A new way to share an age old experience!
Your progress is measured by Development Points you gain during the narrative. Unlike a traditional level system you can use your points at any time to improve your physical and mental attributes , skills, and learn new techniques. Each element is trained individually letting you build your character in any way you want.
There are no restrictive classes, forced skills and abilities, or requirements barring your progress. Want to learn a combat style, go for it. Think adding a bit of majec would help, you can do that. Want to focus on becoming the best at one skill or a jack or all trades, the choice is yours. You have complete freedom not only to design the character you want to play, but adapt them to fit the narrative as your story unfolds.
Checks are made using a percentage.
In the beginning you'll be relying almost entirely on luck, but as you continue to train your skills you raise your Threshold. This is a minimum result for your check. If your check results are higher, you use those, but if they're lower you use your threshold instead.
This simple concept removes the need for applying multiple modifiers and keeps the math to a minimum so the focus stays on the story.
The elements in the guide are to handle things when uncertainty or randomness are essential, not to force the actors to constantly keep rolling checks for everything they want to do. In general, if something sounds reasonable, then let it happen. If the storyteller thinks something is too awesome or interesting to leave it to chance, don't; just let it happen. The best part of fiction is that anything can happen and if it makes things fun or interesting then why not roll with it.
When you do need to make checks that aren't against another character, they have set values and names that make them easy to fit right into the description so they keep things immersive. Instead of saying, "you have a 66% challenge" the storyteller would say, "you have a difficult challenge", which is always at 66% so the actors know their odds right away without being taken out of the narrative by a number.
While events are often turn-based, the way each turn is handled is a bit different than traditional methods. First, the Storyteller explains the overview of the event. Next, each person decides what their character is going to do. The order isn't important, just that everyone has selected their action. Next, any checks that are needed are made. This too can be done in any order. Finally, the storyteller uses those results to narrate the resolution.
This keeps everyone in the event engaged and allows the storyteller complete freedom to combine the actions of the characters to create epic cinematic scenarios all while setting the stage for the following turn.
While the Eymagine RPG is themed in fantasy fiction, it's not exclusive to it. To make other genres of storytelling possible the core elements of the guide don't use any majec allowing you to design any kind of setting.
A medieval tale in Arthurian England, no problem. A civil war reenactment with tanks and trench warfare, we can do that. A high seas swashbuckling pirate narrative, got you covered. A coming of age tale of high school strife and drama, we can do that too. Aliens with psychic powers have landed and are at war with earth in 2040, piece of extraterrestrial cake. A sprawling space odyssey of adventure on new and exciting worlds, where do I sign up.
The first part of the Eymagine RPG covers the things you need when telling almost every kind of story, but what makes the experience uniquely yours is the ability add any of over 40 modules presented in the second part of the text.
They're designed to work with, or replace the way the elements in the first part work and can be added independently from each other. They cover things like survival elements, randomized weather, worn/carried weight management, toxins and disease, gear condition, alternative currency and bartering, tactical combat, and more.
Most effect the whole setting, but some are made for personal use allowing one actor to use them without forcing the others to do so while still keeping things balanced and fair.
The text is focused on telling a traditional fantasy adventure, but can be very easily modified to tell any kind of story by adding or removing skills and techniques. If your story has guns then add 'hand guns', 'rifles', and 'SMGs' as combat styles, or if you feel that's too many then just add one called 'firearms' that covers them all. A single 'driving' skill for automobiles might be too vague so instead you add one for 'cars', 'motorcycles', and 'industrial trucks'. Because the elements are all designed to work together, but not rely on each other it's easy to pick and choose the things that are relevant to your story and just ignore the rest.
The names also don't matter. regardless of what you call something it's still handled the same; hit points vs. health vs. vitality. If you don't like using majec then rename it 'psychic powers' or 'mentalism', or just go back to the original spelling of magic.
If you want to come and see things first-hand follow the project on Facebook to find out when and where I'll be demonstrating how it all works. You'll have a chance to ask questions, look over the current version, and even join a play test! I look forward to getting feedback to make the release version as easy to use and learn, comprehensive, and dynamic as possible and your involvement is a big part of that.
If you want to get even more involved consider joining the Patreon where you can follow the revisions and add your voice to the artistic design by voting on the book and creature illustrations! Hope to meet all of you soon!
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