Core Mechanics

How to Play
Design Notes: We spend our time at the table in a few different phases. When we look over the possibilities our Core Mechanics need to be as simple as possible so it is easy for new players, at least, in theory. Instead we have made them as complex as they need to be so we may extend from our Core, reaching deep into the ground with our roots, and reaching for the sky with our canopy.

Core Mechanics: TimeRoutineTactical HubEngagementsActionsGlossary

Forward:

by The Story Guide, Alabaster Oak

Time

Our perspective on Time, especially Time at the Table, is generally a narrow window for all of our Story to unfold. Our System focuses on reducing meaningless interactions while still enabling our Actions to hold presence. To achieve this we redefine some of the logic. Each different Phase of Time is in a way its own Mini-Game, flush with chances for wonderful roleplaying scenes.

Engagements

There are many different structures to work around Combat Engagements. They make up the majority of our development time. For good reason. What we craved is endless possibilities. A system which bares the ability to bring depth to each series of Actions. It takes longer than most other systems at first, but seasoned players will rock through their Active Phases with all the flair we’ve worked so diligently to provide a space.

World Building

As a Story Guide, and during those rare times I had the opportunity to be a guest Player in another’s world. Among my favorite themes was having a place my Character belonged. A beautiful local cliffside overviewing the ocean, the caravan of our mobile camp we adventured out of which we set up near the same every time, the tavern our party stayed at between adventures. Well, getting attached to places in our shared fantasy is as much important as knowing our own Characters and Supporting Characters.