What is this?A hack for playing classical High Fantasy that I am developing. Knights in shining armor killing dragons and all that stuff. The goal is a hack for creating a mythos of epic stories or a single long one through play.
I have more or less completed the core classes, and have began on working on the race system, the relationships system and the sample world for playing a test campaing, but I could use some feedback.
The Stats:Swift: Fast to move, fast to talk, fast to think. Clearheaded, calm, unfazable.
Noble: Brave, firm, but fair, merciful, dutiful, magnanimous. Of better stock and behaves accordingly. How worthy the person you just hit was to be hit by a hero, and thus, how well you do it.
Graceful: Attractive, inspiring, exciting. Well-mannered, charming and subtile.
Wise: Clever, sharp-witted, alert, perceptive, knowledgeable
Arcane: Strange, mystical, magical. Capable of sensing and doing supernatural things.
Basic Moves:I’m propably keeping most of the basic moves in AW. I'm also introducing a new move:
Compromise: When you ask for something and offer something in return, or are offered something in return of something else, Roll+Wise. On 10+ you get what you want, but pick two, on 7-9 you get what you want, but pick one.
- You get exactly what you want
- You don't have to deliver first
- You get something extra
I also replaced the psychic maelstrom and opening your brain with a general field of
A Wizard Did It that characters can utilize to a degree, and a move for it:
Do through magic: When you try to achieve a minor supernatural effect, roll+arcane. On 10+ you achieve something close enough. On 7-9 you achieve an impression of what you attempted.
The playbooks: The Captain: There is safety in numbers. Good thing you brought some.
The Gallant: You are a warrior, but who says you can’t look good while doing it?
The Healer: Ailments, be they mundane or magical in nature need healing.
The Champion: There are always people who needs protecting.
The Lady of the Castle: You may or may not be the one who holds the title deed, but you are the one through who it all goes.
The Lord of the Castle: You may or may not be the one who holds the title deed, but you are the one who keeps it held.
The Milady: Everybody wants you.
The Rogue: Sometimes being a hero just isn’t what you nee. Good thing you know all the angles, and everybody knows you do.
The Smith: A wizard did it. You to be exact.
The Strider: In the wildernesses, when others stumble, you help them up.
The Wizard: You are a student of a mysical tradition.
The Races:
I’m probably using the Holy Trinity of fantasy races (humans, elves, dwarfs) as the basis here. Each race can pick one on a short list of stat bonuses, and has a move tree of its own, which let’s the player to utilize the traditional strengths of the race. The exact flavours of the three are still open, but here’s what I have thought.
Elves: The noble ones: Moves regarding magic, grace and agility
Humans: The common people:moves regarding being crafty, knowledgeable and clever.
Dwarves: The outsiders: Moves regarding trade, crafts, and being stury.
The relationships system
In adition to HX (redubbed history) and sexmoves, I thought of a simple set of motivation in how characters regard each other. Right now these are
Trust: You may trust or mistrust another character. Whenever that character contradicts your disposition, you may perform a move specified under relationship moves.
Goodwill: You may bear good or ill will towards another character. When you act according or contradictory to said disposition, you perform a move detailed in relationship moves.
What you feel towards others initially is detailed in the history option of each class.