Posts Tagged core rules

Get Chronica Feudalis at IPR

Once lost in scattered, fragmented documents that hid in dark corners of musty archives, the game of imagined adventure written by the diligent monks of a forgotten priory has crossed the sea of vast centuries to be delivered directly to your doorstep.

That’s right, Chronica Feudalis is now available at Indie Press Revolution.

There you will find the print and pdf copies of the game bundled together for the cover price of the print book. You’re essentially getting the pdf for free!

Visit IPR today and begin your adventure.

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Chronica Feudalis now available in print

Visit our CreateSpace store to purchase Chronica Feudalis in print. Now you can bring the game of imagined adventure to your gaming table in this attractive, half-letter, softcover tome.

https://www.createspace.com/3394084

Already picked up a PDF copy of Chronica Feudalis? Just email me at jeremy [at] cellar-games [dot] com with your order number from RPGNow or DriveThru and I’ll email you a coupon for $5 off the print version through the CreateSpace store.

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Hear the Chronica Feudalis demo from Gen Con

Over at Virtual Play, as part of their latest episode, you can hear the Chronica Feudalis demo I ran at the IPR booth at Gen Con Indy 2009. I sat down with Phil Walton and Bill White to run them through the ins and outs of the game. While you’re there, you can hear about some of the other new games found at the IPR Booth, Paul Tevis’ A Penny For My Thoughts, Tony Lower-Basch’s Misery Bubblegum, and Bill White’s own Ganakagok.

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Get Chronica Feudalis at Gen Con Indy

Gen Con is almost here, and Chronica Feudalis will be there. You’ll be able to find the game of imagined adventure, in print, at the Indie Press Revolution booth (that’s booth number 2139).

Want to try before you buy? I’ll be running two games of Chronica Feudalis as part of the Indie Games Explosion. The adventure begins on Friday and Saturday starting at 1pm. Follow game codes RPG0902797 and RPG0902798 for more information. There are still slots open, so sign up now or come by with your generic event tickets and grab a seat at the table.

Can’t make it out to Gen Con this summer? Well, make sure to check back over the next few days for news on where you can get your mail-clad mits on Chronica Feudalis in print.

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What do you think of Chronica Feudalis?

If you’ve picked up a copy of CF, I’d love to hear what you think of it and I’m sure others would to. Where can you make your opinion known? Well, consider the following…

The RPGnet Index. Here you can rate the game, leave comments, record your sessions, and add it to your collection.

The RPG Geek. Rate the game, become a fan, upload your play-aids, add your links, and post comments and sessions.

RPGNow / DriveThru. If you’ve purchased the pdf from one of these stores, please consider leaving a brief review and a rating for the benefit of other interested customers.

If you want to start a discussion or ask questions about Chronica Feudalis, I’d highly suggest starting a thread at the forums I regularly check up on: RPGnet, The RPG Haven, and Story Games. If you prefer a different forum, or want to talk about it on your blog, email me at jeremy [at] cellar-games [dot] com or leave a comment here with a link and I’d be happy to chime in and answer any questions.

If you play Chronica Feudalis, please write about your experiences on your favorite forum or blog. Nothing makes me more happy than seeing people making use of this little game I wrote and reading about the adventures.

And you can always leave comments on this blog!

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Chronica Feudalis PDF Now Available!

Dash over to RPGNow.com where you’ll find the Chronica Feudalis PDF ready to buy. This 128 page electronic copy of the game provides everything you need to play daring knights, crafty courtiers, determined monks, and rebellious peasants in the imagined past of 12th century Europe.

With Chronica Feudalis’ quick and intuitive mechanics, your characters will engage in thrilling combats, parleys, chases, and subterfuge. Your characters will increase in skill with the help of their mentors and the FATE-based aspect mechanics allow you to add flavor and drama to every roll.

Chronica Feudalis will be making its debut in print this August at Gen Con Indy.

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Cover Revealed

I am pleased to present the cover for Chronica Feudalis.

The illustration is another gem from Miguel Santos (you can see it in its original format here).

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New Character Sheets

Not too long ago at Story Games I discovered this amazingly clever character sheet idea. So I stole it and made these new character sheets for Chronica Feudalis

I think they are perfect for convention games when you don’t know everyone’s name. And having your three, key aspects right on the name sign helps keep them fresh in everyone’s mind for easy tags and compels.

I’ve added this and a few other character sheet options to the downloads page as well.

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Artwork Preview

I’ve recently received the first peices of interior art for Chronica Feudalis. They are drawn by the very talented Miguel Santos. These are three of the pieces that will head up each chapter in the published book. Enjoy.

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Mathematica Chronica

There is very little math in Chronica Feudalis. There are no +4 modifiers to add or -2 penalties to take. Instead, your rolls are modified by adding or subtracting dice to and from your pool. You don’t even have to add any dice results together, you just keep the highest roll.

Chronica Feudalis attempts to make the most of the step-die resolution system. It allows for a predictable range of results and any ability’s rank always has a chance of success against any other rank. It’s relatively simple: there’s no adding or subtracting, and certainly no multiplication or division. It’s about comparing numbers. The real math is contained within the dice themselves.

This chart shows the chance of any die rank matching or exceeding an opposed roll. It takes into account the fact that, in Chronica Feudalis, ties go to the aggressor. The columns along the x-axis are aggressor’s die rank. Each colored line on the graph represents a different die rank for the opposed roll.

What we see here is basically what we intuitively get about step-die systems. Rolling bigger dice results in a larger chance of success. Rolling against larger dice results in a smaller chance of success. Many of us don’t care about the exact math, we just need to know that. But others of us feel the need to know our chances: it helps us to make decisions. There-in lies a problem with step-die systems, especially one like this with a roll-and-keep element. It’s difficult to decipher your chances on any particular roll. It’s hard to tell how much invoking a d8 aspect will help you or how much enduring a d6 penalty will hurt you. It certainly can’t contend with d100 percentile systems in this regard.

So this is a bit of an informal analysis on the system to show what all these funny-shaped dice are doing.

Lets say you’re playing a soldier and you get into a fight. You have the Brawl skill (punching and kicking) and the Strike skill (fighting with melee weapons) both ranked at d6. You start out by trying to punch your opponent. You’re not using a tool and your choose not to invoke an aspect. So you’re only rolling the d6 for your skill, nothing else. Each number on that six-sided die has an equal chance of coming up. Your possible results look like this:

It’s flat and linear. Although it becomes a little more interesting due to the fact that your target is trying to dodge out of the way, rolling his own die. You can look at the Opposed Roll Chart above to see what your chance are against variously skilled opponents.

Now let’s say your not getting your message across with your fists, so you draw your sword. Now, not only are you rolling a d6 skill, like before, but you are adding a d8 tool to your dice pool. You roll them together and take the highest result. This chart shows your possible results:

See what that did? First, you increased your possible range of results (from 6 to 8). Second, you dramatically altered your chances in the range where the two dice overlap (1-6). You have decreased your chances of rolling low and your chances progressively increase up to getting a 6. After the peak, the range in which only the d8 can reach, you can see our chances continue linearly.

So, what if we attack with our d6 skill, a d8 tool, and we decide to invoke our d8 Sword master aspect? Adding the additional d8 die to our roll, gives us these possible results:

Our range of results is still 1-8. Adding a third die has altered our progressive ramp into an exponential curve, which peaks first at 6 (where all three dice overlap) and then continues in a straighter acceleration to its next peak at 8 (where the two d8 continue to overlap).

So what can we learn from all this?

  • Rolling larger dice increases your chances for success.
  • Rolling more dice reduces your chance for whiffing (rolling low), increases your chances of rolling high, and therefor increases your chances for success.
  • Rolling 1 die gives us a linear graph of possible results.
  • Rolling 2 dice gives us a positive gradient where the ranges of the two dice overlap.
  • Rolling 3 dice gives us an exponentially positive gradient where the ranges of all three dice overlap.

Keep in mind, this is all coming from a man with an English degree who hasn’t taken a math course in over 10 years. If I’ve misused any terms or gotten my math wrong, I’d appreciate being let known. Feel free to further the discussion of the mathematics behind the mechanics of Chronica Feudalis by adding comments to this post.

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