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This is a new article I wrote about the City of Quaymire, which is a mini-setting / adventure site in the swamps.

This is a "settings" type thing, not a rules thing

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Some thoughts on the rising popularity of mini-RPGS.
How does the RTC Engine work?

The person with the lowest total Action Time gets to act. It is that simple. Every time you perform an action you add your Action Time to the total from your previous Action Time. To figure out who goes next, we tally our scores after each Action and the player with the lowest Score gets to act. That is why we use Timelines. They help us keep track of these values visually.

Need an Example?

Everyone starts at 0, so start adding from there. We will use 3 players: Rob, Danielle, and Chris. Rob has an AT of 7 for his dagger attack, Danielle has an AT of 11 for her Long Sword strike, and Chris has an AT of 13 for his Greatsword attack. Each person adds from 0 and gets 7, 11, and 13. Rob goes first. It's that simple. When he is done, he decides to do an action with AT 13, so he adds that to his previous score of 7 for a total of 20.

Now we need to determine who goes next. We have totals of 11, 13, and 20 now. Looks like Danielle goes next, right? See the pattern?

Now she says she performs an action with AT 5. We add that to 11 for a total of 16. Tallying the action time total we now see Danielle has 16, Rob has 20, and Chris has 13. Lowest goes next, so that means Chris goes at 13. As with all things, he tells us what he will do next so we can figure out the combat order. He has an Action with an AT 2. We add 2 to 13 and get 15. This gives us a 15 for Chris, 16 for Danielle, and 20 for Rob. Wait. Doesn't that mean Chris gets to go again? That's twice in a row! Yes, yes it does. Chris has the lowest total action time and therefore he goes next at 15 since he has the lowest value.

Any questions on this, please fire away.
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What is your least favorite aspect of Unchained Heroes that you might cut out or house rule? Write in submissions are welcome.
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Class Abilities/Options
Trauma Chart
Item Levels
Techniques
0%
RTC Engine
20%
Class Abilities/Options
40%
Trauma Chart
20%
Item Levels
20%
Techniques
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What do you think is the most innovative and important element of Unchained Heroes that excites you when playing? If you have a write in idea, let me know in the comments.
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Ability System/Options
Tactical Points
Talents
Class Play Styles
67%
RTC Engine
0%
Ability System/Options
11%
Tactical Points
0%
Talents
22%
Class Play Styles
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Nice info here.
I dig this graphic of the hero's journey story structure.
Any questions, any comments, I am here to answer them and respond to them. Don't be afraid to run them by me.
What have your latest adventures entailed? Anyone insert the new Gigas or Necromancer into a new or existing campaign? We would love to hear your stories.
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