Legends of Anglerre

I'm about to switch systems again for my main campaign world. This setting started off as 2nd Edition AD&D. We added buckets of house rules, and then converted to D&D 3.0. Then we changed to 3.5 as that came out. Then I found Fate 2.0, and we switched to that. And now we're looking at converting it to Legends of Anglerre.

This is actually a shorter jump than any of the others, even D&D 3.0 to 3.5, because Legends of Anglerre, as written, is quite close to the way we've run Fate 2.0. The only major differences are the bit where you spend a Fate point to use an aspect, and the introduction of stunts. The advantage is that LoA has a fully developed set of skills (very slightly less granular than we've been using, but I'm ok with that), and a fully developed magic system - which, again, works very similarly to the one we've been using, but has piles more detail.

I'm pretty charmed with Legends, as you can no doubt tell. I'm not saying it's the be-all and end-all game, and that we'll never use another system in the setting, but I think this one will be in for a long while. It seems to do most of the things I want, and having all the details written down, especially for the skills and powers, means I have to do a lot less thinking about what NPCs can and can't do, and allows the players to have a better idea of what's normally possible. One of the players also takes a definite pleasure in finding bits of the rules to bend to new uses, and he's been denied that a lot in the more freeform Fate 2.0.

There are a few things we need to patch up, all the same. The powers system will need to be tinkered with somewhat; while it works fine as is for the wizards in the setting, I'll need to work out a specific power skill per deity for the priests and paladins. It should consist of a sort of pick and mix approach across the existing material, though - a trapping from here, a stunt from there, and so on. I'm also going to have to tinker with a few specific descriptions - LoA doesn't really distinguish, for instance, between the effects that in D&D are teleport and gate, and the difference between those is important in the system.

We're sitting down to convert the characters for The Living & The Dead tomorrow, so I'll have a better impression of how both the conversion and the initial play go written up early next week.

Posted by Drew Shiel at July 1, 2011 9:19 AM

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