As a narrative tool for Roleplaying, the composition of character backstories is often highly encouraged by DMs, pretty much since the inception of the hobby. The benefit of playing the new edition of Dungeons and Dragons is that generation of a background is integrated into character creation, then summed up in a neat sentence or two after rolling on the tables. While I’m a huge proponent of integrating backstories into the game, it also isn’t necessary. One can play an amazing tabletop roleplaying game without one.
Role Playing is a game where we all become equals around the table. Race, gender, sex, political alignment, religious beliefs and any other personal identifiers have the opportunity to be rendered moot (let's face it, people get side tracked and talk about whatever they want at the table; additionally, people of diametrically opposed ideals have a hard time being cordial these days). However, the random experience of individuals in real life is a hard thing to manage in a fictional character, or series of characters — not to mention it sucks when everyone else at the table is amazing and can kill swaths of goblins while you die after tripping on a stone. In order to make things more even for everyone, a way to track character progression and make story encounters equal are usually included in game systems. As great as this effort is, I take a fairly different stance: "play balance" is an illusion. Allow me to explain in two parts. The first thing I'd like to address is "play balance" by way of encounters.
We have a few noteworthy items today.
First, we released a new tile pack in our Autumn Wood series: the Autumn Ruins! Venture further into the Golden Wood and you will discover a ruined tower. Who made it and how it feel are a mystery, but there remains one wooden trap door in the center of the tower. Do you have the daring to uncover the secrets of the Tower?
Second, we have a minor update for the Legacy RPG System and Alerion Setting. The first section of the playtest documents are nearly done! This section describes how to build the basic six-sided dice pool, various ways the system and Chronicler can effect it, and general adventuring rules. We've also been messing around with different concepts for the interior setting art. We keep bouncing around between realism and something a little more animated looking. I think most of that is because the two of us have very different art styles and I'm terrible at adopting someone else's. This is why I do the writing (which, it seems, I make enough mistakes in - my English degree blushes with shame).
We have a Ko-fi account!
It's like Patreon, but we receive 100% of your donation and you don't have to sign up for a monthly withdrawal.
Niklas has been a dreamer for many years and has recently decided to join with long term his associate, James Curwen, to bring their dreams of cheap, fun games to the masses.
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