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September 17, 2018 0 comments

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Almost 500 More Pages

Looking forward to the main rulebook. It's almost 500 pages more so I was wondering what additional rules/options we can expect.

Is there a list somewhere?

Hey CJ!

We don't have an exhaustive list right now at hand but the core book will contain:

  • Examples of play
  • Lots more Spell Lores
  • Lots more Attack & Critical Strikes Tables
  • Two more Vocations: the Dabbler and the Champion
  • Lots more Kins, Cultures and Backgrounds
  • Extended rules for Travels, Combat, Adventuring in general
  • A whole Game Master section detailing how to create a game, flesh up the Darkmaster and His minions, and use the toolkit provided by the rules to enhance and customize the game experience
  • A Bestiary with over 50 creatures
  • The three-part Campaign "Shadows of the Northern Woods" that will highly expand the sandbox and events seen in the introductory scenario "The Beast of Willow Lake"
  • Lots more artwork!

 

For no one in this world you can trust, my son. Not man, not woman, not beast. But STEEL... this, you can trust!
Quote from SOLIDToM on September 7, 2019, 10:33 pm

Hey CJ!

We don't have an exhaustive list right now at hand but the core book will contain:

  • Examples of play
  • Lots more Spell Lores
  • Lots more Attack & Critical Strikes Tables
  • Two more Vocations: the Dabbler and the Champion
  • Lots more Kins, Cultures and Backgrounds
  • Extended rules for Travels, Combat, Adventuring in general
  • A whole Game Master section detailing how to create a game, flesh up the Darkmaster and His minions, and use the toolkit provided by the rules to enhance and customize the game experience
  • A Bestiary with over 50 creatures
  • The three-part Campaign "Shadows of the Northern Woods" that will highly expand the sandbox and events seen in the introductory scenario "The Beast of Willow Lake"
  • Lots more artwork!

 

 

SolidTom, does the full game get much more complicated? Comparing the Quick-start to MERP makes the VsD rules look much, much more streamlined. Character creation, for example, looks like it would be super quick (where it seems to take forever in MERP). Another example: working out experience points and level advancement in MERP is extremely fiddly, whereas it seems extremely easy in VsD. Do the full rules make these things more complicated?

Also, MERP had some mechanics that are missing from the VsD Quick-start, like Corruption. Will the full rules have these rules?

Hi Thurm!

I would not say that the Full Rules get any more complicated than the Quickstart.
The Full Rules will certainly contain more options for character creation, combat, adventuring, spells; and also a dedicated section for gamemasters, concering setting up the game, and enriching the game experience with specific genre simulation rules.

And yes, we'd have rules for corruption! 🙂

Quote from vsdark on November 8, 2019, 6:16 pm

Hi Thurm!

I would not say that the Full Rules get any more complicated than the Quickstart.
The Full Rules will certainly contain more options for character creation, combat, adventuring, spells; and also a dedicated section for gamemasters, concering setting up the game, and enriching the game experience with specific genre simulation rules.

And yes, we'd have rules for corruption! 🙂

I'm going to ask a question that might sound odd but is it possible to use this game without a Darkmaster working in the background?

Good question. The presence of the Darkmaster is going to be customizable to your campaign. You can dial it up or down, according to the type of setting you want.

By default, it's set to the minimum, meaning that, besides Magical Resonance and a few other rules, the Darkmaster won't have big mechanical effects on the game. So it's perfectly possible to play a game where the Darkmaster isn't particularly active or isn't the focus of the adventures.

Do not meddle in the affairs of Wizards, for they are subtle and quick to anger.