BreakingWorlds

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Breaking Worlds

The CLS system for 2016-2018.

For many years, the island kingdom of Arginet has enjoyed peace and prosperity, ruled over by its wise and just nobility and guided by the spirits of the elements and the ancestors. But in the last year, quite without warning, cracks have started appearing in the fabric of reality in a metaphysical outburst known simply as the Breaking. Unstable rifts have opened to other planes of existence, disgorging strange creatures both human and monstrous, and the boundaries of the spirit world itself have grown weak.

As the dead rest uneasy in their graves, monsters stalk the land, and the old order struggles to adapt, a loose group of adventurers - both Arginese and interplanar refugees - has come together to explore, exploit, and defend against the tumultuous spirit world and the mysterious threat from beyond.

[CategoryNewLarp]

System documents

Google Docs hates the world. Documents are now up as PDFs here: http://www.glasshalfempty.co.uk/~pufferfish/BreakingWorlds/

[Introduction] - a very condensed guide to the setting and system in just two pages.

[Setting guide] - an in-depth guide to the world and kingdom of Arginet.

[Rules] - a detailed outline of the rules for the system.

Premise

The setting is designed to be both familiar enough to be accessible and have a strong enough identity to engage people. Arginet is a classic mediaeval fantasy setting, with influences taken from the social structure of post-mediaeval Britain and the Holy Roman Empire and the spiritual beliefs of ancient China, Japan, and Korea.

PCs are significant enough to have a real impact on the world, but are not powerful or numerous enough to run it. They will be able to engage in plot from a number of sources - the spirit world, political conflict, social struggles, and monstrous incursions. The interactive is a weekly meeting hosted by a nonpartisan monastic order where natives and refugees gather to tackle the challenges of the rifts and to take on assignments from the political powers.

The mechanics should support and be supported by, but not dictate, the setting. They will be relatively simple, with global hits and a modest number of calls. The refs will be present as an IC as well as OOC feature of the world's basic order. The ability to bind spirits to people and artefacts will add flexibility and tie in with plot.


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Last edited March 14, 2016 4:20 pm by Nyeti (diff)
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