Prime_Evil said:
Nice. Do you plan to share any previews here?
Perhaps. We haven't decided yet what to do with the finished product, although publishing in some sense or another is at least for me a wish. What and how much we preview will have to be factored in here.
But yeah, at some point I guess we will post some previews. So far I can say our design goals feature:
- Focus is on breadth: we aim to provide a system which can handle both Quatermain/Indiana Jones style adventures, WW2, Cold War spy-games, digital age & sci-fi. Plenty of possibilities for future setting/source books.
- Combat (which is almost finished, and soon to be play tested) builds on the Legend combat rules, and keeps the same dynamics - but we have tried to fix the errors we see with the system and provide better wordings. It is very movement-oriented, and we aim to not let it get bogged down. There should be plenty of options for both creative use of terrain and tactical movement. Ranged combat is of course getting a major overhaul from Legend, whereas melee combat is simplified a bit as it is no longer the main focus, but rather something that happens locally in a ranged engagement.
- The skill system from Legend will be extended with Specialisations. These allow special-uses and improved abilities for skill. For instance, using a common skill for more advanced areas or gaining a special benefit for areas specialised in.
- We provide some general purpose equipment, weapons and wealth rules which should be useable across all supported genres. However, most equipment will be left out and left to the GM to eyeball / setting books, as providing detailed equipment for 150 years of technological advances would break us.
Any of this can change of course, but I believe I have formulated myself rather generally.
Hope this sounds interesting

We are very much interested in ideas / suggestions / Love To See etc.
- Dan