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[Errantry] Playtests wanted - medieval quests game based on TSOY rules
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Topic: [Errantry] Playtests wanted - medieval quests game based on TSOY rules (Read 486 times)
MikeRM
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[Errantry] Playtests wanted - medieval quests game based on TSOY rules
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October 17, 2006, 06:28:45 PM »
Announcing version 0.9* of Errantry, a game of knightly quests:
http://www.csidemedia.com/files/Errantry.pdf
This is medieval fantasy – as the medievals knew it.
Play… a valiant Knight, a resourceful Lady, a talented Troubadour, a puissant Enchanter, a holy Ecclesiastic, or even a Speaking Beast.
Quest… by gaining boons from the colourful characters you encounter.
Collaborate… as you take turns to provide challenges for the group.
Drive… the story by your choices of character motivation.
All the creamy system goodness of Clinton R. Nixon's The Shadow of Yesterday, with extra chocolate sauce and sprinkles – in an authentic setting that Marie de France, Thomas Malory, Edmund Spenser and William Morris would recognise as their own.
With three magic settings (High, Medium or Low) and a cunning playing-card-based system of intelligent-random rapid generation for the encountered characters.
This version 0.9 PDF (113 pages) is issued for critique and playtest. Because it's built on Clinton's game (like a Jeepney is built on a Jeep), it should be very playable already, but I'm keen to get playtest feedback on the tweaks and additions I've made and on the usability of the text before formal publication.
About a quarter of the total text is Clinton's Solar System (as per TSOY), but substantially rewritten to fit the style of the rest of the writing. It also contains clarifications taken from RandomWiki and from the answers to a couple of questions that I asked Clinton directly, and a handy summary chart for the processes of ability checks and Bringing Down the Pain.
A large part of the remainder is concerned with the character creation system.
A draw of three cards at the start of each "encounter" determines a full-blown character, with abilities, secrets, a Key, and points in his or her pools. In order to make that as straightforward as possible, there's a great deal of guidance given on how to create the encounter characters quickly and easily, including some comprehensive character sheets which basically just require checking a few boxes – once you've drawn the cards, it's pretty obvious on the sheet which boxes you should check. This means you don't need a lot of prep - it should work as almost a pickup game - and you can have a rotating GM position which changes over for each encounter.
And then there's a truckload of Abilities, Secrets and Keys, nearly 20 pages. Most of Clinton's original ones are there, apart from a few that didn't fit the setting, but there are a lot of new ones as well. And that's just the open ones; there are several closed Abilities and a bunch of closed Secrets for the Enchanter and Ecclesiastic character types.
Thanks in advance for any attention you can give this. I'm offering reciprocal proofreading (used to be a book editor); I can't offer reciprocal playtesting at the moment, though.
* I'm calling it 0.9 because that reflects its state of readiness better than 0.1, which I originally used. It hasn't been through 9 iterations.
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