Idle Cartulary

  • Rules Sketch: Strongholds

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Despite clearly being considered important in class balancing and campaign development, rules around strongholds are almost absent from either book in second edition: A stronghold has sizeable manor lands Can develop this land, gaining a steady income A… Continue reading

  • Rules Sketch: Reaction and Reputation Part 2 – Disposition and Cultivating Relationships

    If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here. After looking at hirelings, followers and lieutenants, I realised that my reaction rule wasn’t strictly accurate anymore, given I’d mechanised socialisation more in the form of the downtime action Cultivate Relationship. Also, the results are backwards. When you… Continue reading

  • Rules Sketch: Hirelings, followers and lieutenants

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Second edition discriminates between hirelings (people you pay to do a job), followers (people who choose to be with you) and henchmen (followers who are effectively low level PCs). Hirelings are employed for a task or season for… Continue reading

  • Rules Sketch: Downtime (Part 2)

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. In light of the wizardly and priestly magic posts, I think I need to revise some of the downtime actions I wrote, and add a few new ones. Firstly, I’ll need to change Spiritual Devotions: Spiritual Mission: If… Continue reading

  • Rule Sketch: Challenging Environments

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Looking at the many environmental interaction subsystems (swimming, climbing, running, difficult terrain, sailing, and flying at a glance) in Second Edition, there are a few themes that keep recurring: Nonbinary success Speed is important Dual tasking Character skills… Continue reading

  • Rules Sketch: Priestly Magic

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Priestly and Wizardly magic are entirely different in principle but not in practice, in second edition, although priestly spells have their own unique qualities, and hence priests have bunch of advantages with few disadvantages; Priests pray to gods… Continue reading

  • Rules Sketch: Wizardly Magic

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Magic is more complicated, but is largely unchanged from edition to edition. Instead of slots, specific spells are memorised for less flexibility. Priestly and Wizardly magic are entirely different in principle but not in practice. Wizardly spells: The… Continue reading

  • Rules Sketch: Flight and Retreat

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I realised writing about procedures that I hadn’t completed the combat procedure, because there was no way to disengage. This is simple, I think. If you may always retreat from combat by performing a group disengagement check against… Continue reading

  • Rules Sketch: Downtime

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I really feel like I need a working version of downtime for incorporating clocks into other areas of the game consistently, because downtime is the primary vector for clocks, but not the only one. Downtime itself is an… Continue reading

  • Pillars and Procedures

    As all of you who care little for my current project are no doubt aware, I’ve been spending a lot of my time on Advanced Fantasy Dungeons. It’s a project perfect for me right now: I don’t have a working PC and I can’t lay out any games; work and home life are challenging and… Continue reading

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