So first off, the new and improved Appendix II (Tactical Combat) offers alternate rules for greater lethality reminiscent of what we attempted in Opherian Scrolls, but also a table of situational modifiers tied to specific weapons when wielded in certain ways. Now combat is faster and more deadly. But only when the characters (and their enemies) can position themselves for maximum advantage and stay alert. Thus, individual weapons matter more and without sacrificing the game's trademark simplicity and ease of play. Next, Appendix III: Diving Spirits, introduces period-specific divination, whether reading entrails or casting runes. And even Christian characters might receive visions in the mystic tradition. Now this is a historical game, so every effort has been made to ensure that this can be interpreted as mere coincidence (much as it doubtless was in the real world) or taken as the real thing.
Streaming Culture: Blind Support & False Sincerity
It’s All Fun & Games You know that I’ve spent some time dabbling as a streamer, and while that’s tapered off to perhaps a onceread more
RPGaDAY Day Eight
What is a good RPG to play for sessions of 2hrs or less? If we’re talking a one-off, as opposed to a campaign, then I turn to my collection of Free RPG Day offerings. The vast majority come with quick-play rules and a short scenario, which makes them perfect ...read more
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