Wednesday, January 23, 2013

Fate Core

The Fate Core Kickstarter is almost over! It's definitely worth $10 for a huge pile of PDFs.

Cursed World is not going to be Fate Core, exactly. It's built on Fate 2.0, the version that powered Spirit of the Century. But it is influenced by later iterations of Fate. The terminology changes in the upcoming version are mostly inspired by Fate Core, for example.

Saturday, January 19, 2013

New Sheet, New Look

The revised character sheet is up. The link is on the right, as usual.

Some of the skill names have been changed, to be in line with Fate Core as much as appropriate. New core rules are on the way with these tweaks, as well as the healing and gear rules I mentioned in my last post.

Note that the sheet has the new font. It has fewer licence restrictions than my previous choice, and it looks great. This will be the look of Cursed World going forward.

Tuesday, January 15, 2013

Putting the pressure on

My previous design goal documents were mostly about what I didn't like about old school fantasy. So I thought I should write about what I want to keep. Most of all, the feeling of danger.

Too often, that danger came in the form of unexpected, arbitrary death. That's not heroic fantasy, that's "subterranean fantasy fucking Vietnam" The sort of danger I want is more like slow torture. Fate mirrors this idea nicely. Even minor fights can leave a PC limping around with a consequence or two. All I'm doing is broadening the concept.

The Cursed World is a dangerous place, and adventurers are those who venture into the most dangerous parts of it. No one survives these places for long. Supplies dwindle, magic fades, and raw endurance is put to the test. An adventure is also a slowly tightening trap.

Unfortunately, this will require a bit of bookkeeping. After I did a whole post about the terrible bookkeeping that I'm getting rid of, here is some of the acceptable bookkeeping that I'm going to keep.

Tuesday, January 1, 2013

Your (Cursed) World May Vary


Does D&D have a setting? I don't mean the various official and unofficial settings, I mean just in the core rules. There is at least the core of a setting. The races and monsters are defined. The magic systems assumes a certain metaphysics. The inner and outer planes are assumed to be present. The names of a few archmages are mentioned in the spell list.

This is the approach I'm taking with Cursed World. It's not a fully realized setting, just the seed of one.

The backstory of the fallen empire can justify all sorts of classic tropes. Monsters are everywhere. The land is dotted with dangerous underground underground vaults, rich with treasure. Most of the world speaks a common language. The setting is a mish-mash of real-world cultures from various time periods, allowing plenty of options for players to pull ideas from.

Twelve races are detailed. All of them are taken from the d20 SRD, so should be quite familiar to fantasy gamers. Five of them are PC races, these are the nations that rebelled against the empire. The rest are humanoid "monster" races, that mostly fought for the empire until the end.

There is a pantheon of gods, worshiped all over the world. Seven benevolent gods, two uncaring, and five downright evil. There is also plenty of room for lesser gods, tied to specific cultures. Again, the intention is to give the player built in points of reference, while still allowing as much flexibility as possible.

Multiple types of magic are described. Mechanically they are very similar. Arcane magic is flashy and destructive. Divine magic tends towards healing and protection. Within these two categories, there are a multitude of options for magic-using characters. These imply the existence of wizard academies and clerical orders.

All these things provide a solid framework of fantasy cliches. Pardon me, time-tested genre tropes. But there's still plenty of room for players to make the world their own.