Indiecon

The Crimson Exodus adventure Four Orcs and a Dwarf got some great playtesting this weekend for the four day roleplaying convention at Indiecon in Dorset (UK). A really friendly and fun convention supporting indie games. The perfect place to try new ideas and learn from other creative minds.

Crimson Exodus at Indiecon

The Four Orcs and a Dwarf adventure for Crimson Exodus prepared for the first session of the con.

For more pictures, or to share your own impressions of the con or the game visit the forum.

 

Radical Approach Forum

Radical Approach now has a forum over at UK Role Players. Just a friendly corner of the web where you can discuss Crimon Exodus, Trauma, Fantasy Dice and anything roleplaying related.

Radical Approach Forum

Fantasy Dice One Page Primer

A one page primer is now available for download for the Fantasy Dice roleplaying system used in Crimson Exodus and soon to be published as a stand alone system.

This is in no way a complete representation or summary, but intended to explain – briefly – the most fundamental concepts that everything builds on.

It does showcase some of the new features that will be presented in the updated version of Fantasy Dice. In this particular case special roll results of exceptional failure when rolling all ones, and exceptional success when rolling three or more twelves.

The Crimson Exodus Setting

A couple of posts back I mentioned the new Fantasy Dice book that will present the system used in Crimson Exodus without the setting.

However, in this post I want to talk briefly about theĀ Crimson Exodus setting. Crimson Exodus does cater for a wide range of fantasy gaming styles depending on where in the world you set your campaign. It leaves room for you to add your own ideas and make your own interpretations. You might play barbarian raiders plundering the Empire and hunting trolls, pirates terrorising the Rocky Seas, intrepid explorers scavenging the dangerous ruins of the Serpent Empire, orcs invading the Heartlands, or you might play the game of thrones as nobility of the Bardur Kingdoms.

However, it is not a generic fantasy setting. In the west you have a crumbling Empire from where heartless elven lords have ruled men for a millennia. The dwarves of the Fell Mountains are not only mean with the axe, but masters of sorcery and the guardians of ancient lore. Orcs are not evil minions, but savage, tribal creatures – brutal, but capable of compassion. There are arcane forces that can be controlled through sorcery, witchcraft and the black arts, but magic is feared, poorly understood, requires effort or sacrifice, and is for the most part quite subtle.

Fantasy Dice does all this very well, but it can work as well for a historical medieval setting as for a fantasy setting. The Fantasy Dice book can also be used as a player guide as it does not have any of the setting material that a game master might not want the players to know about.

If you wish to learn more about the Crimson Exodus setting you can check out:

Crimson Exodus review on RPGNet

This book is crammed full of stuff. It has all you could need in the core, and then some. And even with all of the wonderful ideas, it is still written as to not be overly done. A GM has lots of room to play with the setting and system.

Crimson Exodus has a review up on RPGNet by Steven Lindsey. This is the second review of Crimson Exodus after David Vershaw’s review on RPGNow, and Steven has written a comprehensive review that touches on each chapter of the book.

I want to quote the description of the core mechanic in his words.

The basic mechanic for Crimson Exodus is Attribute # of Skill Die type of dice vs. a Target Number. For example if you have a Spirit of 3 and a Witchcraft of d10 a basic Witchcraft roll for you would be 3d10 vs. a TN that the GM comes up. The TN can range from an easy difficulty of 2 to an insane difficulty of 12. A player rolls his dice and the highest number is his roll. What adds a lot of tactical style to this mechanic is that players are allowed to scale their dice pools up or down. If the witch in the example needs to try to hit a TN of 12, 3d10 would make the feat impossible, but the player can scale the dice up to d12 by losing a die. Thus the 3d10 becomes 2d12 making the action plausible. It works the other way also, if it seems the action is more simple, say a TN of 4, the player can take the 3d10, and make them 4d8 or even 5d6 to have a better chance of succeeding. However, the higher above the TN you roll the better success you get, and the lower you roll in a failure the worse the outcome. This system of dice tradeoffs and levels is what truly makes the system shine; the rest of the game works in tandem with this system to create layers of outcomes including a social conflict system that uses the DICE system to affect an NPCs attitude and responses. So far I really like the system in this game. It allows a lot of player control, and it promotes a lot of tactical thinking while keeping the complexity of the game down.

The summary of the review is as follows.

I really like Crimson Exodus. The races are all interesting and add a lot to the creation of characters. I do find the setting to be a bit basic, but sometimes that is exactly what I am looking for so I can mold it to my ideals. The system is what truly makes the game shine. I like the simple DICE mechanic alongside the Trigger system that is like a less complex aspects system of FATE. I would be extremely interested in seeing sourcebooks for this game that expand on the setting.

Crimson Exodus is available as PDF, softcover and hardcover at RPGNow.

Redesigned Fantasy Dice Character Sheet

The Fantasy Dice roleplaying game system used by Crimson Exodus is being edited for release as a stand-alone game system. Fantasy Dice is quite unlike any other system I have come across, and by releasing it as a separate book I hope it will encourage people to try it for their favourite setting. Also, if you have written your own setting or adventure, and you are looking for a game engine then Fantasy Dice might be for you.

As part of the new Fantasy Dice book I wanted to see if I could improve on the character sheets. They will remain largely the same, but have been expanded to take advantage of the full size of the page without the Crimson Exodus banner at the top. This has resulted in much needed space for enemies and allies, characteristics, aspirations and skills. There is still a bit of space above experience points, and I would love to hear any suggestions for how you would like the character sheet to look.

Mahada

Since dawn of time
the Mahada have hunted.
Beast and orc alike.

Now they clash with men
as the last of their kind
flee north to the Heartlands.

Presenting the Panthermen.

A new Fantasy Dice race
for Crimson Exodus
the roleplaying game, or
use in your own setting.

Mahada is available now from RPGNow and DriveThruRPG in full colour both as electronic PDF and dead tree saddle stitch binding. The PDF version also contains a white background version for those who prefer that and for easy printing.

The wonderful cover is by the talented Marie Tary.

 

Peoples of The Known World

The Known World in Crimson Exodus features ten peoples that the players can base their characters on. Here I want to make a brief presentation of each. Keep in mind that the Known World is a large place and great stretches of untamed wilderness means that only a few intrepid merchants and explorers visit other cultures.

Bardur

The Bardur of the east live in a feudal society where the hereditary nobility rule with absolute power over toiling commoners. With the collapse of the Empire in the west there is little that holds the kingdoms together other than a complex and ever changing web of dynastic alliances, and pacts supported by arranged marriages and common enemies. War torn with internal feuds, and weakened by orcs and plague, an ominous and ancient shadow looms over the Eastern Kingdoms.

Dwarves

Isolationist, conservative and traditional the Dwarves are master craftsmen of great wisdom. Dwarven warriors are mean with the axe, but their real pride is in their craftsmanship and lore. Their great libraries and finest workmanships stir deep emotions in Dwarven hearts, and a Dwarven suitor is more likely to win a ladies heart with poetry, sagas and beautiful craftsmanship than with brawn.

Elnar

In their palaces of marble and exotic artefacts the nostalgic Elnar aristocracy cling to the lost golden age with arrogant pride. With the great exodus of Elves the Elnar nobility have more power than ever before, but their domain is rapidly shrinking under the combined onslaught of Dwarves and barbarians, as well as the encroaching misery of the plague and walking dead.

Elves

Arrogant and racist the Elves have strived to build an Empire on the backs of men. The Elves travelled across the Known World in their conquest of man, but being few in numbers left the Elnar to govern in their name. Now they hoist their crimson sails in a great exodus, and those few who remain behind are greet ed by men with a mixture of awe, respect, fear and hatred.

Heartlanders

Heartlanders are perhaps the most colourful, and often beautiful, of all the peoples of the Known World. Heartlander is a broad term that encompasses a great variety and mix of men and cultures. Often the only thing they have in common is their diversity, but as a people they are resilient and resourceful.

Maktiti


The Maktiti are a nomadic people who followed the seasonal migrations of the great Heartland herds long before the arrival of the Elves. Maktiti nomads have always lived by their own code of laws, and as the Imperial grip on the Heartlands slips many nomadic bands see fit to to demand their own taxes from poorly defended villages and travellers. Some are from honourable families and can be bargained with. Others are cruel killers who understand only force. Few who are not Maktiti can tell the two apart.

Orcs

Orcs grow up in a savage and competitive tribal society which teaches them merciless violence and the right of might. Orcs are often cunning, but rarely wise. There is fierce competition both between the many tribes and within them.

Senshoul

The Senshoul have much of the savagery of the Orcs, but this is tempered somewhat by the wisdom and spiritual inheritance of their ancestors. Survivors who have adapted to Orc culture their loyalties are often divided, and they have a treacherous and selfish nature.

Toth

In the dry, sandy and rocky landscape, east of the Serpent River, clay houses replace the lumber buildings of the Bardur. Within dwells the diminutive Toth who obediently serve their Bardur masters at day, but worship ancient Serpent Gods at night.

Vren

The barbarians that inhabit the cold wilderness of the Vren peninsula have been chiseled into a fierce and mighty folk by constant struggle with brutish trolls and merciless winters. Considered simply barbarians by most they are named northmen, or Vren, by those that have grown to respect them.

X-Mas in July

The good people over at RPGNow have started the X-Mas in July sale and there are thousands of products selling at 25% off. That includes Radical Approach products so until the end of July you can get a generous 25% discount on Crimson Exodus and Trauma. So buy yourself a summer present at RPGNow.com.

Trauma PDF and Print Editions

Trauma 2nd Edition is now available for the first time as a PDF from RPGNow and DriveThruRPG, as well as the printed hardcover and softcover edition.

The hardcover is also still in stock for immediate dispatch in the Radical Approach Shop and anyone who buys one will get the PDF for free through RPGNow/DriveThruRPG.

Trauma provides rules for wounds, infections, blood loss, shock and much more researched from medical literature for use in your roleplaying game. There are tables for determining trauma randomly according to the hit location and wound severity. There are anatomical descriptions of organs, muscles, ligaments, arteries, the skeleton and more. Check out the page dedicated to Trauma for more information.