Chronicles of the Outlands
The game is fantasy role-play with Cutlass style mechanics of event driven combat.
Chronicles of the Outlands is set in a river rich land east of the Western Barons. The players are heroic characters without class distinction¸ proto Vikings¸ exploring and adventuring in a broad continental land bordered by seas. Magic works. All the characters will slowly improve a magical sword and train a magical mount. Magic is an integral part to play. Yet there are no spells per se¸ as each player character grows in power through the actions of the game.
There are six principal traits of characters: Bold¸ Clever¸ Energetic¸ Gifted¸ Methodical and Rugged. There is no degree that measures a trait; they are either present or not. The absence of a trait denotes the character is not any better than the norm in that area. There are no hit points. Each hero is a couple of blows away from death¸ but the mortality rate need not be high for PCs. The monsters¸ on the other hand¸ might be brought down in scores.
The player characters will also acquire a special set of combat skills¸ called swaggering techniques¸ by engaging in battle. These will be personal fighting styles as well as techniques gain specific to their Blade¸ Mount¸ Longboat and Wizardry. The new (level zero) character probably has practiced and even fought¸ but only through often repeated exercise of the game mechanics will he obtain great swagger.
To gain levels the character must perform Ignoble Deeds¸ nine tests of worthiness. These will relate to game events of the following types: Adventure¸ Fame¸ Battle¸ Ingenuity¸ Magic¸ Profit¸ Forethought¸ Comradeship and Courage.
Magic is performed like any other skill. The player describes an action based on a wizardry technique¸ and the Referee decides the degree of difficulty that must be rolled to succeed. It's that simple (or not). In combat however¸ the mechanics of each quick and dirty table apply. The various magical techniques will be seen as advantages¸ making the dice roll easier. Once the player discovers any wizardry techniques¸ he can shift to Recitation Method and use his magic for specific results. Yet¸ using magic dooms the character to slowly change to something less human.
How about this example of play? The player's reach a river and need to cross. They do not have or can't wait for their boat. Impatient fools¸ perhaps. What do they do? The obvious answer is swim¸ make the roll for each to avoid drowning. That Ref is dice happy in a bad way. Yet why not form a bridge of earth and stone (Geomancy). Open a portal connecting two sides (Cosmic). Fly (Shape Shift)¸ get a tree to help (Animate Objects)¸ flame or lightning a tree to fall across (Pyrotechnics or Voltaic)¸ leap the river mightily (Demigod)¸ float across clinging to the backs of the risen bodies of dead fish (Necromancy)¸ command another to carry you (Thought Control)¸ freeze the river (Celestial)¸ and the list continues for another ten techniques. The player character's Spirit Guide might alert the group to a shallow ford. Precognition could have warned the players to be prepared or take a different route. About the only one that gets me head scratching is Illusions? Make someone believe he can walk on water? Good for a laugh.
All those magical fields are in this game and more. I defy you to find in any other game system a means to get across as a party¸ one or no roll¸ on the first adventure¸ using new characters¸ not a natural twenty either¸ no one drowning or catching on fire. Okay¸ you might catch on fire in Outlands¸ but not because you're new to spellcasting. It's the veterans that are slowly moving toward magical mishap and oblivion.
Curious? Click on the game's preview. Or submit your questions here¸ or at the spacegamer.com site. As Lou Zocchi always said to me¸ "You can't go wrong for a few of bucks.”
The game is fantasy role-play with Cutlass style mechanics of event driven combat.
Chronicles of the Outlands is set in a river rich land east of the Western Barons. The players are heroic characters without class distinction¸ proto Vikings¸ exploring and adventuring in a broad continental land bordered by seas. Magic works. All the characters will slowly improve a magical sword and train a magical mount. Magic is an integral part to play. Yet there are no spells per se¸ as each player character grows in power through the actions of the game.
There are six principal traits of characters: Bold¸ Clever¸ Energetic¸ Gifted¸ Methodical and Rugged. There is no degree that measures a trait; they are either present or not. The absence of a trait denotes the character is not any better than the norm in that area. There are no hit points. Each hero is a couple of blows away from death¸ but the mortality rate need not be high for PCs. The monsters¸ on the other hand¸ might be brought down in scores.
The player characters will also acquire a special set of combat skills¸ called swaggering techniques¸ by engaging in battle. These will be personal fighting styles as well as techniques gain specific to their Blade¸ Mount¸ Longboat and Wizardry. The new (level zero) character probably has practiced and even fought¸ but only through often repeated exercise of the game mechanics will he obtain great swagger.
To gain levels the character must perform Ignoble Deeds¸ nine tests of worthiness. These will relate to game events of the following types: Adventure¸ Fame¸ Battle¸ Ingenuity¸ Magic¸ Profit¸ Forethought¸ Comradeship and Courage.
Magic is performed like any other skill. The player describes an action based on a wizardry technique¸ and the Referee decides the degree of difficulty that must be rolled to succeed. It's that simple (or not). In combat however¸ the mechanics of each quick and dirty table apply. The various magical techniques will be seen as advantages¸ making the dice roll easier. Once the player discovers any wizardry techniques¸ he can shift to Recitation Method and use his magic for specific results. Yet¸ using magic dooms the character to slowly change to something less human.
How about this example of play? The player's reach a river and need to cross. They do not have or can't wait for their boat. Impatient fools¸ perhaps. What do they do? The obvious answer is swim¸ make the roll for each to avoid drowning. That Ref is dice happy in a bad way. Yet why not form a bridge of earth and stone (Geomancy) . Open a portal connecting two sides (Cosmic) . Fly (Shape Shift) ¸ get a tree to help (Animate Objects) ¸ flame or lightning a tree to fall across (Pyrotechnics or Voltaic) ¸ leap the river mightily (Demigod) ¸ float across clinging to the backs of the risen bodies of dead fish (Necromancy) ¸ command another to carry you (Thought Control) ¸ freeze the river (Celestial) ¸ and the list continues for another ten techniques. The player character's Spirit Guide might alert the group to a shallow ford. Precognition could have warned the players to be prepared or take a different route. About the only one that gets me head scratching is Illusions ? Make someone believe he can walk on water? Good for a laugh.
All those magical fields are in this game and more. I defy you to find in any other game system a means to get across as a party¸ one or no roll¸ on the first adventure¸ using new characters¸ not a natural twenty either¸ no one drowning or catching on fire. Okay¸ you might catch on fire in Outlands¸ but not because you're new to spellcasting. It's the veterans that are slowly moving toward magical mishap and oblivion.
Curious? Click on the game's preview. Or submit your questions here¸ or at the spacegamer.com site. As Lou Zocchi always said to me¸ "You can't go wrong for a few of bucks.”