The Design Philosophies of Alabaster Oak
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| At the beginning of this project some two decades ago I had found the systems of the various available table top games were insufficient to drive narrative during the meat grinder and to some degree a lack of subtlety of actions during the open stage. They packed entire subsystems of mechanics into, albeit easy to learn, pass/fail checks, and most drove a hard line between combat, roleplaying, and exploration. |
| Over the years at my tables I've attempted to adopt, rig, and redesign the mechanics of those games to where Character design was able to align with situational encounters, but the core mechanics often outright required tinkering to make scenes of a kind work smoothly. Obviously we can say this was a shortfall on my part. There are a billion lines of homebrew and plenty of built in guidelines to cover nearly every situation, but I wanted it all in one place. |
| All done for inspiring mechanics. Though I certainly haven't tried every table top system, the balance lines and potential for the various roles have nearly always left me wanting. |
| By no means can I say my system is superior to any other, but as far as things go, when you take our game to your table, I hope you enjoy all MIV has to offer. |
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