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News Archive
June 22-24: ApolloCon - Located in Houston, Tx. We will be attending this SciFi con for the weekend. While there we will also be running games throughout the weekend. See the official ApolloCon website for game times and a list of other vendors who will be there with wares for you to peruse with your falsely empty wallets. June 25: ApolloCon was a lot of fun. The gaming room was pretty small and the RPGA kinda' had more than 50% of the tables booked so those of us there not with the RPGA had a little difficulty hearing but in the end everything went well. Everyone loved the system and there were several other independant games there as well that all looked really cool. Sadly, we didn't have the time to play in any of their demo's since when we weren't at the game table we had to be at our booth. Feburary 9, 2008: WOW! It's been a long time since we updated the news! Right now we are at Owl Con in Houston, located at Rice University. We're having a lot of fun... if you can make it, there will be a demo game run by Jason tonight at 8pm. Special Announcement - March 3rd Renaissance: The Rebirth is a good system but it can be better. There are too many typos and mechanical errors for our taste. Additionally, the 1st edition of Renaissance was designed to allow GM's total freedom in bringing their imaginations alive for their players. To this end, Renaissance had a plethora of detailed rules and mechanics. However, they were not intended to all be used at the same time. This is something we failed to make clear in the writing of the first edition and consequently, there have been some who have found the system too cumbersome. So, as it is our purpose to provide you with a system that will give you the tools you need to make your games effortlessly come alive, we have embarked upon the redesign of Renaissance to bring you second edition. There is still a long way to go and we don't anticipate it being ready for distribution until 2009 as we want to insure this edition is completely flawless. However, check back often to see what sort of progress we're making and feel free to contact us and give us your opinions and thoughts on what you would like to see in the new edition. April 7: The first stage of re-designing Renaissance: The Rebirth has been to streamline the combat system. There are fewer numbers to concern yourself with now and combat should be able to progress at a much faster pace, leaving you more time for additional role-playing or even more combat, if that's your desire. At the same time, we've added a new element to combat to make each encounter more dynamic and allow you to respond to your opponents actions without having to wait around for your turn again. These new Counter Actions, as they're being called, have the potential to drastically slow down combat, so they have been carefully controlled so that after you make a Counter Action, the focus returns to your opponent or whoever has the next turn, immediately. In this way, combat can move toward a more dynamic feel while being able to keep the new efficiency. May 10: In stage two of second edition we've re-vamped the weapon and armour system to fit with the new combat design. Additionally, instead of providing all the rules for combining materials and styles we've done the work for you and listed all the different combinations of armour material and style. All said and done, there are 32 unique types of armour available for all character styles from merchants or thieves, casters or advisors to kings and warriors. In addition to re-vamping equipment, your attributes have all been re-calculated to allow for a wider range of development while still keeping it on a 100 point scale. Attribute caps based on race have also been assessed to give more variety and difference between the races. Since equipment and attributes took less time than anticipated we spent the rest of our time re-designing the skill system. Now, there are 7 specific categories of skill, each with their own specific mechanic. Within each category, the mechanic is over-arching across the board, so it's easy to tell what the mechanic for a particular skill will be based on the category. And, since the skills themselves clearly fit into a single category, it's easy to tell which category a skill is in without having to look it up for a category reference. |
