Design
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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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Rules Sketch: Timekeeping Part 2
If you’re walking in on the middle of the Advanced Fantasy Dungeon series, there’s an index here. After looking at vision, journeying and dungeoneering, I’m coming back to timekeeping, because I’m realising that for me, specific measurements encourage the simulationism in second edition. Combat time is rounds. A round is enough time for a back… Continue reading
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Rules Sketch: Dungeoneering
If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here. There’s a significant overlap between what we developed in timekeeping and journeying and what is here in underground travel – or perhaps we’ll call it dungeoneering. Second edition all but ignores the dungeon procedure of earlier editions, but… Continue reading
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Rules Sketch: Journeying
If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here. There’s a significant overlap between what we developed in timekeeping and what is here in overland travel, which I’m going to call journeying. I’ll bring some of it over, which means I’ll have to revise that again. Each… Continue reading
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Rules Sketch: Surprise Part 2
If you’re walking in on the middle of the Advanced Fantasy Dungeon series, there’s an index here. I’m going back over some complex subsystems and reconsidering them in light of my new version of hit points. General principles: If either anyone encounters someone else unexpectedly, they roll for surprise. The surprised group has disadvantage on… Continue reading
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Rules Sketch: Vision Part 2 – Darkness
If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here. I’m the light of reimagining HP as a source of inner strength, I’m considering reimagining vision. Consider darkness as an aggressor: If travelling in darkness, when your journey ends or is interrupted by an encounter, spend 1d4 damage… Continue reading
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Rules Sketch: Reaction and Reputation
If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here. There is almost nothing talking about the “Social” pillar of play in second edition. There are no ability checks to change peoples attitudes references at all. All we have is references to “starting reactions” and some rules in… Continue reading
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Rules Sketch: Initiative, Attacks and Morale
If you’re walking in on the middle of the Advanced Fantasy Dungeon series, there’s an index here. The core text attempts to make combat chaotic, dynamic, vivid and simple. How do the existing systems facilitate this experience? Initiative is random, grouped, and with simultaneous declaration in second edition, aiming to induce chaos while maximising simplicity.… Continue reading
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Rules Sketch: Defences Part 2
If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here. The core text attempts to make combat chaotic, dynamic, vivid and simple. This doesn’t describe a war of attrition. Given there’s no definition of HP in second edition, let’s define it as energy, taking inspiration from Oh Injury.… Continue reading
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Rules Sketch: Defences Part 1
If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here. The core text attempts to make combat chaotic, dynamic, vivid and simple. How do the existing systems facilitate this experience? Saving Throws “save you from certain destruction, or at least lessen the damage of a successful attack”. This… Continue reading

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