For anyone who has been taking a look at what we've been developing, this posts includes the link for the latest version.
At the moment, I have Code of Honor and Reputation in place, but they need polish. Reputation is simplified to go work better with FUDGE. I like the concept of a Code of Honor in relation to the Conan setting, but I'm going to make these Aspects, instead of a separate stat, which means a Code of Honor will work very differently, mechanically speaking, in CinEpic than it does in Conan.
I've been doing a lot of work on this system and I've actually gotten some interest in quite a few people on seeing a finished project. I wasn't originally putting this together with the thought that other GM's may want to run it. My first intention was to port the D20 Conan over to a FUDGE-based system. But now that I have people interested in my system as possibly one they might try, I don't want to just clone the Conan game.
For one, I have too much respect for the people who designed the Conan D20 game, and I wouldn't feel right to just take their game and convert it to a different system. Plus, I'm not sure about the legalities of distributing a system, even a free one, with other people's system ideas in it. The FUDGE license is free, as long as you include the disclaimer. I think I would only try to do a straight Conan conversion with the permission of the folks here at Mongoose. Man, would I be thrilled if they actually wanted to explore that!
So now, I'm scaling things back and going more generic with the system. Some of the core ideas will be there, like having cool combat maneuvers for characters to try in combat, but they will be different in both name and mechanics to avoid stepping on any toes.
We ran another combat test tonight and it was really fun. I introduced Hedge Magick and Clerical Magick to my game. These are more subtle, skills-based versions of the regular magick of the game, which are Supernatural and Natural Magic. They worked well, and their freeform nature provided some really interesting ideas. For example, with Hedge Magic, you can combine your Healing Skill and your Herb Lore Skill to make a healing salve. Or you can combine your Craft Skill and your Camouflage Skill to create a Camouflage Cloak. Or you could combine your Detect Lie and Herb Lore Skills to create a truth serum. It's a system that encourages player creativity and doesn't restrict them to a strict set of spells.
Supernatural and Natural magic will have spell effects, but the aspects of each spell will have many variables to allow the caster to manipulate the magick and customize it to the situation at hand. You'll be able to alter many things like casting time, range, duration, area of effect, etc. This will make the system a little more free-form, but still have structure to keep things consistent. I'm hoping to have the magick system completed by next week, in time for our next game test.
So, my goal is still very much a "Conanesque" Sword & Sorcery game, but with the increased interest in it, I don't want to just rip off other ideas. I'm going to make the game a bit more generic and setting-free for now. I think that once I get the system solidified, I will be able to crank out a setting for it, or at least supply enough information for people to create their own settings or use whatever published settings they like.
While my players haven't played ConanD20 yet, they are all playing in my highly bastardized version of 3.5 which is much more Sword & Sorcery than the Core 3.5 system. They have all said that the FUDGE system feels better suited to a gritty and realistic Sword & Sorcery playing style than a D20-based system. I even had a FUDGE pro jump in our test tonight and he said the system has a ton of potential and "felt" very "Conanish". That really meant a lot to me and has encouraged my to really flesh this thing out as quickly as I can.
I haven't had time to strip out all of the Conan-inspired stuff, but here's the latest version of the PDF, if anyone is interested.
BTW, if anyone wants to see it in action, I'm having another playtest next Monday, from 4-7 PST. We usually go a little longer than that, but I don't want to be committed to anything longer than a few hours. Just PM me here and I can send you all the info you need to join us!
The only 2 things you need are Skype for voicechat, and MapTools, which we use for our virtual tabletop. Here are all the links:
Latest CinEpic pdf (still far from finished):
http://www.driveway.com/j9d4b0s1s8
Skype for voice chat (it's free, you just need to set up an account):
http://www.skype.com
My Skype handle is: thelevitator
And Maptools (also free, don't need a user account):
http://rptools.net/doku.php?id=home
Just look down the left-hand side for the Development version of MapTools. It's version 1.3.b34. This is the "quickstart" version of Maptools. it loads with the default 256Mb allocated. You need at least Java 5 for it to work.
Or, you can download the full version from this link:
http://www.driveway.com/l1i7t4z7f4
This version has a 512Mb version and a 1Gb version, for those of you who have the memory available to run them.
I come to this forum every day, so feel free to ask any questions about the game or for help in getting everything set up to join us next Monday.
One quick warning (my players have mentioned that a warning may be necessary) CinEpic is a much "looser" system than D20. It was specifically designed to give the players more options and choices with how to play their characters and as such, plays very differently from 3.5. The biggest change to get used to is the Simultaneous Rounds system, and honestly; it's my favorite part of FUDGE, next to the dice mechanic. Simultaneous Rounds, at first glance, appears to be a simplified version of the much more popular (and used by ConanD20) Alternating Rounds system. But in actuality, Rounds are only 3 seconds in CinEpic, so you could view it as even a bit more detailed than standard D20 combat. What makes it play much faster is that everything is determined with a single opposed roll. A single roll determines if you hit, how well you hit, how much damage you dealt, if your opponent hit, how well they hit you, and how much damage you took. It's basically several different sets of modifiers using the same roll, which feels more realistic to me. The combat in FUDGE-based games is based on Relative Degree, and the granularity of the mechanics makes it easy to determine quickly.
OK, I'm babbling again. Please come and check it out if you are interested. And you can just observe if you like, you don't have to run a character. Although, I highly recommend it!
