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Adventure System – Now Available!

Started by BadJoss, November 06, 2019, 01:47:23 PM

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BadJoss

The Adventure System uses dice mechanics to resolve conflict so you can drive the story and action. You roll a die and take the result at face value without adding or subtracting any modifiers from that value. This simple, but critical concept, removes almost all calculations from game play. Character concept, creation, and development is free form and there are no classes in the Adventure System.

The Adventure System uses a unique Fate & Destiny system. Characters are awarded Fate each game session that can be used in play to increase or re-roll checks or converted to Destiny to purchase character advancements. Typically, a character can afford a new advancement after every game session.

The Adventure System has all the rules and resources that you need to run any campaign you can imagine. If you want to run a mythical or science fiction game, you'll have everything you need. You don't have to wait to buy any supplements. In fact, you won't ever have to buy any supplements unless you want to...

The Adventure System is now available on our Publisher site at DriveThruRPG here: https://www.drivethrurpg.com/browse/pub/15412/Idyll-Creations

You can learn more at our website here: //www.adventure-system.com

Jaeger

Ok,

So nothing personal, (don't know you)  but this is an example of a pet peeve of mine when I am looking at new RPGs on drive thru or kickstarter:

Absolutely no run down of what the games mechanics are like.

Nothing.

I can see a character sheet, which makes me guess it could be some kind of a die step mechanic, but basically I'm left guessing.

How can I get exited about a game unless I have a clear idea of what the basic task resolution system is like?
"The envious are not satisfied with equality; they secretly yearn for superiority and revenge."

Spinachcat

Based on your sample pages on DriveThru, your game looks very much like Savage Worlds.

How is your game different?

BadJoss

Greetings,

Fair question. They are similar in that both are multi-genre systems and use polyhedral dice. In the same way systems that use d6 dice pools or a d20 are similar.  They diverge after that. The primary differences are as follows:

1. The Adventure System uses all dice mechanics.  There are no modifiers in the game. You roll and take the die at face value.
2. The Adventure System uses a unique Fate & Destiny all-in-one system for experience, altering rolls in play, and character improvement.
3. The Compass system used to track a characters Honor, Morality, and Sanity.
4. The powers system is non-generic; meaning, there are separate power sections for magic, divinity, and mentalism.

IMHO, the Adventure System is more complete. I personally owned the prior version of Savage Worlds and you needed to buy the fantasy and science fiction supplements to really have everything you needed. We worked hard to ensure that the Adventure System gave you everything you needed to run fantasy, science fiction, or cyberpunk. Or, any genre that combines those elements.  Of course, we simply can't cover everything you might image.  You also get brier "primers" for Old West, Supers, and WWII in the appendix to get you going if you want to go in one of those directions.

We posted an article on the blog this week that describes the History & Design if you are interested: http://adventure-system.com/history-design. It explains why some of the similarities are required to achieve our design goals. For example, if you want a system without modifiers, polyhedral dice is really the best option.  Dice pools using d6 is another option (maybe), but I always found managing 12d6 cumbersome, so we did not want to go in that direction.

I hope this helps.

Please let me know if you have any further questions or we can be of any assistance.

Thanks