UPDATE OUTHere is a list of things that have changed since the last update and the state of the game as a whole, along with what will be happening in the future.
Mechanics- After a recent combat playtest, I have redefined class abilities, arts, and spells. They now have quick reference guides and solidified action costs, along with effects. The game is getting closer to being finished mechanically. Three things remain on my list to flesh out before I’m comfortable promoting it as a playable game. Economy- The economy is in shambles. The items themselves work and make sense but their costs are all over the place. This will be heavily reworked in the future. Monsters- At the moment there are only 2 finalized monster stat blocks. I am aiming for 50 unique monsters total with some of them having plenty of variants like soldiers, or dragons. This could exponentially grow once I have started work on it. Examples- Because the game lends itself to manipulating its very rules, and creating new abilities, equipment, and items. It could benefit from having more examples for the GM and players. GM’s guide- This is the second half of the book. It will include GM inspiration notes, travel tables, loot tables, gods, factions, the world map, and all the interesting things you can find in it. I have been working on this in tandem and would say I’m about halfway through it. The world- The map is finalized and each city, port, region, and territory has its own unique places of interest, politics, and npc’s. They will continue to get fleshed out but the necessities are there. The factions- Factions are advanced classes that demand a sacrifice from you in order to join. In turn they unlock abilities that are overwhelming and unique to each one. I have a dozen fleshed out but would love to have at least 25. The tables- I have finished the travel table. It allows the GM to fill the void of travel between points of interest with unique things the players can come across. I have also begun the loot tables, allowing the players to find unique and interesting items along their journey. Both of these should help mitigate the workload of the GM. The gods- There are 8 elder gods who then lent their strength to 24 disciples now known as the Thelvin. In total 32 gods exist in the realm. Each one now holds dominion over an aspect of life. Their dominions, offerings, and history are already fleshed out. The book itself- I am constantly re-writing and fine tuning the layout of the book. What is published now is just a quick fix to the problems I was having and intend on adding art and other aspects to fill the voids on each page. Playtesting- If you are one of the brave souls that wish to read the book and playtest it I can guarantee that you will be able to make a character, fight against the monsters included, or fight amongst each other. Unless you want to use your own setting, adventuring will be difficult without a good GM. Instead I would ask that you make characters and arena battle them with the rules available. Any feedback is appreciated.
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r.o.a. rULEBOOK UPDATEIt has been over a year since I last updated the rules of the game. During that time I have been quietly working on the setting and GM's guide section of the book. Here is a quick run down of everything I have achieved in this last year.
PLAYERS HANDBOOK IMPROVEMENTS
GM'S GUIDE AND SETTING IMPROVEMENTS
NEXT UPDATE
The regions of fathomearThe world of Fathomear is split into 15 distinct regions. These are comprised of different environments and terrains, along with cities, skylands, and points of interest. Each region has its own rule of government, factions, and economies. Here is a quick description of each of the 15 you can travel through.
Decafien Sits just south of the reach and makes up the southern edge of the eastern continent. Once a part of the reach, these old decayed mountains are nothing but rough jagged cliffs now. The Skyland known as Pathen hangs above this area and offers crossroads of travel between this place and the rest of the world. It also houses the ninth star. This divine beacon draws religious fanatics, and zealots alike to come worship here. The cliffs are thought to be blessed by the gods themselves, preserving their image as is and stopping their decay. However, the valleys between them are wrought with death and a heavy presence of monsters. Rule- Decafien is ruled by the ninth star and its caretakers. Keepers of both divine, and chaotic law. The churches say is final and their reach expands throughout the entirety of the region. Home to both the sun swords, and skreetans, who travel these lands upholding its justice. Their law is dictated by the gods themselves. Ever-uhn The everlasting forest stretches the length of this region and provides it with a lush jungle like environment dotted with small clearings and nestled into barbed mountains that cut off its access to the heartlands. The resting place of Treeord and the Skyland known as the seed spire who is credited with the longevity of the forest itself. Breeding a culture of people who hold the realm at its highest regard and live as one within its circle of life. Rule- The seedlings hold dominance over this region. Not any man or woman, but sprites birthed from the spire itself. They are the ones responsible for its growth, and the cycle of life it observes. Hell bent on keeping the wants and desires of man at bay, the region is held to a strict rule of conduct, where all things must be respected and used accordingly. When the balance is interrupted, the seedlings use the weight of the realm to crush their opposition in the form of the flora and fauna it creates. Fayertung This region is home to the most fertile lands in all the realm. Both crop and livestock flourish here thanks to the Skyland known as the faerie fields and their denizens blessing its ground. The dead woods of its north are traces of its relation to the everlasting forest before the scorch, and the graveyard known as Fillactris shares its southern edge. Now it is home to farmers, ranchers, and those left to grieve for the realm’s losses. Sole provider for the majority of food in the realm, these lands remain untouched by corporate hands. Rule- No one holds rule over this region. The people of the realm depend on its offerings in order to sustain itself. This has allowed anyone to stake claim on open ground in order to harvest for the realm. Every single person residing here gets a say in what happens within its borders. This dictates what is fair in each town. They have no need for an army, however the workload placed on those who reside here have turned their populace into a more then capable one if needed. Forgeth One of the most diverse regions of the realm, Forgeth encompasses the powder plains, blue side, and the great dock. The Skyland Tel’No’Mora sits chained within the center of it, housing the lost souls awaiting the long rest, or the inevitable call to action in karrens army. It sits just north of the reach. A mysterious region home to areas long forgotten by those who inhabit our realm because of their nature. Rule- This land is run by the forgotten fathers. A band of elders who have helped their people survive in these forgotten lands. Most of them reside in the powder plains, and they claim control over their neighboring port city and the blue side. No one argues their rule because it is believed to be just, and their wisdom has kept this nation alive for generations. The scorched of the blue side seem to find ties to the forgotten fathers and in turn have allegiance with them, uniting the north of the eastern continent. Kine Kine is the northernmost island. A frosty place full of ancient ruins and stones of power. This includes the slip gate and is the main attraction for anyone who journeys here. The Skyland known as Grun-Duhn floats above it taunting those below with the treasures it claims to hide within its labyrinth. The pure arcane energy emanating from this region brought forth the construction of the conduit and has become a homestead for those who wish to dive deeper then they ever could alone into the art of magic. Rule- While there is no ruler to speak of in this region, instead it abides by one ideal. The freedom to practice magic and tamper with the arcane arts freely. This extends to the use of transmutation, and has made it a safe haven for those who wish to practice outlawed arts. Lakria Known as the land of lakes, this peninsula is riddled with fresh water lakes that stretch all the way to its borders, but never mix with the sea. Birthplace of the Riverborn, and vast underwater cities. The Skyland known as Smuldra floats above it begging those below to seek out its waters of youth. A region full of farriers and fishermen, abusing the fresh waters trapped within its borders. A tourist trap for its beautiful beaches and lavish cities. Rule- Riivo, otherwise known as the pearl of the south is Lakrias capitol. A riverborn city nestled within the depths of the great lake itself. Constant use and abuse of the waters by outsiders has turned this city into a hateful and vindictive place. Seeing them closing their borders to outsiders, harassing those who use its waters, and the inception of the black fins. Through them they exact judgements and punishments throughout this region. Nomada This region is covered predominately by the hills of hanover. The Skyland known as Dripton resides above it and splashes its overfilling lake down on it periodically flooding certain areas of the region forcing most civilizations to build on the peaks of the hills, or outrun the flood as it approaches. This has bread wondering caravans of entire cities that can uproot at a moments notice and move across the region making it one of the hardest places to navigate. Survival is paramount here and the fight for dry ground keeps this region dead locked in war between the wondering tribes. Rule- families, towns, and cities themselves wonder through this region fighting for dry land each day. This breeds a constant state of war between each group. War is a constant and therefore leaves those who travel through it at the mercy of the community they are in at that time. Being here to long will force you into action within this civil war. Saltmar This region encompasses everything floating within the waters that separate the mainland from the eastern continent. It holds rule over the isles of salt, buoyant gulf, and divine isles. Its rulers being those that sit upon the Skyland known as the high loft. A region sought out by those who seek monetary, emotional, and spiritual gain. Rule- These islands and the sea surrounding them are ruled by the entrepreneurs who made their claim of the salt mines. Considered some of the richest people in the realm, they reside in the high loft and keep watch over their lands. This group is greedy and uses their influence and money to keep control over their people. However, this greed often leads to turmoil within the leaders. With laws dictated by each owner of any given island. Sanshaw The Sanshaw hugs the southern edge of the split and is made up mostly of the sands of shayla. A dry desert region known for its violent earthquakes, shifting sands, and crumbling mountain sides. Home to the Skyland known as Magnight and the glass road it creates each morning. This is the only place in the realm devoid of all water. Due to this it is mostly unexplored and travellers tend to stay on the glass road when journeying through it. Rule- Sanshaw is ruled by a faction known as the old tungs. These mysterious figures are rarely if ever seen and when done so are clad in thick bold colored cloaks that cover every one of their features. Thought to be spirits of this land, they roam the Sanshaw providing guidance to those who need it, and reprimanding those who would cause trouble in their area. This leaves most communities to fend for themselves until greeted by one of these entities. At which point they will be evaluated by the group and either praised or punished. The old tungs have one of the largest armies in the realm made of those who would follow their teachings and journey with them. You are more likely to see their military acting out their judgements throughout the region. Shargim The most populated region in all of Fathomear, Shargim is the birthplace of the shadrid, gick, and mushey. It is split into 3 distinct environments including the crystal peaks, hollow plains, and Shiima. The Skyland known as the badlands drifts over this area with promise of minerals and exotic crafting components. It is a restrictive place with truths that cannot be denied when journeying through it. Each predominant environment requires something of the traveler to get through, with the hollow plains dictating your weight, the Shiima dictating your sight, and the crystal peaks dictating your perseverance. Rule- The environment requires enough from a traveler to journey through. This leaves towns and cities you might find in this region lax on their governing and more accepting of those who make it to them. The hollow plains are enough to stop hordes of shadrid from marching on them. The crystal peaks provide no substanance for the mushey, and the Shiima is a hunting ground for the gick by its various flora and fauna. This keeps the three kingdoms separate stopping what wars might come up. The heartlands The heartlands are just that, a large roaming plain that sits within the center of the main lands. Its prominent city of Ubiquity is a melting pot for all races of the realm, and its close proximity to the Arbittus make it a rather peaceful place to live beneath the high courts. Criminals are brought to these lands in order to be judged. Adventurers find themselves here in search of the pulse that emanates through our realm, while outcasts look for a place to fit in amongst its great city. Rule- The heartlands are ruled by an elected king. His throne is known as the pulse and sits in the heart of Ubiquity. Every 4 years a new king is elected. This king is counseled by a sovereign citizen of every race. His decisions are enforced by the high courts that reside above this region. The reach The reach is home to the Serjunda mountains. The largest mountain range in all of Fathomear. The mountains themselves stretch the entire length of the eastern continent. However, the reaches rule does not extend into Forgeth, or Decafien. It is an area of far ranging mountains with deep crevice like roads that cut through its center and are the only means of travel for those in carriage or on horseback. Home to Mystvale and watched over by the keggans that inhabit the ancient dragon bone city. This land dates back to the pre-scorched era and is dotted with old abandoned keeps of the first men. A Skyland known as the Pire sits chained to its southern border and is still used to this day as a beacon for the realm in order to warn it of approaching dangers, and the changing of seasons. Those who travel these lands are rugged adventurers, archeologists, hermits, and artisans seeking entry into Mystvale. Desperate refugees and asylum seekers will find themselves here for its solitude nature, and demanding environment. Rule- The city of Mystvale rules over the reach. This is an ancient pre scorched city built within the carcass of a dragon. Keggans reside here and hold a watchful eye of the surrounding mountain range. Its inability to reach the other towns surrounding them leaves those towns in the reach alone to govern themselves. They focus their efforts on the creation of artistic endeavors and do not lend themselves to war. In fact, this area has not been taken by anyone since the age of the thelvin, when Keggans staked their claim. The split The split sits southwest of the heartlands. A bridge between the tattered lands and Sanshaw. Home to the Sister peaks that split this stretch of land in two. Suspended between them is the bridge city of Avant, and below that within the valley of the two mountains is the dungwall ditch. The Skyland known as Forenskirk casts a looming shadow upon this territory robbing parts of it from light for days at a time. The slave trade is alive and well within these parts, causing an overwhelming sense of unrest for the people who choose to call this place home. Rule- The split is ruled by those who have accrued the most strength for their house whether through the enslavement of others, or demise of other families. This makes this area extremely unstable with those who reside here constantly looking to grow their numbers in order to get a say. Any house that can hold their own can make and enforce laws in their homelands. Social, political, and economical instability breeds a high rate of crime and the area is under a constant state of civil war. The tattered lands This encompasses both the mire, and the titan fields. Lands stitched together by the changing of terrain and time. The mire is the result of Lakrias expansion. Its far reaching rivers flooding this forest and turning it into a swampland. Connected to it are the titan fields, a graveyard of titanic beasts that fought for their survival pre-scorch. The Skyland known as Tythron looms above this area. Now a beacon for hope, peace, and negotiation. Many past truths have been buried beneath these lands. Rule- No one rules over this region. Although Tythron thinks they might have some pull within it, this only extends to the Skyland itself. Rogue factions and governements have been set up amongst its reaches forcing the opinions of those who inhabit them. Westmark This is the western most island. A gateway to the realm, it is home to lavish port cities that are the heart of trade by both ship and basket glider. The Skyland known as the Broken Coinpurse hovers over this continent shedding its wealth down upon its lands and creating the many merchant cities you can find here. A land of opportunity where the market is truly free. It is sought out by almost every denizen of the realm in hopes that they can achieve their dreams. Rule- There is no formal ruler in Westmark. Instead, it is ruled by 2 different orders. The wealth bringers, and the Taxens. The wealth bringers work the broken coin purse and distribute its wealth throughout the continent. They control who benefits from their fallen resources each day. The taxen run the lands and cities of Westmark. They try to even the playing field by imposing taxes and dues on everyone who resides or visits this region. Everyone must pay a tax to enter, trade, and journey through this land. That money is in turn used to improve the many towns and cities that reside there. This is the first work in progress map of the world of Fathomear. I have had several ideas as to what the world would look like, and have documented many of its cities, towns, trades, dungeons, and events. It wasn’t until I could start to get a visual representation of it that I finally found myself invested in its existence.
I decided to use WONDERDRAFT as my map making software. It provided an easy user experience with enough ways to customize what I wanted. Like with any new software or artistic endeavor, it will take me time to get the map looking the way that I want, but this is my first unfilled draft of what it could be. Names, placements, color schemes, and terrain will likely change as the setting evolves, but this is a first look at the world. I intend on uploading this to WORLD ANVIL and making it entirely interactive when the game is launched and the map is finalized. This map, its locations, factions, events, enemies, gods, economy, and GM tips will all be included in this section of the book and upon its completion will in turn complete the game. Mojave the all mighty created Fathomear and those that inhabit it. This was the age of the first men. Before long though he began to see the errors in his ways. The people he created were vain, selfish, and greedy. On countless occasions he tried to intervene and redirect their path. His efforts however were fruitless, and he decided to send them a message they couldn’t ignore.
So he created the sword now known as Ozzuran. He granted it his voice in hopes that those near it would find clarity and with a flick of his wrist, sent the sword plummeting down to our planet. Little did he know what consequences this action would bring. When the sword pierced the realm it brought more than just his voice, but his anger and power as well. The shock of the blow sent out a wave of energy that scorched the planet and everything it touched. Seeing this happen and having no way of stopping it, Mojave began to weep. This tear was made of crystal and housed his very essence within it. When it collided with the planet, it only exacerbated the energy wave that was destroying it. Just before the scorch engulfed the world The man known as Treeord fused with the everlasting forest. This fusion somehow allowed him to be the only person to ever survive the calamity. When the scorch finally ended, the planet was left barren, and Mojave left powerless. He could do nothing but sit and reflect on the damage he had done. That is until Treeord began to roam and the god known as LIftwa emerged from the tear he had shed. When Liftwa emerged from the gods tear, she brought with her the Shadrid, a mindless wondering crystalline race that were seen as her protectors. Her gift of life saw her wandering through the realm until she had birthed the nine races and brought life to every corner of it. As these new races began to spring forth, Treeord set out on a mission to enlighten them with his knowledge and bring us into the age of growth. Throughout the years Liftwa would begin to doubt herself and the mission she was on. Mojave would watch as she soon began to lose faith in her creations the same way he did, so with his last ounce of power he gifted her a mirror known as Illafold in hopes that she could find some kind of peace. This mirror housed Mojave’s conscious and was used by Liftwa as therapy. She would spend her days talking with herself in the mirror about her feelings and compulsions. This gift came with a price. Unbeknownst to her, all her doubts, fears, convictions, beliefs, and judgements began to materialize, splitting her personality and creating the other gods we now know today. Her judgement, and thewant of justice for her children birthed Jurick. He would bring law and order to the realm. Her mischievousness would birth Malfish. A being hell bent on meddling with the peace brought forth from Jurick and strived on causing chaos. Her doubt and uncertainty birthed Karrin. She would be the embodiment of fear, and the destroyer of life. The arrival of these new gods changed Liftwa entirely. She abandoned the mirror she was given, and regained focus on the only part of her still remaining. The want to bring life to this world and give those living within it a fighting chance. Treeord made an attempt to speak reason with the new gods but made little progress. As the other gods began to be worshipped and make their mark on the realm, he found himself more and more secluded. The sword of Ozzuran now sits within the city known as Ubiquity acting as a beacon for the capital city of Fathomear. While the mirror known as Illafold lies dormant, hidden away in a location even Liftwa has forgotten. Jurick created The Arbitus, a floating island tethered to the realm that houses the high courts and established the foundation of law and order. Malfish spent his time planting the seeds of hate and greed within the mortals. Dividing mankind and causing conflicts wherever he went. Karrin saw the faults in both the gods and mortals. She crusaded across the realm bringing death and an end to this chaos. Knowing that their greatest strength lied within the devotion of the mortals, a war began to wage between them for acknowledgement. This started the age of Thelvin. Both the old and new gods began granting their most devoted followers with special gifts. A part of them they would never be able to reclaim. This would see the birth of 24 new gods who were destined to play a part in this realm. Three Thelvin emerged for every god there was. This weakened their grip on the realm. Not only did they begin losing faith among the mortals, but the Thelvin were half mortal as well. This provided a bridge between the two and left the balance unchecked. A great war raged upon their arrival that almost destroyed the realm. In a last ditch effort to save what it is they had created, the gods came to an agreement. They would no longer use their powers to directly influence mankind. Instead they would let their followers do so and grant them the freedom of choice. This has started the Age of Aundora. An age where man chooses his own destiny. This new found freedom has left the realm in an infant state. With the chains now broken, self-perseverance, morality, and judgement is left to the will of the people. character sheetYour character sheet is the bloodline to the persona you have created. It documents their stats, abilities, equipment, and personalities. It will be constantly referenced and altered during play. The newest version of the character sheet has been uploaded to the rules. This is far from where I want the sheet to be when completed but does what is needed in the time being. rules updateA new version of the rulebook has been uploaded as well, now coming in at 105 pages. It details new mechanics like blocking, durability, and reputation. Along with the addition of a basic item list, and tweak to how weapons and armor work. Spells and arts are further defined as to what they are capable of doing and birthrights have been added in order to give personality examples. what's coming nextThe next rules update will feature the official addition of a couple factions and exactly how they will be used during play, restructuring of the monsters, and the finalization of material that I have. After the next update, I will stop focusing on the mechanical side of the game and begin introducing the actual realm of Aundora. I would like to make a post once a week highlighting aspects of the game until then, if not twice a month.
These are the remaining 5 races available at the moment. Be sure to check out the rulebook if you want to dive deeper into each of them and see their own traits and evolutions. feralingKnown as the wild men. Thought to be the children of both man and beast, sewn through sin. Their large horns, wild manes and two additional arms make them an unforgettable sight. They are primal hunters who excel at tracking down their prey. When it comes to survival, they waste not and want not. Their belief in the usage of all things leads to some people looking down on their practices, calling them barbaric. riverbornKnown as the children of the realm. Riverborn are what man would have been if birthed by the sea. They are a gilled people who have lived their lives protected by the waters they surround themselves with, making them naïve to the burdens that plague this realm. This combined with their agelessness, finds them child like in mentality, and unexperienced. They are the innocence that this realm lost in the scorch. musheyKnown as the embodiment of Aundora. The Mushey were created by the realm itself in order to combat the waste brought forth from its newfound humanity. They are a mushroom like people who feast off the refuse of other races and have learned to make once uninhabitable places full of life. They feel a sense of ownership over this realm, and tend to be very greedy, and self entitled. scorchedStuck between the essence of life, and the grasp of death. Scorched are souls that were damned to walk the realm for all eternity after Mojave made his presence known. They are the burnt images of a past life placed on our realm. Souls destined to live in the shadows of humanity and watch it all unfold again. A constant reminder of what once had been. gickThe mix between a reptile and rodent. Gicks short lifespan, and size does not match the legacy they tend to leave behind. They are known to carry on knowledge from every generation they were birthed from before them, making them extremely skilled and knowledgeable people. This pursuit of knowledge and high birthrate finds legacies of Gick living amongst all established communities.
As of now, Realms of Aundora has 9 playable races. Here is a short description of the four in this line up as seen in order. By checking out the rulebook, you can dive deeper into these races and see their specific traits, and evolutions. keggansTitans among men, Keggans not only tower over their counterparts, but have personalities that match. They get their name from the keg in which all of them carry. Their reliance on alcohol can drastically change their demeanor and is known to grant them the ability to light their belches on fire. They are an extremely passionate people, whose size grants them immeasurable strength. avarianSome call them the evolution of the birds who once filled up the skies. Others claim them to be descendants of a higher power. Although their lineage is unknown, one thing is for certain. The Avarian race excels at causing chaos among all those who are chained to the ground. Their bird like wings, and hollow bones allow them to fly short distances, while their vanity tends to breed a poisonous mentality that sees most of their kind developing some kind of God complex. dwarfikKnown as knuckle draggers, Dwarfik are harvesters of all things, and strive when it comes to sowing the land in the realm. Named this because of their overly long arms that force their hands to drag across the land, turning them into calloused clubs. They are a simple people who assimilate their homes into the environment they have chosen to till and protect. Simple minded folk who often see themselves being the brunt of a joke or manipulated. shadridThe Shadrid are a direct consequence of the scorch, birthed from the tear that hit our realm and started the new age. They are crystalline people thought to house the essence of Mojave within them. This allows them to shift their bodies into new forms. Their kind seems to lack a purpose and finds themselves latching onto others in hopes to find their own.
The newest version of Realms of Aundora is available to the public. It is in an alpha stage, and its contents as well as the character sheet will change over time. Anything in red is considered after thoughts and might not make it into the game. Feel free to playtest the game, or just critique its writing and layout.
The rules as is consists of mainly mechanics. It has everything you would need to create a character, understand how the game works, and fight off against a couple monsters. The setting, lore, and flavor text is intentionally missing in order to have a focus on rules and what is needed to play. These sections will be added at a later date. The game is written in a basic format, and does not include any of the art I have done for the game already. You can check that out by visiting the artists page. As I continue to playtest the game, and revisit each chapter, things will begin to change. The first version of this game was 182 pages. I have cut the mechanic side down to 90. I am aiming for a final book that includes every section to be around 300. Realms of Aundora began in 2013. It is a tabletop roleplaying game utilizing d20 mechanics. Its first version was a rules heavy, extremely crunchy game that focused on tactical fighting. After playing and running tabletop games for almost 15 years, I decided to set out making my own. Little did I know that I would make a game that revolved around mechanics I didn’t use when playing. It became a passion project that focused on making combat engaging, and entertaining, keeping everyone involved during every turn. It turned into an extremely crunchy, record keeping mess that slowed the gameplay to a crawl during combat. Even though it kept players engaged, and gave weight to their choices, it felt to slow, and placed to much of a burden on those playing to keep it honest.
I then spent a couple years developing ROA’s setting, lore, races, and inner workings. This is what has lead to the first 9 playable races, and their part in this foreign world. Even though I had stepped away from the mechanical side of gameplay, my love for the world and those who inhabited it led me down a rabbit hole of creativity. I paired up with an amazing artist I found on deviantart, and saw my vision slowly come to life. It was sometime around 2017-2018 that I abandoned the project all together. Without the desire to play it and seeing the flaws in its mechanics I then began dedicating myself to understanding what I wanted out of a tabletop game. I made game after game focusing on mechanics. I dabbled with dice pools, gambling, narrative, and free form mechanics thinking I would find what I was looking for. While I probably spent to much time developing these games, navigating through their inner workings, and describing new settings and races. I learned a lot of valuable things from this process. I learned maybe a little to late that the randomness and swingability of the d20 was the fit for me, and so I set out to perfect a system that blended the randomness, with player agency, and the freedom to define exactly who you are with minimal restrictions. This leads us to early 2020. After making over 2 dozen table top games exploring all my options, I decided to try one last time. If I was going to make the game I wanted to play, I needed to revisit Aundora. With the experience I gained over the years I set out turning the game I hated to play into what I consider to be my masterpiece. The new Realms of Aundora is still run with a d20 but takes a different approach to gameplay. Modifiers are smaller. The emphasis on customization and player creativity is larger, and the shackles placed on combat have been removed, making it a freeform experience that encourages the player to experiment with their abilities. This game is set in the highest of fantasies, and my motto during its creation has always been “why not.” After all if people at the table aren’t having fun, then why are we playing. Throughout my recent playtests, this mentality has so far made the game more fun and engaging for my players. Long story short, I have finally found the game I want to make, and in truth I have been making it this whole time even if indirectly so. Soon I will begin sharing more about the game, diving deeper into its mechanics, setting, and lore. |
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