylish but is also hard to read, so looking quickly for a header is not very easy.
i get what you mean- the PDFs are bookmarked if that helps at all!
This game looks incredible, and I can't wait to play it. The only thing I could see that might be an issue with this game in terms of how my table does things is the initiative system. I usually like games that alternate sides instead of having all units on a side go in a single phase. But that's really just a small nitpick, because I think this is a great ruleset for getting some of the OSR-inspired dungeon crawler vibe into a streamlined tactical experience.
thank you so much! maybe you can homebrew your own initiative system. it would be a little tricky, because the structure of the combat round ties into a couple other systems, like Peril, but I bet you could make it work. If you do, I'd love to see it!
This is a great looking ruleset. Layout is really clean too. Would love to see a VTT implementation down the road. Good work.
Thanks for giving it a look- yeah VTT is something I have no experience with, but I'm eager to learn, it seems like a must for a game like this!