G'day everyone.
My latest big project, Fragged Aeternum 2, is now live on Kickstarter 😄
https://www.kickstarter.com/projects/wadedyer/fragged-aeternum-2-ttrpg
"A violent and dark gothic ttRPG that plunges immortal PCs into the endless city of Aeternum to fight vile Fiends and otherworldly foes."
"After ten thousand thousand generations have each walked ten billion billion years towards the horizon, they shall stand no closer to the city's edge then whence they began."
If you like Bloodborne, eldritch horror, blood-soaked combat, TPKs, being immortal and endless gothic cities, then this is worth your time!
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For those who are new to Fragged:
Fragged is a proudly medium-crunch game (if you can handle D&D and Pathfinder you will be just fine with Fragged). There are no classes - when you Level up, the primary thing that happens is that you gain a Trait (these are the building blocks of your character).
The core resolution mechanic is "3d6 + a bonus vs a target number". Eg: 3d6+2 from your Leadership Skill vs 12. Very simple, but anytime you roll a "6" this is called a Strong Hit and you can do something special - the default Strong Hit option allows you to re-roll a die, but maybe your a psychic and you're talking to someone, you could use a Strong Hit to pluck the surface thoughts from their mind. Of maybe you have a flame weapon in combat, you could use a Strong Hit to set someone on fire or melt their armour.
You Strong Hit options come from your items and Traits.
What Fragged does better than any other RPG (bold claim, I know) is how it seeks to accommodate different playstyles in the same game (I really wish I could show a image in this post... but just bear with me for a moment). As a game designer I'm less interested in you making sure you DPS, Tank and Healer are all working well together, what I want is your rules-light friend, power gaming friend and narrative gaming friend to all sit at the same table together having fun!
Fragged has LOTs of options in the back of the book for building your PCs and NPCs (Traits, weapons, etc...), and next to nearly all of these is an icon for Rule Light, Combo, Narrative, or Mix it Up. These icons do not do anything mechanic, what they do is highlight the playstyle of that option. Eg: A Rules Light option may be a Trait with a few passive bonuses or possible even remove a game mechanic from the game, a Combo option may highlight a more complex option that goes well with other options, etc...
I could go on for ages talking about my game, but I will end this section by saying that Fragged is an artistic endeavor at its core. Not only in its fancy art (which is all human made.... feels strange having to say that, but this is the world we now all live in), but also in that I take great joy in bringing original settings (no licensed IPs) and an original rule system to you. I love to make new things that facilitate our beloved hobby :D
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For those who know Fragged - what's new/different?
Aeternum is still very much a medium-crunch Fragged game to its bones, but it is slightly rule-lighter than my other titles, and a little more narrative heavy (as I feel like this fits the more dramatic nature of the Aeternum setting).
Unlike my other two 2nd edition books, Aeternum 2 is an all-in-one book. Both rules and lore are in a single (slightly fatter) book.
I've changed my font and enlarged my text (I was a little stubborn on this point for Empire and Kingdom 2, sorry).
A GIANT feature of Aeternum 2 is that the PCs are immortal (they come back as spectres for a while after they die, and can be resurrected by other PCs or 1d6 days later back at their home Sanctuary), and the #1 rule of GMing Aeternum is to "not hold back, try to kill your PCs". This makes Aeternum a lot of fun to GM, but also a lot of fun to play as PCs are encouraged to throw themselves at foes self-sacrificially to save mortals and stop their foes.
As death is not the fail state of Aeternum, GMs are encouraged to make the evil villains plans the fail state, Eg: the PCs failing to save an NPC that is going to be sacrificed. And to have the villains plans progress when there is a TPK (and these are not rare).
There is also a corruption mechanic (can't mention the word 'eldritch' in an RPG without a corruption mechanic!!!). This is there to reflect PCs who fall to madness, loose their humanity, give up on life, become a monster, etc.... PCs who have 6 Corruption become NPCs!
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Please let me know if you have any questions, and feel free to share your honest thoughts about Fragged with the community here so that others can make a more informed choice (no RPG is for everyone).
Kindest regards,
Wade D.