Hello everyone! This is a BIG update, which is essentially several months’ updates packaged together while I’ve been a bit too busy to make changes to the website. There’s a lot going on here, so you may just want to dive right into the documentation to get up to speed rather than crawling through all… Continue reading Game Update July 2022 (v2)
Game Update July 2022
I’m rolling out a number of updates to core mechanics; I’ll document these in more detail (soon) but I have lost my trusty notebook which has set me back somewhat. Check back here in about a week and some stuff will magically appear.
Game Update October 2021
It’s been awhile since we had a mechanics update – partly because I’ve had a couple campaigns in a late stage, where I’m loathe to make big rule changes, and partly because I’ve been unusually busy teaching. Who knew that a two-year backlog of exams would be quite stressful? Without further ado, here are a… Continue reading Game Update October 2021
I just realized that the Attributes page was not appearing correctly on mobile devices. This is fixed now!
Dev Update: 2021-02-24
Edits: [ax] I’m rolling out a few edits this week in response to an excellent “Coding Medieval Worlds” workshop organized by Exilian.co.uk, during which we discussed some ways on how to make social interactions more meaningful and fun for players. Updated Motivations to scale from -9 to +9 (up from -5 to +5). This is… Continue reading Dev Update: 2021-02-24
Dev Update: 2021-02-02
Edits: [ax] Simplified and reworked the Health system. Health no longer is distributed among aimlines, but is in a common pool and determined solely by Vitality. This is theoretically balanced by Dodges being much less reliable than ever – as per the previous update, Dodging an attack is now a crapshoot unless a creature has… Continue reading Dev Update: 2021-02-02
You’ll find some Aim Ten stuff here. Content (c) Edmund Dean, 2010-2020 (unless otherwise noted). Expect OGL content soon ™; the main reason this is copyright is for quality control.