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Introducing the Eldera RPG

Started by Kriton, July 31, 2017, 09:54:24 AM

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Kriton

Hey all,

For the last 6-7 years or so during my spare time I've been working on my own RPG system. I had created it for personal use, but given the effort and time I've dedicated to it, I decided to open it up for anybody to have a look and maybe have a go at it. Here's the link: https://drive.google.com/drive/folders/0B3MEXrqCqMtJMm8wSFdiUkhYcnc

It is loosely tied to my own fantasy setting, which I call Eldera. It is a setting based on a collection of ideas and concepts from a number of RPG campaigns I had ran in the past. Overall it's dark and gritty, in a kind of deserted, post-apocalyptic, late medieval era kind of setting, filled with magic and dangers in every corner, but also contains some small almost paradise-like places that are either in desolate and hard to reach areas or highly protected and locked down by their inhabitants.

The gaming system is an attempt to merge the following concepts together:
- Made for small gaming groups. I don't care if it is not really playable with 6 players. 1 GM with 1 - 3 player characters are my target groups.
- Fully descriptive gameplay. No need for minis/grid and in fact, no advantage whatsoever in using even a simple combat map. I want to minimise the number of resources needed and preparation required by the GM to play and make online gameplay easy, as long as character sheets are available to all and a dice roller is in place.
- Sort of realistic, yet still relatively simple, rules for fatigue, wounds and recovery.
- Tactical combat based on outguessing your opponents and good use of your resources. Strategical mistakes should be greatly punishable.
- Balanced main combat rules, but magic rules that can turn the balance upside down. (probably need more testing in this area)
- Easy to get started, harder to master. (though I am not sure I am doing good in the department yet)
- Open and steady character progression. No real concept of classes or levels. Also, PCs should feel like they are slowly advancing after each session.

My main influences I guess would be D&D, Mutants & Masterminds, L5R and Warhammer FRP, which are the RPGs that I've played the most (though some of them I havent touched for many years). Still, they all have tons of things I dislike in each of their versions and I doubt there are many similarities in the end result, but if you have played either I guess you might encounter some familiar concepts.

My focus for this rulebook has been mostly on the gaming system and much of the world is still in my head and I have not found time to type it down. Chapters 1 and 10 are about the world and are mostly a collection of ideas and are not very coherent. Chapters 2 - 9 are about the gaming system itself.

So, the gaming system while partially tied to the specific world can be easily adapted to fit almost any ancient/medieval fantasy setting. If you do not care about the world, feel free to skip the first chapter and jump to the Core Rules one.

Through the years I've taken it through many revisions and so far I've run a number of short campaigns using the rules. Generally after every campaign I ran, I revise the rules according to what I did or not like and my players' feedback. And I will be definitely continue doing that.


Anyway, feel free to have a look. If you do, I hope you find something you like, get an idea for your own project, or even better attempt to use the gaming system for yourself :)
If you do either, feel free to send me a comment of what you like or don't, and don't hesitate to ask anything :)



Also, excuse me for any grammatical/syntactical mistakes. English is not my first language, and my language skills are unfortunately not that great in general, a fact which I hope will not discourage you from trying to read through ... :P