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Axes and Anvils

Axes and Anvils

Author Archives: fictivite

New Playtest, Coming Up.

24 Monday Nov 2014

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I am on track for releasing the next playtesting draft to backers by November 30.

It will have about 150 pages at 8.5 x 5 digest book size. At this point there is no art or index. However, there is a LOT of brand new stuff, along with retooled material from the last playtest.

This book is still small enough to fit in a pocket. I plan to keep it that way (for Book I) because I want players to find it easy to introduce new people and get new games started.

I am in a fairly comfortable spot at the moment. I feel I could release the document as it is and it would be great for a playtesting draft, but I’ve left myself some time to look it over, think about it, and make any other adjustments (instead of flopping over the finish line, spent.) I know there will be more changes, and they will be significant; my group is slated to playtest the game through the month of December, and great improvements always emerge based on game experience with a new system.

How the Magic Flows

20 Thursday Nov 2014

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Here is an excerpt to help players understand how magical skills fit together, and to help GMs know how to manage descriptions and decisions about what’s covered in a skill.

Adepts, Alchemists, Chosen, and Enchanters all produce mystical effects. However, they are very different in practice.

  • Adepts can see and feel the magic that binds the world together. The mutagenic processes that warped the dwarves into a slave race in the mists before civilization still lingers in them; they are open to manipulating the latent energy in the world. They sense different flavors of supernatural energy, and they can weaponize energy.
  • Alchemists have learned that combining different materials carefully can create incompatibilities that provoke magical effects, or synergies that elevate otherwise undetectable magic in physical matter. Their work is rooted in observation, a ridiculous amount of memorization, some superstition, and a handful of luck. They revere formulae as ways to control and exploit the world. Everything has energies and harmonies, and knowing how to repair or disrupt those harmonies is a key to power.
  • Chosen have a trace of divine energy threaded through their veins, whether because they are descended from gods or because their ancestors were touched by that energy somehow. Many chosen can trace their lineage back to someone who was raised from the dead, punished by a god, bathed in divine blood, or some other miraculous event. Chosen can touch on the cosmic, and provide an outlet for that energy to distill into the mundane world. When they act to bring about harmony, they align with their energy. When they bring about despair and darkness, it sours in them. The Gods of Ur, real or symbolic, serve as their guides.
  • Enchanters have mastered using runes to pull the threads of the fabric of reality, drawing energy through objects to achieve certain effects. Visible tangible shapes hold a complex multi-dimensional matrix of energy that tugs reality into alignment with the rune’s purpose, achieving magical and impossible feats. Reality is repurposed, adjusted by symbol and pattern.

None of these mystical abilities are dependent on any of the others, and they can be combined to create truly peculiar shamen of the dwarven people. Some upgrades are provided for each, but GMs can make up their own for their games.

Welcome to the Development Blog of Axes and Anvils!

18 Tuesday Nov 2014

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Here you will find ongoing development and resources for the Axes and Anvils game. The premise for the game is unpacked on the home page of its Kickstarter that funded in August of 2012.

Some content will only be available to those who backed the Kickstarter. A lot of this work will be specific to Axes and Anvils, some of it will be more system-neutral.

This is an amazing game, and I look forward to working on it. Feel free to follow along for information on timelines, for tools to spice up the game, for world-building updates, and for core work on the rules and such.

ana main

Initial Planning for Structure

18 Tuesday Nov 2014

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Here is my initial thinking for structuring the Axes and Anvils project. THIS IS A DRAFT. I am confident it will undergo changes in order and content as the work continues.

I am still thinking through what size book will work best; it will likely be smaller than 8.5 x 11.

Part One will be in its own slim book. This will cater to those who want a pick-up-and-play game, and those who will not look at a book beyond a certain trim page count. Everything you need to apply the system and run games in your own setting or out of your imagination is in Part One.

Then there will be a book with Part One, Two, and Three in it.

The web site will have each tool in the toolbox (Part Three), free online.  The number of tools can be expanded over time. People will still get the bigger book, to have it collected and available, and to get Part Two. Some people want more than the basics, and the collection of all three parts will have some really great stuff in it. I will likely have a blog post for each tool with some explanation and the tool as a .pdf in the post, and link an index to the blog posts. As tools get updated, they’ll get a new blog post, and the destination of the link on the index page will change.

Then I’ve started a list of other, related products beyond the Pt. 1 book and the omnibus.

PART ONE: GAME

  1. Rules.
  2. Clan Generation.
  3. Character Generation.
  4. Character Advancement.
  5. Clan Advancement.
  6. Challenges and Foes.

PART TWO: WORLD

  1. Epochal History.
  2. Dwarven History.
  3. Dwarven Religion.
  4. Allies and Antagonists.
  5. Gods and Monsters.
  6. Flavors and Themes.

PART THREE: TOOLBOX

  1. Name Generators.
  2. Mission Generator.
  3. Dwarven Road Generator.
  4. Playing Without a GM.
  5. Treasures.
  6. Monster Maker.
  7. Warbands.
  8. Playing Other Races.
  9. Enchanting Objects.
  10. Weather, Terrain, Natural Hazards.
  11. Henchmen.
  12. Politics and Heresies.

OTHER PRODUCTS

  1. Legend Generator [Card Deck].
  2. Short Story Anthology.
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