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ACKS or Worlds Without Number

Started by Ocule, December 25, 2021, 02:34:10 PM

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Ocule

Ran across these gems recently as I was diving into systems that build upon BECMI and they both look awesome. A lot of games focus entirely on a restatement of the original rules or BECMI but reading the design behind things like Castles and Crusades got me thinking to give games a look that would be an evolution of the classic D&D rules.

Any thoughts on these systems? Or any others with a similar approach of not reinventing the wheel but not just reformatting of another game.
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S'mon

I only know ACKS, it's kind of BECMI with a sword and sorcery skin, and more effort into the economics framework. If you liked the BECMI Companion Set dominion and war machine rules, and the trade systems in the GAZes, you'll see them here more detailed and developed.

It uses a slightly odd variant on ascending AC, combined with very trad saving throw system and race as class, more or less (there are variant race classes). I like the presentation but I don't have a great desire to run it as-is, I prefer regular ascending AC and a unified save number. But it is very accessible and full of good tools for a GM who likes world building for open world play.

World_Warrior

One thing to keep in mind is that there is a 2nd edition of ACKS in the works. Mostly just getting a lot of material across books combined, as well as updating rules and balancing through years of play.

Not sure if the plan is still the same, but when I was active on the Discord, Alexander seemed to like my idea of sorting all the material into 3 volumes (he was looking for ideas on how to sort about 900 pages worth of content across the books, the Axiom issues, supplements, etc).

I believe it was decided to go with:

Player's handbook (with everything you need to play)

Judge's handbook (everything to run the game, with monsters, treasure, the domain stuff)

And a third book that would be everything a Judge needs to CREATE a game.

I suggested keeping it so that (unlike D&D)... the Judge really only needs one book to run a game if needed. And keeping a separate book that is used for between sessions that allows the Judge to create worlds, characters, monsters, classes, etc. All stuff that isn't critical at the table.

The 2nd edition is meant to still be compatible, from what I understand. And is still in the design and testing phase.

Just adding my 2 cp.

Snowman0147


World_Warrior

Quote from: Snowman0147 on December 25, 2021, 06:40:32 PM
When is ACKs 2.0 coming out?

No idea. I don't think Alexander is in a rush. If you join the Discord, there is a beta rules version that lists changes as well as replacements for some of the rules. Considering the playtesters are just regular groups (as far as I am aware) it takes time to get feedback. I think he wants this to be the last changes for the rules.

Probably not 2022.

I mean, if you enjoy the game, no reason not to support them. I bought some of the books already, knowing a new edition would eventually come out.

amacris

ACKS has now been out for ten years so there's a lot of material for it. World_Warrior isn't exaggerating when he says there's 900 pages -- it's probably even more than that if you plug in all the expansion material that has so far only been shared with Patreons. 

So, yes, at some point it would make sense to unify it all into a more comprehensible format.  Whether that comes as a new edition, or simply as a consolidated set of rulebooks, is still to be determined. I can't imagine any such products would come out before 2024, though.

I have a number of other projects that will come out first, for ACKS and for Ascendant. In 2022 I'll be launching "BY THIS AXE", a supplement for dwarves, for instance.





RebelSky

Both games are solid but ACKS is much closer to BECMI than WWN in design, primarily in how they utilize classes. ACKS has a lot of classes across its game material that are focused on what the class niche does. It also uses class as race but uses this in a hybridized way.

ACKS does have an Elf class, but an Elf Courtier class, and an Elf Ranger class, and the same for Dwarves like the Dwarf Delver class, and the Dwarf Machinist class,  If an ACKS class has no race in the title, it's a human class. ACKS also has a good Proficiency system which come in both General and Class types.

WWN has super broad classes... Warrior, Expert, Magic User, and Adventurer. That's it. The Adventurer is a hybrid class where you take two others and use them each as a half class, like you could be a Half Warrior and Half Mage, for example. WWN has a lot of its variety in it's many Magic User options. A lot of these options can only be taken as a Half Class option, and how you mix and match these is partly how you get more classic class options like clerics and assassins and etc.

Both games deeper customization, IMHO, comes from ACKS' Proficiencies and WWN's Foci, which function identically within their respective designs.

Both also have great, functional rules sets and have good tools for GMs.

These are two of the better OSR games, designed by two great designers. Personally, I think Stars Without Number Revised is Crawford's best work, and the best sci-fi OSR game available.

Persimmon

Since we have the ACKS creator here, I would love some kind of compendium that combines all the classes & proficiencies from the various books.  I bought several of the books to bolt onto our OSE game so now we have over 50 class options!  But having to continually flip through multiple books to find the details on the one you want gets a little frustrating.  Just my two cents. 

By the way, I love the take on demi-human classes.  More variety and flavor but preserves the spirit of the older race classes from B/X.

amacris

Persimmon - thanks for the feedback and for the kind words!

Jaeger

Quote from: S'mon on December 25, 2021, 04:12:58 PM
I only know ACKS, it's kind of BECMI with a sword and sorcery skin, and more effort into the economics framework. If you liked the BECMI Companion Set dominion and war machine rules, and the trade systems in the GAZes, you'll see them here more detailed and developed.
..

A viable quasi-wargame engine that is workable to run alongside PC's in something like a castle siege is something that I really want to bring to my table.

Right now I just use a lot of handwavium when my PC's are doing things in the middle of pitched battles.



Quote from: RebelSky on December 26, 2021, 02:50:46 AM
.. It also uses class as race but uses this in a hybridized way.

ACKS does have an Elf class, but an Elf Courtier class, and an Elf Ranger class, and the same for Dwarves like the Dwarf Delver class, and the Dwarf Machinist class,  If an ACKS class has no race in the title, it's a human class. ACKS also has a good Proficiency system which come in both General and Class types.
...

Now this I really like - and is the way I thought races and classes should have always been done.

Is there some kind of conversion chart to use standard ascending AC?
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Persimmon

Basically ACKS starts unarmored AC at 0 rather than 10.  So Chain & shield would be AC 6.  Just add 10 for the requisite ascending value.

S'mon

ACKS has several mass combat systems to suit different needs, it gets a lot of attention.

I think you can just add 10 to ACKS AC to get regular ascending AC, I recall doing this for my ACKS copy of Dwimmermount.

Jaeger

Quote from: Persimmon on December 26, 2021, 07:23:19 PM
Basically ACKS starts unarmored AC at 0 rather than 10.  So Chain & shield would be AC 6.  Just add 10 for the requisite ascending value.
Quote from: S'mon on December 26, 2021, 07:23:19 PM
ACKS has several mass combat systems to suit different needs, it gets a lot of attention.

I think you can just add 10 to ACKS AC to get regular ascending AC, I recall doing this for my ACKS copy of Dwimmermount.

Sweet, so the ACKS AC thing is no big deal at all then.

The different mass combat systems seems right what I am looking for.

But you lot are on your own when it comes to collecting your commissions from amacris on the sale you just made...
"The envious are not satisfied with equality; they secretly yearn for superiority and revenge."

The select quote function is your friend: Right-Click and Highlight the text you want to quote. The - Quote Selected Text - button appears. You're welcome.

Shrieking Banshee

Worlds without Number is more 'Lets somewhat simulate some faction building to get you into adventure scenarious'

While ACKS is more 'Hard' economics simulation.

RebelSky

Quote from: Shrieking Banshee on December 26, 2021, 09:28:38 PM
Worlds without Number is more 'Lets somewhat simulate some faction building to get you into adventure scenarious'

While ACKS is more 'Hard' economics simulation.

The WWN Faction system could be a great complement to ACKS, especially if an ACKS campaign ever gets to the Kingdom stage.