#1 Artesia: Adventures in the Known World
Posted: Wed Dec 13, 2006 9:21 pm
So at a recent convention I went to, I found a new RPG called Artesia: Adventures in the Known World, with an associated comic book series. Now, normally, knowning little or nothing about this system, I was somewhat impressed by the art, but I became more interested to learn it was powered by the Fuzion system, the same system that powers Cyberpunk v.3.
Well, since I'm a member of the R. Talsorian Demo Team, I figured it was worth looking into, as I may end up demoing it eventually. First off, I would like to say that the comics are fantastic. Good story, great mythology, wonderful art, and an epic scale (some sections are like reading a comic book adaptation of Total War engine battles). However, reading through the main rulebook was a much heavier task. The amount of detail that went into the setting are truly inspiring.
The Fuzion system is fairly straightforward, stat + skill + 1d10 + modifiers is used for skill checks both in and out of combat. The advancement system is skill-based, rather than level-based, allowing for (in my opinion) more organic character development. However, Artesia takes the core system and just heaps on the same attention to detail the background has. If this is a good or a bad thing depends on how much complexity and detail you like in character creation and management. There are a grand total of 18 stats (15 + 3 derived), a far cry from D20's 6 or the 3 found in even simpler systems. The list of skills is equally impressive, as is the system's modification of the Lifepath System found in Cyberpunk 2020/v3.
While the Lifepath System in CP2020 allows you to add some flavor and background to your character for additional depth, in Artesia it is vital towards the creation of your character. Things such as your lineage, birth sign, your and the social status of your parents all determine what your initial stats and skills are going to be. Unlike most games, your stats are not determined through a point-buy or 3d6 or what have you. Rather, you start at 5 (human average) and go up and down from there. Once you start rolling each year on the lifepath, you are given skill points and arcana points with which you can actually start building your character as you see fit. Arcana points can be used to increase skills, stats, reduce bindings, and gain special gift, but in a limited way.
You see, depending on the starting "class" you choose, you get a set of skills and arcana linked to that job. Arcana are paths of destiny, based on the 22 major arcana from tarot decks. During play, these will become very important, as XP is given through these cards. Each arcana has three linked stats, some linked skills, some linked gifts (supernatural abilities), and linked bindings. As you play in a normal game, your actions determine what Arcana you become linked to.
Now, bindings are another point. In order (I imagine) to encourage players to actually play their roles, bindings give negatives to various actions, stats, or what have you. Some of them may be seen as similar to flaws in other settings, for example, Lust, Fury, Shame, Amnesia, and so on. You don't get points back for taking them, and in fact you really don't have a choice about when you get them, it's up to the GM during gameplay, but you can spend arcana points to reduce them and get rid of them over time. For example, if you have a lust binding for a tavern wench, you could admit your failings and set yourself for divine judgement. That action might gain arcana points you could use to get rid of(or at least reduce) the Lust binding. However, that is only because The Last Judgement Arcana has lust as an associated binding. It should be noted that you only get Arcana if the action that normally earns arcana is part of a larger narrative, to keep people from doing mundane things to keep piling up Arcana Points.
Now then, Combat. My fancy is tickled because I like systems that award beating someone by ridiculous amounts by letting you do more damage. Combat is done by opposed rolls, attack and defense. However much you beat your opponent by determines how much damage you do in addition to the normal damage of the weapon, which is usually the character's strength minus 1-4. Reach is a factor, as is fighting in formation. True to the comics, you can have combat between dozens of people in formation with polearms. Armor provides various protection from different types of damage (cut, impact, and puncture). Critical hits cause things known as grievious wounds, which actually reduce stats until they are healed. In short, combat can be very short and lethal, but can also allow for drawn-out battles.
<Part 2 to follow>
Well, since I'm a member of the R. Talsorian Demo Team, I figured it was worth looking into, as I may end up demoing it eventually. First off, I would like to say that the comics are fantastic. Good story, great mythology, wonderful art, and an epic scale (some sections are like reading a comic book adaptation of Total War engine battles). However, reading through the main rulebook was a much heavier task. The amount of detail that went into the setting are truly inspiring.
The Fuzion system is fairly straightforward, stat + skill + 1d10 + modifiers is used for skill checks both in and out of combat. The advancement system is skill-based, rather than level-based, allowing for (in my opinion) more organic character development. However, Artesia takes the core system and just heaps on the same attention to detail the background has. If this is a good or a bad thing depends on how much complexity and detail you like in character creation and management. There are a grand total of 18 stats (15 + 3 derived), a far cry from D20's 6 or the 3 found in even simpler systems. The list of skills is equally impressive, as is the system's modification of the Lifepath System found in Cyberpunk 2020/v3.
While the Lifepath System in CP2020 allows you to add some flavor and background to your character for additional depth, in Artesia it is vital towards the creation of your character. Things such as your lineage, birth sign, your and the social status of your parents all determine what your initial stats and skills are going to be. Unlike most games, your stats are not determined through a point-buy or 3d6 or what have you. Rather, you start at 5 (human average) and go up and down from there. Once you start rolling each year on the lifepath, you are given skill points and arcana points with which you can actually start building your character as you see fit. Arcana points can be used to increase skills, stats, reduce bindings, and gain special gift, but in a limited way.
You see, depending on the starting "class" you choose, you get a set of skills and arcana linked to that job. Arcana are paths of destiny, based on the 22 major arcana from tarot decks. During play, these will become very important, as XP is given through these cards. Each arcana has three linked stats, some linked skills, some linked gifts (supernatural abilities), and linked bindings. As you play in a normal game, your actions determine what Arcana you become linked to.
Now, bindings are another point. In order (I imagine) to encourage players to actually play their roles, bindings give negatives to various actions, stats, or what have you. Some of them may be seen as similar to flaws in other settings, for example, Lust, Fury, Shame, Amnesia, and so on. You don't get points back for taking them, and in fact you really don't have a choice about when you get them, it's up to the GM during gameplay, but you can spend arcana points to reduce them and get rid of them over time. For example, if you have a lust binding for a tavern wench, you could admit your failings and set yourself for divine judgement. That action might gain arcana points you could use to get rid of(or at least reduce) the Lust binding. However, that is only because The Last Judgement Arcana has lust as an associated binding. It should be noted that you only get Arcana if the action that normally earns arcana is part of a larger narrative, to keep people from doing mundane things to keep piling up Arcana Points.
Now then, Combat. My fancy is tickled because I like systems that award beating someone by ridiculous amounts by letting you do more damage. Combat is done by opposed rolls, attack and defense. However much you beat your opponent by determines how much damage you do in addition to the normal damage of the weapon, which is usually the character's strength minus 1-4. Reach is a factor, as is fighting in formation. True to the comics, you can have combat between dozens of people in formation with polearms. Armor provides various protection from different types of damage (cut, impact, and puncture). Critical hits cause things known as grievious wounds, which actually reduce stats until they are healed. In short, combat can be very short and lethal, but can also allow for drawn-out battles.
<Part 2 to follow>