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Axioms Issue 1: Eldritch Secrets Revealed
Publisher: Autarch
by Jarrod M. [Verified Purchaser]
Date Added: 01/02/2017 12:12:58

I had a more detailed review, but DTRPG decided to let me timeout while writing up so you'll have to settle for the cliffs notes version.

Note: I am a subscribed to Autarch's Patreon, and got this issue as part of my ongoing support.

Beyond Arcane and Divine: These work best with the ACKs Player's companion rules, where you can combine new modifiers with the rules for making new spells. That being said, any B/X style D&D can use these rules along with the numbers that arcane and divine casters have to put existing spells at new levels. (For Example: if you make a magic source with healing at x2 when divine has it at x1, you can put cure light wounds as a level 2 spell).

The Shades of Magic: unlike other attempts at corruption systems I have seen, this breaks down an all-encompasing way to place all existing spells into either black, gray, or white magic. It provides a nicely balanced corruption table, and includes ways to further modify the system in pursuit of Howardian and Lovecraftian play.

Introducing the Wizard: this is an arcane spellcaster subject to shaded magic with several variants reminiscent of the wizards from Lord of The Rings. Because of the added abilities canceling out shaded magic, these variants are balanced with the core ACKs mage and therefore with any magic-user in a B/X system.

The Art of Arcanogenesis: this will make the most sense to people who have read the other kinds of Magical Research descrbied in Core ACKs, but the rules are so detailed that even someone unfamiliar should be able to follow along. This is about creating new monstrosities whole cloth. the example included is a non-copyright-infringing version of a certain eye-stalked floating orb.

Overcasting: this brings systems for getting to cast more spells in a day, like those in Dungeon Crawl Classics, to ACKs



Rating:
[5 of 5 Stars!]
Axioms Issue 1: Eldritch Secrets Revealed
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Adventurer Conqueror King System
Publisher: Autarch
by Jarrod M. [Verified Purchaser]
Date Added: 12/23/2016 10:56:39

This game was my introduction to the OSR, but it's much more than that.

Adventurer Conqueror King not only gives you an updated and clever reconfiguring of the original B/X Dungeons & Dragons rules, it delivers on the promise of high level play.

So many D&D games make reference to "gaining a stronghold and followers" at level 9, but they offer no interpretation of what that means, what that would be like. It's often relegated to story dressing, and doesn't get the attention that, say, combat does. ACKs fills in this sorely needed gap in a way that is largely compatible with most fantasy medieval games.

They say that what you give experience for in an RPG determines the kind of play you encourage. In this way, ACKs encourages ruling kingdoms, engaging in magical research, founding religions, running a thieves guild, or embarking on mercantile ventures as well as it does things like killing foes and stealing their treasure. Not only this, but it encourages doing these things boldly: timid rulers satisfied with their holds won't gain XP, but ambitious conquerors who expand their realm will.

Of course, these rules alone are worth the price of entry, and are easily ported to your game of choice, as the economic ideas underpinning the XP rewards are consistent enough to survive translation as long as you properly anchor to common worths. But the actual rules for playing adventurers are good too. You get a servicable expansion of available classes that simultaneously preserves the feel of "race as class" while giving people playing demihumans more options than usual.

And as if that wasn't enough: this system is well supported. If you find that you like this, you will be amazed at the supplements available that can further expand your games into anything you've ever wanted to run.



Rating:
[5 of 5 Stars!]
Adventurer Conqueror King System
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