Archive for category Chronica Feudalis

Gamers Helping Haiti: A Follow-Up

Last night, the RPGNow and DriveThruRPG websites finally concluded the Gamers Helping Haiti deal in which thousands of gamers contributed $20 each to Doctors Without Borders and received a bundle of over $1000 worth of RPG related PDFs in return. I’ve been tremendously proud to have included Chronica Feudalis among the excellent material included in this bundle. I like to think that I played a small part in bringing some relief and support to the victims of the Haiti earthquake.

Here’s the deal, from my interpretation of the reports I get from RPGNow, there were something like 7400 purchases of the bundle. That is the kind of penetration into the gamer community that few independently published RPGs ever see. Over 7400 people now own Chronica Feudalis who didn’t before. Over 7400 people own 3:16 and Apocalypse Prevention, Inc. Thousands of new owners of Full Light, Full Steam and Beast Hunters.

You probably personally know several other people in your local gaming community who donated their $20 and picked up this bundle. This has been touted on every major gaming forum and a myriad of blogs, podcasts, Twitter tweets, and Facebook posts. Gamers came together in large numbers and in agreement for a cause like I have never seen before. It has been tremendously inspiring. The effort raised over $180,000. That’s significant.

Just because the bundle deal is over and the iPad was announced and Amazon and Macmillan got in a little tiff, doesn’t mean the problems of Haiti have gone away. So, when I say this, don’t take it like I’m saying the crisis is over. It’s not. We still have lots of work to do.

But here’s my point: take a little time to play. You and 7400 of your closest friends have new game material. There has never been a better time to find players to play these games. Take advantage of that. Games are meant to be played. They long to be played. They desperately want to be played. Call up your friends and say, “Did you download Diana: Warrior Princess? I did and it’s awesome. How about we get together this weekend and roll some dice.” Don’t just get your $20 out of these games, get the full $1000+ bundle value out of them. Crack them open, take them out, use them, abuse them. After all, they’re PDFs. They can take a beating.

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The Chronica Feudalis Revision Document

Since publishing Chronica Feudalis, I have found a few, slight wrinkles in the game-play. I have discovered these both from the demos and regular campaign I have run as well as from feedback from the fans out there. So I have started compiling a document of revisions to the rules system. I have posted this revision document in the downloads section of the Chronica Feudalis website as well as a character sheet and mentor list that are compatible with the revisions. If you are currently running or about to start a Chronica Feudalis game, I would highly suggest looking over this document, as many of the revisions serve to simplify and smooth-out game-play and other revisions help to better define some of the more vague rules. Feel free to pick and choose the revisions you wish to play with, but please be aware that a few of the revisions are dependent on other revisions.

Here is what the revisions do:

  • Combines the reaction and passive defense into one defense roll
  • Streamlines the skill list down to 20 skills (5 in each category)
  • Revises mentors in regards to the new skill list
  • Enhances the effectiveness of conditions, therefor making maneuvers more advantageous
  • Removes the Vigor Rush rule
  • Clarifies disarming an opponent through the use of a maneuver
  • Better defines the rules for buying and selling using one’s purse
  • Includes a conversion guide for updating existing characters to the revised rules

Be sure to check back often as further revisions may be added to this document.

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Gamers Helping Haiti

Cellar Games is proud to include the Chronica Feudalis PDF as part of the Gamers Helping Haiti Bundle at RPGNow. Here’s the deal: by donating $20 through RPGNow (or one of her sister sites such as DriveThruRPG and the ENWorld Store) you are giving crucial support needed to Doctors Without Borders and their efforts in providing relief for the earthquake in Haiti and the Dominican Republic. And as a special gift, game publishers from all over the world are throwing in PDF role-playing games and support material to say “thank you” for helping out.

In addition to Chronica Feudalis, you will receive over $1400 of gaming material. You’ll receive 3:16 Carnage Amongst the Stars, Greg Stolze’s eCollapse, Spirit of the Season, Kerberos Club, Serenity Role Playing Game, Trail of Cthulhu Player’s Guide and tons more. Admit it, you’ve had your eye on more than one of these games for a while now.

Donate today, help Haiti, and expand your gaming library like you never have before.

Here is the link again: The Gamers Helping Haiti Bundle.

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New Chronica Feudalis Review Up On Reviews from R’lyeh

Pookie has this to say about Chronica Feudalis:

The rules are light and easy, as is character generation, with a setting that has room enough for both GM and players to make Medieval Europe what they want.

Read the full review here.

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The Feudal Chronicle Yahoo Group

Chronica fan Michael Blair has started a Yahoo Group for discussing our game of imagined adventure. So, head over to The Feudal Chronicle and be among the first to sign up and start the discussion: ask questions, seek game advice, adapt the system for various settings, and get to know your fellow Chronica Feudalis fans. I’ll see you over there.

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Chronica Feudalis reviewed on The Voice of the Revolution

Listen as Brennan Taylor and Ryan Macklin discuss Chronica Feudalis on the latest episode of The Voice of the Revolution. Be sure to stick around til the end when Brennan talks about kicking off his Anglo-Saxon era Chronica campaign. Good stuff.

Listen here.

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Phased Character Creation

One of my favorite features of Chronica Feudalis is how quick and painless the character creation is. If you come to the process with a character concept in mind, the whole thing can take only a few minutes.

But in reading over Diaspora over the last couple of weeks, I find myself reminiscing over one of the key concepts of FATE that didn’t carry over into Chronica’s design: phased character creation. For those of you who are not familiar with this process, introduced in Spirit of the Century*, each player writes a paragraph of background material for each of several periods (phases) in their character’s life. These paragraphs then serve as inspiration for the character’s aspects.

So, I’d like to present an alternative protagonist creation method for use with Chronica Feudalis. This method utilizes three phases. In each phase you will write a paragraph about your character’s background, pick one mentor (and apply those benefits), and write one aspect (and, optionally, one background).

Read the rest of this entry »

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Chronica Feudalis at Con of the North

If you’re in Minnesota, or head up (/down/sideways) here in early February, make sure to sign up for the Chronica Feudalis demo at Con of the North. I’ll be running the “Warwick Castle” scenario starting at 10am on Saturday, February 6th. It’s four hours of medieval politicking and maneuvering culminating in a brutal melee tournament that will quickly introduce you to the game rules. I’ll be providing all the necessary materials.

To register or to learn more about the convention, please visit http://www.conofthenorth.org.

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[CFMS] Scale of Play

Over the last couple of days we’ve talked about how the manor system scales size and time. But there’s one more scale-related facet to explore and that is the scale of play-styles.

There are many ways to play the Chronica Feudalis Manor System. Largely this is because there are many elements that can scale in complexity based on how interested you are in the element. If the tenants of the manor are villeins who work on your demesne, then you roll each season to see how they do with their farming / fishing / sheep herding. If they are free peasants, you roll nothing and just collect flat rent payments from them every year. The choice between the two has as much to do with the play style you’re interested in as anything else. If you’re interested in mining and lumbering, you can hire laborers to do these tasks for you or you could just buy the materials outright and avoid the hassle.

And because of the way that the system scales in size and scales in time, you have some choices in this regard. Are you telling the story of a family of peasants working one virgate strip of land – because the system can do that – or are you telling the story of several wealthy barons, each with their own manors, because the system can do that too. Or maybe each player is a peasant with their own virgate or perhaps all the players collaborate on running one baron’s manor. Are you playing with the manor system as a framework for your adventures or are manors something that work in the background of your role-playing focused campaign?

So what’s the problem? Lots of choices and scalability are good things, right? Well the issue that comes up now is how do I write this? At any one decision point, I feel the need to spell out not only all the various options, but also how each previous decision impacts all those option. Choosing between villeins and free peasant tenants is a different choice depending on weather you are playing the tenants or the lord.

My decision – for the moment anyway – on this issue is to create a default play scenario and write the manuscript targeted at that play-style. The scenario will likely be the one that most engages with the rules. It’s not that this play-stye is any better than any of the other options, it’s just that it hits on nearly every eventuality. Likely we’re talking about a knight’s fief (allows you to see every facet of manor life but still gives you room to grow) with the players sharing responsibilities of running the one manor (to illustrate how responsibility sharing can work) that uses the manor system as inspiration for short, episodic adventures (so that we can explore epic time-frames of castle building and generational play). I will of course hint at and imply the various other play options – probably including a section that introduces several of them – but it seems like it would make the writing of and learning of the system too muddled if I map out each path linearly through each chapter.

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[CFMS] Scale of Time

Yesterday I tackled issues that deal with the scale of size in the Chronica Feudalis Manor System. Today, let’s get into the issue of time.

How do you match the hour-by-hour, minute-by-minute urgency of adventure stories with the long time-frames needed to see results come from your manor? Ploughing and planting fields will take up a full season. Then it takes almost a year (from the autumn planting season) before those crops are ready to be harvested. Building something like a church could take a few years. Building a castle or a cathedral takes decades.

The solution here, if you really want to engage with the manor system, is to let the manor system frame your adventures (and fortunately games like Pendragon have paved the way for this option). You’ll start play using the manor system and end play using the manor system. In the meantime, you will have periodic and distinct adventures. What I mean by distinct is that no urgent plot threads are left dangling. Are you really going to let five more years go by if your spouse is still held hostage by your rival?

So, how can adventures be inspired by the manor system? Well, we talked about hardships the other day: these are temporary aspects that can be compelled whereby you turn whatever obstacle your people are facing into a problem to be solved. Also, the GM can always compel the lord’s aspects. To be a lord, you either have to be a noble (which implies some obligations that might be the impetus of a compel), be a knight loyal to a noble (which has its own compel-worthy obligations), or hold some high office in the clergy (which again is full of obligations).

But another source of inspiration is having a rival manor run by the GM. What happens when the rival needs a resource that the player manor has? Or vice versa? Are deals made? Are raids planned? Do the two factions go to war? Conflict breeds stories, and conflict on the manor level can instigate adventure after adventure.

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