Monday, June 9, 2008

STRANGE EONS: Rules For Gaming.

After doing alot of thinking on the game setting I have been devising here, I am thinking of using a different rules system for describing the game. D&D has always been a favorite of mine ever since the early days of the hobby. But the ever escalating editions being put out are starting to get on my nerves.

Personally, I prefer a rules system that is light on the rules (though not Risus light) that focuses on the stories and characters rather than books and books of rules. But yet I am always drawn back to D&D, both from nostalgia and from its tried and true allure and strength. Why re-invent the wheel right?

That said, I will be re-tooling the setting for use with Microlite D20, a marvelously simple version of the D&D game. This system uses the basic D20 system, though pared down to be easily understood and adapted, even by those very new to the game.

They have this to say about their system:

"Do you remember when the gaming table was full of pizza and soda, not rulebooks, miniatures and dungeon tiles? Do you yearn for a role-playing game that doesn’t require weight training to carry all the books? Do you want to be able to hold all the rules in your head - or in your back pocket? And do you still want to use all those lovely monsters, adventures and game worlds too?"

Their website can be found HERE. File downloads are all available for free.

STRANGE EONS Microlite D20
The setting of Strange Eons is very similar to the standard fantasy setting in basic concepts, though its particular nuances of flavor are quite different. Because of this, the basic rules work just fine as-is, though there will be some "house additions" to come.

Races
As there are no elves, dwarves and such in Strange Eons. Intelligent non-humans do indeed exist, but these are either monsters, or closely derived from humans. That said, using the Microlite20 rules, the following "races are allowed:

Beast-Folk
Beast Folk are humans whose ancestors were created through magical experimentation. They were bred with assorted animals (reptile, mammal and avian) to produce a highly unstable form of mutant. Each beast folk is different though there are often some shared traits in the same family.
Mutants Characters gain: +2 Strength.

Greenfolk
These plant people were originally bred for labor and pleasure slaves, but now can be found living wild in many forested regions. Greenfolk appear as standard humans, though quite beautiful, with green skin, and white, green, yellow, or blue hair. Though possessing decidedly male and female forms, all greenfolk are Hermaphrodites, possessing both male and female reproductive organs. Green folk young spend their infant years as immobile plants called a homuncili root, arising as young adults after only four Gaian years.
Greenfolk Characters Gain: +2 DEX


Humans
Good old humans, much like modern folk. Human society has changed somewhat, though not to any great degree. See here for more details.
Human Characters Gain: +1 to all skill rolls.

Hypercephalic (Brain Men)
These human mutants are a “higher” caste of ancients, existing as leaders of the lore of the ancients. As the name indicates, hypercephalic's have enormous, hairless heads.
Hypercephalic Gain: +2 MIND

More to come...

No comments:

DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...