Era Ten Autoplayer
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This booklet creates a campaign of adventures for a squad of space marines. Playable continuously. Stop at any time; pick back up whenever desired with as many players as are available. Does anyone still game by email? You don't have to¸ but these rulez can make that style gaming compelling.
The mechanics ask the player heroes to wage war for the Tetra-League. The goal is to crush all who complain¸ well¸ complain while shooting firearms. The League is run by cartels of varied interests. The cartels are the Tetra-League despite what the constitution says. Right? Wrong? Be the guys with the plasma accelerators. The plots don't need a rival or much motive. That and the galaxy is so wide and blue-really¸ blue?-that the threat never truly ends. Peace is always one more orbital insertion away. God bless us¸ every alien.
This booklet is used in conjunction with Fundamentals of Era Ten.
Free-Style Role-Play uses a Quick and Dirty system. The players are not going to always control precisely what happens in combat. The player selects a broad action¸ and a result is generated from a set of outcomes. Yes¸ there are dice rolls. Wouldn't be a game without such.
Yet instead of rolling D20 ad nauseum¸ you take actions in free-style fashion and compare your abilities against the generated event. A deck spawns the combat actions and allows the players to improve in ability as they adventure.
