Monday, April 30, 2012

Groundwork

One of the issues with home-brew (a part from issues with wood alcohol poisoning) is knowing what you are getting. So it becomes important to lay the rules out in a reference-able format so that every one is on the same page- knows what to expect.


Basic campaign description:
High fantasy. Characters have power sources that enable fantastic stuff without a lot of explanation. Not too grim and gritty- there are places to rest and sleep cosily but there also demons and bandits.
Medium detail. Not worried about food and the like unless it is environment specific like crossing the desert. The game is not macro like "Rogue Trader" ie about trade or ruling kingdoms, at least to start with.
Lore. The setting is Sanctuary, which I will be using as inspiration, filling in the gaps in the map to play on. I will try to avoid conflicts with the canon but I'm not devoted to it. Exploration of the issues of Sanctuary
Mechanics. Low bonus Rolemaster Standard rules- this will be explained in the Universal Mechanics post. Fun explosive combat. A variety of power sources
Roleplaying.  A bit of mystery solving and interaction. Some melee-mechanics. Player character choices have already created some hints for direction.








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