Showing posts with label Arcanis. Show all posts
Showing posts with label Arcanis. Show all posts

Thursday, July 14, 2011

Full Review of the Mechanics and “Crunch” of the Arcanis RPG from Paradigm Concepts.

After a few weeks with the book in-hand, and experience with character creation and a half dozen sessions using the new mechanics, I think I'm about ready to tackle a full review of Arcanis: The RPG. I wrote about the setting and what I like about it before here, but I experienced the Shattered Empires first the way most people likely did, as a setting for Dungeons and Dragons. I can clearly say that Arcanis is no longer D&D. In terms of design, it is reminiscent in some ways of the Warhammer Fantasy RPG for character creation and advancement, the magic and martial technique system remind me of Paradigm's own Witch Hunter, and skill/task resolution is similar to West End Games' Masterbook (a spiritual descendent of TORG.) Combat has a flow unlike anything I've ever played due to the “clock” initiative system, which is both a strength and a potential weakness in the game, though I will say that combats are fun in spite of my few lingering doubts.

A very, very pretty book. Heavy, too.

Starting with the presentation of the book itself. The main rules are in a hefty tome, a full-color 448 page hardcover with uniformly polished interior art. Some pieces were re-used from cover paintings or particularly good bits from older Arcanis sourcebooks, but there is also quite a bit of brand new artwork inside. One thing I always take careful note of with roleplaying books is the binding, especially on a book with a cover price of $49.99. They did a fantastic job on that front, making a book that looks like it will endure (though I'm not tugging at pages to see if they fall out, and I'll certainly come back here with an edit if any fall out of their own accord.) There is a lot of information to absorb in this book, and most sections are properly organized and cross-referenced for ease of use. There are a few places where key information is split across two entirely different sections of the book (most notably weapon tricks, more on this later) without proper cross-references which can be confusing.

Making a character grows from building a concept one block at a time. Each part of a character's life before they start the first adventure is an integral part of their statistics and capabilities. Step by step, race, home nation/region, archetype and background profession give each character certain granted abilities and other options to pick from a short list to build their base statistics. All of these elements serve to allow the mechanics to support the character that is envisioned, rather than min-maxing and writing a justification background later. For those unfamiliar with the setting's long history, the first 90 or so pages of the book lay out the basics of the setting, as well as recent events for returning players, as 45 years (game time) have passed since the last published Arcanis product.

Gamemasters wanting to run Arcanis as a Home Play personal campaign can
expect a lot of product support.  Arcanis isn't just for convention play anymore.

Character development and advancement is one of the key elements of any system for me, and Arcanis starts off strong with the archetypes and background professions, and continue this process through character paths, which are like prestige classes in D&D or advanced careers in WHFRPG. An archetype is the general “type” of character you are playing, and there are four to choose from: Arcane (wizards, sorcerers and psions,) Divine (cleric/priest/shaman casters,) Expert (any character whose skills are their primary asset, like a thief or scholar) and Martial (warriors of all types.) Archetypes determine basic advancement options available once a character earns the experience required to gain a rank, martial characters find it easier to learn new techniques with their weapons, experts can improve skills faster, etc. Background Professions provide a basic set of skills and talents, and some character concepts make the selection of one of these nearly automatic. A healing cleric will likely select a Divine Archetype with Initiate of the Gods as a background profession, but it is possible to combine archetype and background in different ways to create a unique character.

For every ten ranks earned (typically, it should take 4-6 sessions to earn a rank,) characters go up a Tier. Tiers are the real benchmarks for characters passing from one level of power to the next, from “low level” through to “high level” play. More powerful spells and talents are limited to higher tiers, characters existing weapons can be used in different ways, and options that can only be taken once per tier are among the best advancement options available. One of these is the Path. Paths represent a refinement in what a character does, a commitment to something, whether that is a Knightly Order, a Specialization in a type of Spell Casting or an advanced profession like Assassin. Often, options selected upon gaining a rank will be taken with qualification for a Path in mind. Talents (similar to Feats, Edges, etc) will sometimes be “Tiered,” and may be selected again for an upgrade in what they do, and every weapon is capable of performing various “tricks,” provided the wielder has the requisite skill ranks in its use, is trained in wielding it, and is the appropriate Tier (or higher) for the trick.

A supplement detailing one of the many Paths a character may take, and its in-game lore.
This book is available at Drive Thru RPG as a PDF.

Whether casting a spell, swinging a sword or picking a lock, skill resolution is handled at a basic level in a similar way. Each attribute is displayed on a character sheet as a numerical value, a die type (d4 to d12) and a passive value. When actively rolling any skill, two ten-sided “action dice” are rolled along with whatever the attribute die associated with that skill is, and ranks in the skill are added to the result. Attribute dice “explode,” that is, they are rerolled and added again to the total if the highest number on that die is rolled (a six sided die that comes up six is picked up and rolled again, if it comes up four, ten is added to the total.) Passive attributes are used for when a skill needs to set a resistance value and the character is making no conscious effort to use it, such as perception for a guard not particularly searching anything. Damage rolls are like action rolls, except they do not get the action dice, and the weapon, spell or ability provides its own dice which are usually combined with an attribute die (Might for hitting someone with something, for example) to generate a total.

The flow of combat is determined by the “clock,” Arcanis' initiative system. There are no combat “rounds,” and initiative is rolled only once per combat, to determine when each character may take their first action. The clock has 12 “ticks”, and every attack, spell, action and special move has a speed associated with it. A character performs an action on their turn, and the speed of whatever they do determines when they can act again. Slower weapons (tend to have larger damage dice) or complicated spells or maneuvers may be performed at the cost of not being able to act again for some time, while faster attacks don't hit as hard, but strike more often. Spells and combat maneuvers also have “cooldowns” called strain and recovery respectively. These are additional ticks AFTER your next opportunity to act that must be waited out before another ability that produces strain or recovery may be used without consequence. A gamemaster should maintain a “Master Clock” that counts from 1 to 12 and then starts over at 1 again to keep combat flowing.

Several companies have released initiative "combat dials" to aid in tracking when
your character's next action is up. I use one like this, but with a second dial for strain/recovery.

Mastering which dice to roll and managing the clock takes a little time for new players to pick up on, and the first few sessions of Arcanis seem slow-paced in comparison to other RPGs. This is especially true if someone uses a weapon with a slow speed by default. I have a few lingering doubts about the balance between slow weapons and fast ones, as it seems easier to make a fast weapon do more damage than it is to make a slower weapon fast. Familiarity with the combat system and players choosing the right weapon for the task at hand assists with this a LOT, though. Combats start to speed up and characters reserve the big heavy hammers that swing slow for attacking foes with heavy armor, instead of “one tool for every fight.” When all players are sure what they roll and when to roll dice, the gap between fast and slow weapons closes a little bit, and as characters advance, weapon tricks, combat maneuvers and spell augmentations will give characters a lot of tactical options on any given turn.

The last thing I want to talk about mechanic-wise is the damage system and Fate, which are closely linked. Every character has defenses, which are like a combination armor class and saving throw for various types of attacks. These values are derived from attributes and usually provide target numbers for them to be affected by a weapon, spell or ability. The sum of all of a character's defenses is their Stamina value, and damage (less armor rating) is applied to this number. When it is reduced to 0, a character slips unconscious, but not dead. Wounds are lethal damage, usually only removed with a critical hit from both action dice on an attack coming up “10”. Wounds are hard to heal, and apply a penalty to all rolls for a character who has one. Fate points, which are awarded regularly for good roleplaying, clever or dramatic actions, etc, can be used for many things including ignoring wounds, re-setting Recovery or Strain and re-rolling failed Action Rolls. The min-maxed character doesn't get as much out of Fate, as the maximum number of Fate that may be spent per adventure is limited by a characters lowest attribute. The relative low base lethality of the system combined with clever uses of fate make combats dynamic and dramatic, encouraging characters to attempt cinematic but difficult feats.

From the 2011 Convention Arcanis official T-Shirt:
"Stupidity Leads to Character Creation, But it Helps to be Lucky."

This review was my longest article to date by far, and I hope it was useful to those curious about the system. Personally, I really like each and every one of the systems that have gone before that have elements that I find similar to something in Arcanis, so there is an easy answer for me to a tough question. A legitimate question posed regarding this system is “Do gamers really need another set of rules to do Fantasy Roleplaying Games with everything that is on the market now?” For my tastes, the answer is “As long as the whole package is this good, then yes.” If you are intrigued, but not quite ready to drop $50 on a hardcover with an admittedly fairly steep learning curve, check out the free Fast Play PDF here.
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Thursday, June 30, 2011

She Said: Origins 2011 Part 4 - The Funny, and Interviews!

The Funny
Story of the Flower Seller
This is more 'WTF' than funny, but I had no where else to put the story. So, here goes.
(Setting: Walking out of the Hyatt Regency at 1:30am. Tired and slightly tipsy, with my husband and my father walking right behind me. There's a short, not very well lit area which you have to walk through to get to a crosswalk. This gentleman starts coming towards me, the outline of a flower clearly visible in his raised hand.)



Him: Sir! Sir! Excuse me, sir!
Me: ...
Him: Sir! Would you like...
Me: No, thank you, sir. And I'm a MA'AM.
Him: Oh..ok...

If he'd been hungry and asked for the doggy bag of leftovers from Barley's in my hand, it would've been his. If he'd waited at the crosswalk for me to get to him, I would've been much more polite. But you do NOT run towards a woman at 1:30am on a fairly dark street trying to sell her a f*$#ing flower. Or call her 'sir'. That's just salt on the wound.

I Walk the Line ... While in Costume
I like to think I don't give a poo what anyone else thinks of me. I like to think I have high self-esteem. Every year, that illusion is dissolved when I walk out of my hotel and go 2.5 city blocks while in garb. Some people can do that, no problem. And if you're one of those that can, I wholeheartedly salute you, and wonder what your secret is. Because damned if I don't feel like a two-inch worm when I get 'looks' from those that do not attend Origins. But, every year, I do it. And you know why?
/sigh

The Interviews
I did promise you interviews! And here goes.


Eric Wiener
Eric is a member of Team Paradigm, the guys that lead and guide the happenings of Arcanis/CSE from the background. (Think the Illuminati, but with bowling shirts.) He's also been a good friend of mine for 6 years, and he graciously agreed to answer my questions.
~~~~~
Sarah: What is in the works for Witch Hunter, both as an on-going campaign and as a game in general?
Eric: We are waiting on a proposal that will determine our plans for Witch Hunter.
Our plans are pretty much linked into that proposal, both for the product line and the interactive campaign. The one thing we are firm on is that we will be doing an expansion called Witch Hunter 2012.

Sarah: Are you planning to convert Caliphate Nights to either your new Arcanis system or D&D 4th ed.?
Eric: If we do revisit Tales of the Caliphate Nights, it would likely find a home in more than one system. We've considered the WH system, the new Arcanis system and even some other manufacturer's systems.

Sarah: Think Henry can be persuaded to write some Arcanis fiction?
Eric: Frankly, the releases needed to support and expand the Arcanis RPG line are going to keep everyone busy for the foreseeable future. Arcanis fiction, not only short stories but up to and including full-on novels has been something we've discussed. It just doesn't seem to be a near-future option for us.

Sarah: Production and publishing costs being what they are, is there any plan for either a B&W print of the new CSE book or possibly making the PDF widely available?
Eric: We have no plans for a gray-scale version of the Arcanis: RPG. On the other hand we have plans regarding the PDF that we are going to announce just as soon as we resolve the technical aspects. In short, the PDF will be more readily available.

Sarah: Are there any planned release schedules for additional CSE material, either gaming supplements or modules?
Eric: Arcanis: the RPG has a street date of July 25. Forged in Magic, the first supplement, was at Origins with some advance copies and will follow the core rulebook by a couple of months. The Arcanis Bestiary, should be at GenCon and then released late in the year. We have some printed adventures in the works as well as a Campaign Guide for the Crusade that are still to be announced for release dates from 4Q 2011 - 2Q 2012. Our major releases planed for next year are the Hero's Codex and Chronicler's Codex (GM book)

Sarah: Is there any plan to bring back the Invisible Kings program?
Eric: We don't know. We are certainly interested in story development in areas we are not going to visit for some time (if ever). The actual form of any such program is still up for grabs because we haven't yet built the foundation to build upon. Such is the hazards of relaunch. I would like to add that many authors are currently doing great work by submitting soft points. A couple of years worth of mods should clear everything up for all parties.
Sarah: Thanks, Eric. I owe you some coffee or something
Eric: *laughs* That's all you got?
Sarah: Yup. Short and sweet. I'd make a $#!tty reporter.

And last, but most certainly not least...

Shane Hensley

I've known Shane for going on 5 years, but then again, about a gazillion people can claim the same. Talk with this guy for a few minutes, and see if he doesn't practically make you feel like family. He has been the man behind the dizzying array of products, ranging from table-top RPGs to computer games to card games to books to...
Shane, do you ever sleep, my friend?
Listing all of his achievements would put cramps in my hands, so I will just link to where you can read them yourself.
~~~~~
Sarah: Besides The Last Sons, what else is coming for Pinnacle?
Shane: Savage Worlds Deluxe just dropped! After that is the Horror Companion, 50 Fathoms Explorer's Edition, and the collected Trail Guides for Deadlands. Two other Deadlands books are in their early stages (Relics and Ghost Towns), and Hell on Earth is laid out and going through playtesting and artifying!

Sarah: Any new editions for Savage Worlds planned and, if so, will you stick with an Explorer's Guide-type of book?
Shane: Savage Worlds Deluxe isn't a new edition, but there's lots of cool new stuff in there to *expand* the game. We're doing a limited number of hardbacks, then we'll go back to Explorer-sized versions.

Sarah: You once said Lacy O'Malley was based off of Kolchak: The Night Stalker, but were Stone, Hellstromme, or Grimme based off of anyone?
Shane: Stone was based off Clint Eastwood in a backwards way. I asked for a hero and Brom gave me the image you saw on the first edition of Deadlands. When I saw it I knew it had to be Stone instead. Grimme and Hellstromme are completely original, but their *looks* are based off the preacher from Poltergeist 2 and Vincent Price, respectively.

Sarah: What's your favorite game that you've written?
Shane: They're all my babies. The Plot Point in 50 Fathoms works the best, I think. City by the Silt Sea (for TSR's Dark Sun) was a blast. Evernight was a BLAST to run. I guess I have to go with Deadlands and Hell on Earth though--there's a lot of my soul in those books. :)

Sarah: Due to the awesomeness that is Zombie Pirates, are there any more computer games in the works?
Shane: My day job is at Cryptic Studios where I'm working on Neverwinter. I'd LOVE to do more casual games. I'm very proud of Zombie Pirates, and love the way the gameplay and the story turned out. But it's tough finding funding for smaller games, even though I think they have the greatest potential compared to their risk (Plants vs Zombies or Angry Birds, anyone?)

Sarah: Thanks again, Shane. I owe you (and Michelle) a drink next Origins if you guys go.
Shane: I never turn down a drink!

Thanks!
All in all, Origins was a convention well worth the time and effort. A+ eBay. Would buy again.
I now leave you guys in the capable hands of my husband. Thanks to Eric and Shane for answering my questions. I now apparently have many drinks to hand out for next year...
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Wednesday, June 29, 2011

She Said: Origins 2011 Part 3 - The 'Meh...'






The "Meh.."
Costumes 
As the attendance for the convention seemed down, so did the number of brave ladies and gents that decided to go around in jedi robes, steampunk finery, and Renaissance velvets. There were still a few I managed to find, but very little. Above and below are a few of my own pictures.



The Arcanis Soft Point
One of Arcanis' most prolific authors, Scott Charlton, has been with the gaming community for eons. He wrote Carnival of Swords, In the Shadow of the Devil, and The Bloody Sands of Sicaris. He also enjoys writing fiction based on the intricate stories already woven by the industrious Henry Lopez. His latest creation, Kiss of the Beautiful Devil, was one of the modules played at Origins this year. It's also, in my opinion as a player, his worst. I'll not give away spoilers, but it will require heavy editing and lots of feedback. I also do not mean to discourage or deride Mr. Charlton's abilities. He can weave a tale like a spider weaves a web. But, sometimes a web can be so full of various sticky threads that even players are caught as flies, with no way out. In fact, I encourage you, if you have played it, to send feedback to Kitty Curtis (feedback@shatteredempires.com). We love feedback, whether it is good or bad, just so long as it's also constructive.

The Origins Swag Bag
Origins veterans likely know what the Origins Swag Bag is. It's a medium-sized plastic bag that acts as kind of a Christmas stocking for us gamers. It has all sorts of coupons for booths in the Exhibit Hall, cards for newly developed games, keychains emblazed with the names of various gaming companies, and the coveted "Origins (Insert Year Here) d6 Die". This year, though, was filled merely with advertisements, a small Pog-like token (you guys remember Pogs?) that I have no idea of its purpose, and a keychain/beer bottle opener.
It did have the Origins d6 Die and a page of coupons to the food court. The staff at said food court, however, was seen being derisive at the coupons to the customers there, to the point one customer in front of me decided it wasn't worth it and kept the coupons in his pocket, unused. Bad food court. No cookie!

Guess Who's Coming to Democratic Dinner?
This might also fall in 'The Funny' category too, but I more shook my head than laughed at this particular scenario. Imagine, if you will, a bunch of gamers, dressed in steampunk costume, carrying various weaponry with them as either part of their costume or new purchases from the Exhibit Hall. Now imagine the look on a Secret Service agent's face, one who's job it is to protect Vice President Joe Biden, when said group of gamers passes him.

Probably not plotting anything concerning the Democratic Party.
(Doc is pictured in mid-game, 2nd from left.)

Columbus Convention Center. A word of advice. Do not schedule a Democratic Party dinner at the same time as a gaming convention, where all of us weirdos are gonna be high on Mtn. Dew while carrying swords and crossbows. It's bad form.

Tomorrow: Last in this series (Origins: The Funny and Interviews), and then the reins of the blog will be back in the hands of DocStout!
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Monday, June 27, 2011

She Said: Origins 2011

Hello! My name is Sarah and I'm the wife of DocStout, the author of The Unemployed Geek. I've been a gamer for over 17 years, my gaming experience largely encompassing D&D, Pinnacle Entertainment's Savage Worlds, and Paradigm Concept's Living Arcanis/Chronicles of the Shattered Empires. I'm also a published author and editor, with over a decade under my belt in working with some of the best and brightest the gaming industry has to offer.

Origins has always held a special place in my heart. It was where I first met my husband and many, many more dear friends. It was also where I first learned about and played in something called a "Battle Interactive." It was where I got Adrian Paul to sign my sling after I dislocated my shoulder (short version: a 325lb ex-Marine should not playfully try to put a 125lb woman in an armlock). I got a hug and cheek pinch from Don S. Davis "for being cute" and had a long chat with Teryl Rothery about being a female in a male-dominated industry. Every year, I manage to come back with tales of valor, of pranks played, of hilarity, and of fun times had.



This year was no exception. I'll start off with the good stuff.

The Good

The Drive
With the majority of gamers in the U.S. being centered across the Midwest, it makes sense for the two biggest conventions to be located there. (The other, of course, is GenCon in Indianapolis, IN.) For those of you who despise the TSA/Airlines, and wish to bring an entire household full of gaming books - you know who you are - driving is about the only reasonable method in getting to Columbus, OH. And if you are part of the majority, that drive is not too terribly long, thankfully. There is only so much Dramamine in the world. I can't be the only person in the world that gets carsick while reading in a moving car. And being unable to read gaming books while on your way to a gaming convention?

Think this, but with books.
The Soft Drinks
I know my husband has mentioned Mountain Dew Pitch Black before. I, like him, have sacrificed virgins in the name of the Old Ones in order for it to return to us. Or something like that. We thought we'd be clever and pick up an 8-pack here and a 12-pack there, slowly hoarding it, as we knew its time on our mortal plane was short. But, damnit, if everyone else didn't think of that same plan. You're lucky if you can find a single bottle of this stuff in Chicago.

In our pre-convention grocery run, we happened down the drink aisle. Just as my husband was saying, "I doubt they have Pitch Black," we looked down. Our eyes bugged. There, on the shelf, looking forlorn and unloved, were two 12-packs of ambrosia itself.

The Not-So-Soft Drinks
I'm not sure if any of you are familiar with Irish liquors outside of Bailey's or maybe Caroline's. A friend of mine, Matt, has a definite love of a particular Irish liquor called Celtic Crossing, and since he brought a bottle with him to Origins, I felt I also needed to share the awesomeness with you all. Think scotch, but sweeter.

Should Auld Acquaintance Be Forgot
When you've been gaming for a long time, especially in an environment like an on-going RPG, you meet a great many people. A big reason people go to these conventions is to catch up on old friends and make new ones. Which, I suppose, is ironic considering the stereotype of the anti-social gamer. The games we play are, at their heart, socially-based. You will make more friends than you can remember. (You might make enemies too, but that's another story.) Which is why, when you go to a convention, you might catch yourself looking at someone in the face, then your eyes will flicker down to the name on their badge and then back up. I think it's a tradition now.

I'm not looking at your boobs, I'm trying to read your badge.
The New Arcanis

I'll do my best to not go into too much detail with this one, as my husband will be writing a later article reviewing the new Chronicles of the Shattered Empires (CSE) system. Needless to say, many man-hours were spent tweaking, editing, and playtesting the book that would become the basis for Arcanis.

Arcanis has, and probably always will, go by what's called a Hard Point-Soft Point story arc. Hard Points mean the story and scenario contained within a particular adventure directly impacts the main story arc that is planned. It is HIGHLY preferred that they be played in order. Soft Points, on the other hand, do not directly affect the story. They can be played at any time and in any order.


The Hard Points that premiered at Origins were penned by the master storyteller himself, Henry Lopez. They were story and role-play heavy, with a small amount of combat, as is Henry's M.O. I cannot wait to see what else he has in store for us Arcaniacs.


One of the Soft Points we played at Origins was GM'ed for us by the author himself, Tony Nijssen, a fantastic guy and great storyteller in his own write. (Write. Get it? I made a funny.) If you have not played Ancient Secrets Left Unspoken yet, I highly recommend it.

The Role-Playing Interactive (or LARP, if you prefer) for CSE was its usual. How it works is there is a small number of NPCs sitting at tables spread out around a large room (usually 5-8 NPCs, depending on the size.) Those NPCs usually represent certain important factions, royalty, and so on. And they need stuff done and accomplished with the other NPCs there. The problem? They cannot talk to each other, and hence need intermediaries. That is where the PCs come in. PCs usually join the entourage of a particular person, usually when the NPC's interests matches the PC's. What happens next is 4-hours of back-stabbing, diplomacy, lying, cheating, and political maneuvering goodness.


As mentioned earlier, there is something called a 'Battle Interactive' or 'BI'. If you do not know what this is, I hope to describe it well enough to do it justice.


Imagine this, but with 20 more tables in the same room.


It is roughly 10-12 hours of continuous fighting, usually centered around a siege or battle in the over-arcing storyline (hence the name.) It is a desperate fight for survival. Your table is sent on various missions (secure refugees here, destroy siege weapons there, usually lasting about 30 min-1hr) and your success or failure helps determine the success or failure of the entire battle. It is fast-paced and frantic, with people usually taking their actions at the same time while calling out numbers to the GM, who is juggling about 10-30 bad guys on the battlemat. There is a narrative between each missions, describing the ebb and flow of the battle at large and what your actions have done to control said battle.


It's also one of the absolute best parts of my convention experience.


Speaking of the BI, there is a new feature that Arcanis started doing this year, which is handing out patches as a sort of battle trophy. And when I mean patches, I mean the large sew-on/iron-on patches you got when you were in Boy Scouts, with the particular battle you participated in printed on it. While looking quite snazzy, they also have an in-game effect, making them much more valuable.


And last, but certainly not least, I'd like to extend my congratulations to Kitty Curtis for becoming the new Campaign Director for CSE. I'm sure her tenure as the head of this campaign will be an amazing, creative, and exciting one for everyone who loves Arcanis.

Coming Soon!

The Bad, The 'Meh', The Funny, and interviews with Pinnacle Entertainment's Shane Hensley and PCI's Eric Wiener.
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Monday, June 20, 2011

Living Campaigns - Players and Paperwork

For the bulk of the time I've spent as an adult gamer attending annual conventions, especially Gen Con and Origins (where I am as of the publication of this post) the main reason I've made the annual pilgrimage is for tabletop roleplaying games in general, and to participate in living campaigns in particular. So, what's a living campaign? In short, a living campaign is run by a team of volunteers organizing a single campaign with a shared world that thousands of people at home, in game shops and at conventions participate in. That is an accurate summary that does a poor job of answering the question. I'll do my best to elaborate.


The earliest living campaigns were based on Dungeons and Dragons games or their derivatives, which typically have a single game master controlling the world, the story and all of the monsters and characters not played by individual players. The RPGA (Role Playing Game Association) originally came up with the concept of a game that could be played with players creating characters that conform to a published set of uniform guidelines, to keep individual “house rules” to a minimum. These characters would play a series of adventures published in Polyhedron, the RPGA newsletter, and track treasure and experience gained on a form kept between play sessions. Different groups could form under different gamemasters to play any new scenarios using the same characters, as the standards for character creation and session tracking kept everything organized and honest. Set in the Forgotten Realms city of Raven's Bluff, this first campaign was called Living City.

Living City became extremely popular at game conventions after its 1987 debut, new Polyhedron articles clarifying, refining and announcing various aspects of the campaign. Most new scenarios were written by RPGA members, and distribution over the internet for printing replaced a magazine-style publication allmost completely by the mid-1990s. Special treasures, titles or other important rewards were tracked using paper certificates signed by a gamemaster to indicate the reward had been earned in-game. Living City thrived until the release of the 3rd Editon of Dungeons and Dragons in the year 2000, but by then many other living campaigns had been launched for play by the RPGA.

Men and women of the RPGA playing Living Greyhawk.

Living campaigns offer an alternative to gamers who cannot find a group to play a standard campaign with that meets their schedule, or who prefer to play with a different group of people in a different environment regularly. The community aspect of participating in the same campaign world with thousands of other players instead of (usually) three to six other people makes a living campaign a good fit for convention gaming. Conventions also sometimes have larger scale events such as “Interactives” which might include Live Action Roleplaying, in-character item bazaars, or events hosted by campaign world organizations like guilds recruiting for membership or sponsoring a competition of some sort with a unique reward for the victor. Conventions also play host to the mega-event called the “Battle Interactive,” where a large scale fantasy war is played out with each table of players representing squads, and their table gamemasters playing a series of rounds representing important skirmish actions in the battle, with tables overall success or failure rate in achieving objectives determining the outcome of the war.

A Living City Interactive from 2001, "A Game of Masks."
Funny story, seven years after this picture was taken, I'd end up marrying the girl in green on the left. 

Some of the individual impact of characters upon a setting is lost in a game mostly played at conventions and in the back rooms of retail stores, but it is a different sort of experience for those who want to play many adventures with different people, but with advancements to a single character persisting throughout. The paperwork and tracking of certificates, experience and gold adds a bit of accounting to these games no present in a typical roleplaying game, and filling out the forms is daunting for some. Living games also require some suspension of disbelief as many players complete the exact same scenarios at different tables, but the game works best not trying to reconcile a singular timeline inclusive of everyone's different experiences in previous sessions.

Today, living games are run both within and outside of the RPGA, some to promote a particular game, others simply by groups of dedicated fans who volunteer to administrate and handle the questions and rulings that keep gameplay as universal and consistent as possible. I'm currently involved in the Chronicles of the Shattered Empires campaign set in the world of Arcanis, and preparing to play in the Shadowrun: Missions campaign as well. (Preparing my Arcanis character for the con actually is the reason for the extreme late time of this article's publication.)

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Monday, May 23, 2011

Legionnaires, Flintlocks, Intrigue and Dark Fantasy - a Profile on the World of Arcanis.

Of all the fantasy settings I've spent time playing in, writing for and reading about, one has had more impact than all the others. Shared interest in gaming in the world introduced me to my wife, and for many years even when money was extremely tight, we'd make an annual pilgrimage to one of the larger gaming conventions to participate in events. I'm talking about Paradigm Concepts' Arcanis – The World of Shattered Empires. When I first encountered this setting, I'd already been gaming for over 15 years, and I would have told you, if asked, that there was no room in my gaming life for another fantasy roleplaying setting. If I'd said that, I wouldn't have known what I was talking about. I was already jaded when I first gave Arcanis a try, and it pushed all other gaming for me into competing for 2nd place.

Classic Arcanis Logo.

What makes Arcanis different from other fantasy settings? This is a very complicated question, that takes more than a few sentences to answer. It is a world where the First Imperium of Man has long since fractured into many kingdoms, some of which war on each other, and even the last echoes of that ancient empire, The mighty Coryani with its vast resources and legions seems to be headed into twilight. The Mother Church tries to guide the faithful in their service to gods who have gone silent generations ago, while staving off heretical cults and perversions of the faith. In this world, a singular theme is repeated over and over again. Actions have consequences. The world reels from these consequences of choices made both recently and in the distant past.

The technology level of the world is a fusion of Ancient Rome and Late Medieval Europe with the additional “blessing” of blast powder allowing for cannons and flintlock weaponry in the hands of the very few who can obtain it in any significant quantity. The well-developed and distinct human cultures tend to determine common types of weapons and armor with specific local flavor, from a Coryani (similar to Rome) Gladius and Lorica Segmentata, to an Altherian (think Moorish) flintlock rifle, or the Milandesian (roughly most like German/Hungarian Knights) heavy plate and Tralian Hammer. The perspectives, secret societies and politics of the various human nations alone would make Arcanis distinct.

An Altherian man, complete with Flintlock Pistol.

Fantasy races in the world of Arcanis are also different takes on traditional swords and sorcery humanoid races. The Noble Val, who are very similar to humans, only tinged with the blood of the divine and imbued with some small portion of the powers of their family's patron deity are often the highest caste in the human nations. Val look human aside from the color of their eyes which indicates their capacity for psionic abilities (or lack thereof,) and they can and do marry and breed with normal humans. The reptilian Ss'ressen are the few members of a race that coexist with humanity out of a species that most typically belongs to the hostile and destructive Ssethregoran Empire, perpetually at war with other races. They follow the path of the Fire Dragon, rather than the Ssethric Dark Gods and often lend teeth, claw and tail to the human empires which their lands exist in or near. The Dark-Kin are remnants of a time when Infernal Lords tortured and enslaved humanity in the time of terror, and the demonic tainted blood made its way into human bloodlines creating something... else. Despite their dark heritage and sinister appearance, Dark-Kin are not universally evil, and many who fall to that path do so out of the fear and hatred they encounter at the hands of others.

A Val'Mordane of Canceri, sitting upon his dark throne. The Val'Mordane are
scions of Neroth, Lord of Undeath and Master of Pestilence.

Even standard fantasy races have their own unique flavor in this world, as elf, dwarf and gnome are represented in unusual ways. The Elorii are a people once enslaved by the reptilian Ssethregorans; legends say they were created by binding powerful elemental lords and fleshcrafting their powers into a species of slaves. Now free, each of the long-lived and graceful beings serve the elemental gods whom they share affinity with, and nearly all revere the fifth aspect named Belisarda, the Eloran Goddess of Life. Dwarves labor in their enclaves generation upon generation, revering the human pantheon and trying to atone for the sins that cursed them with their current form. They were charged in ancient times by the human gods to safeguard the human race when they walked the land as Giants, but betrayed their vow by setting themselves as tyrants over the humans. The punishment for their sin of putting themselves above humanity was the curse of the stunted dwarven form, and the denial of dwarven souls to paradise. This curse will only be broken by the dwarven enclave who creates the singular perfect item in the sight of the gods, so they serve their penance, and they craft. Gnomes are twisted abominations, nearly universally reviled as the unnatural and obscene progeny of a human and a dwarf. They have no distinct culture, no lands, and frequently no place in any proper culture.

Religion and Lore, especially in the human/val/dwarf pantheon has a major impact on the feel of any fantastic world, and it is particularly important in Arcanis. The gods have their individual priesthoods and orders of Holy Champions, and there is a greco-roman sort of familial divine hierarchy that defines each deity as a personal being. Every god or goddess has concepts within their portfolio (Nier: the Lord of Fire and War, Iliir: Father of the gods and Lord of Light and Truth, Sarish: Lord of Blood, Secrets, Oaths and Magic, etc.) and have immortal beings which serve them. These servants, the angelic/demi-godlike Valinor each serve a particular god and represent an aspect of that god's personality. Should one of these beings be lost or slain somehow, the god loses that part of themselves.
Elandre Val'Assante, Matriarch (think Pope) of the Mother Church.

These ideas were originally a campaign setting for Dungeons and Dragons, but over the years, Arcanis has outgrown the edition changes and restrictions imposed by linking the setting to another company's system and have created their own game. The company has in the past, and continues to produce and sell source material, and supports their creation through the maintenance of a global shared world campaign. Players create and track characters as they play them, often with different other players and gamemasters at home, game shops or conventions as they run through adventure scenarios offered for free download to whoever is willing to run as GM. Major events such as Live Action Roleplaying Scenarios and massive Battle Interactives (wars played out with dozens of tables fighting indiviual actions in a larger conflict) determine the future development in the metaplot of the world, allowing players to have a direct impact on the setting with their personal play.

The cover for the Arcanis RPG, releasing this summer.

I played the D&D version of the “Living Arcanis” campaign from start to conclusion, and very recently got to try playing in the world using the new rules. I don't quite feel well versed enough to give a satisfactory review of the new system yet, but my early impression is positive, and once I've had a few more sessions under my belt and an in-depth look at the full rulebook (releasing late June 2011) I'll return to this topic for an evaluation and discussion of the mechanics of Arcanis post-D&D.
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