Text for Dragons of La Rossa (previously the planned title was Dragons of Bologna) is mostly done, and soon I will start formatting it in inDesign. I’ve also begun work on the art for the book as well. All this means that so far it is right on track to be completed by May.
The text of the expanded core rulebook & setting guide for Leaves of Chiaroscuro for the Fate RPG is moving along nicely as well. Though, the scope of it has grown so I’m less certain of when this will be finished, I don’t believe this to be all negative; it means the book will have a much richer setting (focusing still on Renaissance Italy) and more stunts and other goodies than initially planned for.
A lacerta (player character species) sketch.
Leaves of Chiaroscuro, like other RPGs, draws upon a variety of influences. Today I’ve decided to go through and list those. This is, however, not an exhaustive list! I’m sure that there are influences that have crept in without anyone even noticing it yet and there may be some not coming to mind at the moment which I’ll end up adding later. I can only speak on my own influences, of course, were the co-author of the first adventure & quickstart (Jason Lada) writing this list, I’m sure they’d have different ones.
- Real world history – a wide variety of real world history and lore is the primary influence for Leaves of Chiaroscuro. Most obviously the Italian Renaissance is the primary basis for the setting.
- Religion and lore -the game draws from a variety of real-world lore, including the Greco-Roman traditions, the various Abrahamic traditions (naturally Catholicism but also Kabbalah) and even others here and there such as Egyptian.
- Planescape – The D&D multiverse is an absolute favorite of mine; full of strange creatures (and especially for the standards of its time strange races to play), faction politics, and many strange wonderful (or terrifying, or simply strange) worlds to explore. It was an incredibly rich and gonzo sort of setting.
The following is a fiction blurb for the Leave of Chiaroscuro RPG setting. This originated from the LoCo system playtest document. I plan to include a series of these.
Jocobo had been having the dreams since he was just a very small boy. Dreams of flying, dreams of mountains upon mountains of gold, all his. Doesn’t everyone dream of things like flying and being rich though? The closest a farm boy like he could ever hope to get to being rich was in his dreams. Continue reading
The quickstart for Leaves of Chiaroscuro, Renaissance setting for the Fate RPG is now available on DriveThruRPG.
Leaves of Chiaroscuro: Fate Quickstart
A larger release along with an adventure is still planned for mid 2016. But, this release does have everything players & GMs need to get started running games in the setting.
Thaumaturgic magic for the Fate RPG: Leaves of Chiaroscuro, a Renaissance setting (Google Doc)
My vision for magic in the world of Renaissance Asiyah is that it would be free of a set spell-list; players could make up spells on the fly, as suited the given situation.
However, magic needed some constraints. A given mage shouldn’t be able to just cast any sort of spell. Thus, the concept of paths and subpaths came into play. A mage’s paths would act as essentially the “school of magic” the mage has access to, and thus place some limits on their magic. Thus, one mage might be able to cast spells dealing with beasts while another manipulates the force of life itself.
The concept of improvisational magic is nothing new, but it is my hope that this system turns out exceptionally fun for the Fate RPG.
However, I didn’t just want this magic system to be improvisational within some constraints. I wanted mages to be something people would fear, and for a reason; thus, magic also had to have a cost, a cost which would make it and those who wield it potentially dangerous. That cost has been worked in, and thus if you use this system unmodified, it works best in a darker-edged fantasy setting.
It’s been decided; we’ll release the work in progress player’s section for the Leaves of Chiaroscuro: Dragon in Bologna Renaissance adventure for the Fate RPG.
This includes details on the Renaissance world of Asiyah, the various player species, the city of Bologna and rules for improvisational magic in the Fate RPG.
It doesn’t include the adventure which will be included when the entire book is released, but hopefully should be enough to start playing Fate in the world of Asiyah.
So, here it is as a Google Doc, which can be viewed and commented on
A Dragon in Bologna: Player’s Section for Fate RPG
I’ve setup an interactive map of in-game locations which will be featured in the Dragon in Bologna, Renaissance adventure for the Fate RPG.
In other news, we now have about 90 pages for the adventure written and are beginning the playtest this week.
Today’s post will introduce how the humans of the world of Asiyah will be handled in Leaves of Chiaroscuro for Fate.
Humans are the most prevalent of intelligent species on earth, and are an older one than the various celati. Indeed, the other species owe their existence to humankind, as they can trace their origins back to humanity.
Humans in Leaves of Chiaroscuro for Fate will be broken down into three subtypes, each of which will be given their own abilities to distinguish them.
- Children of Albion are born of lineages of mages and thus magic is in their very blood. As a consequence it is most often such lineages which become potent mages, but their innate ties to magic can make them more vulnerable to supernatural forces.
- True Mundanes are untouched by supernatural and magical forces. They will struggle to grasp the use of magic (if not simply fail) but have a stronger resistance to such forces.
- Preturnatural Humans, sometimes just called preturnaturals can trace their lineages back to something else, whether one of the celati, or some other sort of supernatural being. Their unusual heritage is strong enough to mark them in some way (granting them some ability, such as perhaps the ability to see in complete darkness), but is not strong enough for them to them to truly be celati or something else truly apart from humankind (whatever some purists might say). They are despite their strange heritage ultimately human beings, albeit unusual ones. All humans of this sort have some sign of their unusual heritage. The sign is often, but not always subtle.
Here’s a little preview (very much a WIP) of the Pathfinder material which I am currently working on.
The public playtest for the LoCo ruleset is now available
Leaves of Chiaroscuro Public Playtest
I’m shifting direction a bit now, as I have decided I don’t want the ruleset to be my first release. That means that though I would say it is close to complete as far as the rules go, I am not placing a date on its official release, as I’d rather have a chance to get my other projects out into the world.
Thus, I have a few other things in the work.