To produce a game system rule set that empowers players to create archetypal characters by encouraging creativity, immersion and flexibility through the use of species, skills and abilities rather than classes. To allow players to determine their own level of character complexity.
To help GMs run the sort of campaign that they prefer through the use of rules to generate an open-ended game with flexibility, clarity and ease of GMing by blending system and setting together.
To design a unified rule system that everyone from GM to Player can easily refer to from campaign to campaign without learning new rules.
If you are a diehard fan of tactical combat then this game is for you. If you are a diehard fan of strong narrative stories where characters actions influence the story then this game is for you. If you are GM that enjoys using your skill to strengthen game play through adjudication, manipulation and breaking the rules of the game, then this game is for you.
Where players can create characters without the need for classes.
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