Factions In The World of Adel I

Though there are always some true lone guns out in the world, most adventurers in Adel are aligned to one of several groups that provide a variety of services to adventurers. For some people, it might be an alliance of convenience, such as the mercenaries in the hire of the Archeological Society. For others it is their livelihood, such as the soldiers of the national military, or the cartographers of the Looking Glass guild. For others it is their life’s calling, such as the female Paladins of the Seraphim Order. Adventuring groups might encompass members of several factions, and some factions require more loyalty and exclusivity than others – but the overall point is that most people in Adel pledge allegiance to some power greater than themselves.

In this series of articles we’ll look at some of the factions in Adel, including a quick look at the organization and modus operandi of each, and a brief explanation of their interplay with other organizations and their overall goal. For the first article, we’ll look at some of the benefits involved with joining an organization, and why lone wolves are uncommon.

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Fall Semester Begins!

Posting to this blog will be a bit sparser, perhaps. Normally I try to write three posts a week of varying levels of importance. I might not be able to keep this schedule but I can for sure make at least two posts every week. Just so you know. I’ve never successfully kept a posting policy going, like saying “I will post on this day and this day” precisely.  But I have always managed to kick out two posts a week, at any random times within a week, so I’m sure I will be able to continue doing so.

As usual the majority of my posts will continue to concern themselves with the World of Adel and with Expedition. One thing I’m trying to commit to is writing some World of Adel short fiction. Somehow I’ve got a curse with long fiction, so we’re talking pretty short, like 12,000 words over the span of four or five posts sort of short. I will have to make some stylistic concessions in order to advance a story in such a brisk pace – brevity has never been my forte.

You can see that with this post, which has extended far beyond the initial two sentences I planned.


Expedition Alpha 2 Progress.

I decided for the moment, to go on developing the so-called “Chartspedition” (this isn’t the official name, it’s still Expedition). As a suitable introduction, let’s go over the Fighter’s class sheet. As usual, I have the same development rules for Archetypes that I did in Expedition and I wish to firmly adhere to them while developing:

1) Each Archetype is just one page. They refer to Perks and such which have their full texts in a different section, but the Archetype itself is just one page. You could print it out and have it with you at all times while playing, and very easily just look at it (and even print your Perks on the back of the same paper to have them there).

2) More than ever, I don’t really want power acquisition and miscellaneous numerical bonuses to be a necessary part of playing the game. With the charts and the way they’ll play, it should not be.

So let’s get re-introduced to my good friend, the Fighter:

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Chartspedition: The RPG

We’ll make it brief. The Expedition playtest is underway, getting eyeballs and I’m getting emails. One major thing is concerning me right now. I’ve looked at some of my inspirational material, thought about things a bit, and here we go.

Problem: I’m noticing from three sources (might not be enough really, but I feel it in my gut myself that it’s right when they tell me): Strikes and Edge are not really equivalent. Nobody really wants to make a Strike attack, though they like spending Strikes to make them into debuffs. But if they have to use an action, they’ll generate Edge to spend it on stuff. They will not of their own volition make Strike attacks unless they explicitly have a Perk that makes them really attractive.

Solution: Class Combat Charts. Let’s go back to the House That Gygax Built and remodel that a bit.

Result

Weapon Attack

Magic Attack*

2 Strikes

3-5

3

1 Strike

6-8

4-11

1 Edge

9-15

12-17

2 Edge

16+

18+

*A Fighter cannot normally make magical attacks.

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Responding To Expedition RPG Feedback

In this post I’ll look at some of the feedback I’ve received, and answer it, detailing how I’m going to start working on the stuff you’ve asked, how I envision it turning out right now, and asking for your feedback on it once again. Feedback has been a pretty steady trickle. There’s not tons of it, but there’s more than I thought I’d received, and I’m always thankful for it. If you’d like to see more posts like this engaging this discussion, spread the word to others so they can comment on the playtest document as well. With all that said, let’s get some of the largest things I’m gonna be working on for the next release.

(There is no schedule on the next release. Probably a month or two from now.)

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Races of Adel: The Cuporo

Cuporo were born of nature, and though they have embraced community and civilization to the fullest, they are still marked as the children of the forests and flowers. The Cuporo are the second most prolific race on Adel, behind the Iomadi. They are the second of the races to join the Iomadi civilization – thereby helping to transform it into a wider Adelian civilization – unlike the Damakran and Droemedae who appeared and made their peace with the Iomadi much later on. They are the race that first contributed agriculture to the initial hunter-gatherer Adelian tribes, and are thus extremely important to the historical development of the Adelians as a unified people. While the Iomadi are blessed by the beast spirits, Cuporo derive their markings from the flora around Adel. They are unimposing in stature, and yet quite strong, swift and capable in their own way nonetheless.

The following is a more thorough look at this race to better help you portray them.

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