I’ve had this idea kicking around in my head for a while of a boardgame that involves persistant characters. It’d be RPG-like but without set dungeons the way things like Heroquest are using a tile picking mechanic like Betrayal at the House on the Hill. I couldn’t square a lot of the mechanics, though, and how they should work. I think I’ve figured it out, though.

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CAMPFIRE – Mechanics

September 15, 2017

The greaseweed charoot hung loosely in the corner of his mouth, captured but still able to move weakly whenever he spoke. His face was burried in the goggles that looked down at brass cases sized for his pistol and a ring of tiny shaped hammers posed above it. His hand hovered over a complex, poorly arranged keyboard of symbols and strange punctuation arranged in groups that implied cohesion but outwardly made no sense.

“I hate these old models. They’re always so…indiosyncratic.” His voice was once smooth, only now hardened by the constant smoking. Each syllable was puncuated by small bursts of black, oily smoke from his mouth or nose.

“I’m sorry, if I had known a connoseiur was coming I would have invented my own that’d make even less sense. You wanted a bullet press and I found one, got it working, and I’m working on your arm and leg. You could be a little thankful.” Her voice was almost melodic, as if someone who learned how to sing not with drums and strings but with the sound of brass on bronze and steel on iron. Someone who sung while they worked rather than while they played.

“I didn’t say I wasn’t thankful, I just hate what you found.”

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Magic is weird. I’ve already gone over how disorienting it is in the entire history of D&D, how it doesn’t make much sense, how the spells are traditionally rooted in some kind of random assortment of what “feels” right and trying to adjust how powerful a wizard is compared to their compatriots – usually hazarding on making the wizard extremely powerful after a few levels. So first I had to deconstruct that mess before I could get around to Arcanist job descriptions.

But get around to it I am!

So, we know that each Arcanist type will have access to new spell-pieces for making new spells. There’ll also be a list of example spells that show what that kind of Arcanist can do with the pieces they have. Arcanists will be, most likely, the most complex classes to play and have the most flexibility to them. This basically means that the Arcanist player is one who likes to do homework for their hobby. Everyone else will be more about an order of opperations question; when do I do things to get the thing done that I want done. How they do those things is different but it’s the same general idea. Arcanists, though, need to come to the table with these little proofs using weird logic gates that, when finished, we call spells.

So who weaves spells?

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QUEST – Rogue Angles

September 11, 2017

Rogue is such a…broad term. It’s a whole variety of ideas about those who opperate on the edges of law and civilization, whether we’re talking about the thieves who break into secure places or we’re talking about fencers who duck around blows to exploit their opponents’ weaknesses. Not every Rogue is a lawbreaker, but they’re all rule breakers.

Conveniently, while there are huge swaths of archetypes that can be found in the Rogue, they’re pretty simple to to sort into three major archetypes.

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CAMPFIRE – Who?

September 6, 2017

He has power over the cosmos, terrible power. He can erect whole civilizations without a second thought, he can move through time and space at will, and he has chosen to find me. To bring me with him on his journey. And He has brought me here, to the end of everything.

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Recently, my spouse helped me fix a problem I’ve had staring me in the face for a long time – the Charisma base class. The place where the Bard springs forth, but also the place where other flexible tropes live. Some games have called them Adventurers, Heroes, or occasionally – almost derisively – the Skilled Character (or Monkey or Stick or…well, any type of carrying idea). These characters have the ability to weild magic, fence, reason through a social problem, delve into dungeons, speak to and for the gods, and sometimes even pick locks or sneak through the shadows.

The problem I’ve had is I didn’t have a good name for this class when it’s representing someone just starting out. I was calling the class the Factotum, but it’s a word that is both little-known and gives the class a far too wide-ranging set of abilities in implication since the Factotum is good at everything. However, thinking through this with my spouse I kept using the same word over and over again that has been used for class names – and even as job descriptors or occupations in certain historical contexts – Talent.

So there we go, Factotums? They’re called Talents now, and Talents always have a Knack for something

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So Fighters fight. We know that. It’s such a generic term that the generic verb is right there in their name. Over time, though, Fighters start to specialize. They settle on a style, a weapon, or even just a philosophy. When they do start down that path in this system, their class changes. They become known by their specialty, a reflection of the kind of Fighter they now are.

Today I’m gonna introduce you to the Initiate levels of Fighter specialization as it sits right now.

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