Originally I was going to start writing up some capsule descriptions of the various human cultures in Cradle, but I wanted to explore something on a slightly higher level. Out of some of the discussions about the last post came the awesome idea of allowing players define details of their character’s heritage. Originally my thinking […]
I’ve been thinking a lot lately about what I actually want to do with this setting I’m working on. Building a world for its own sake isn’t really my thing; for many years, I’ve hewed to one degree or another to the concept that you only need as much world as the game (or the […]
Rob Donoghue and others have archived the Fate community on G+ here, which at least for the time being gives some kind of access to the discussions and content.
Finally, I’m going to hone what I came up with in the previous posts. Not really wrapping any mechanics around it just yet, since I really want to have a basic understanding of how magic works as I continue plugging away at the overall worldbuilding. The study of magic in Cradle is commonly called arcanology, […]
In this post I’ll be stepping through the Omnessence Fundamental section of Chapter 3. Basically, it’s just defining what actually using Torchstone looks and feels like, and what it’s capable of. This is a pretty jargon heavy chapter (what isn’t in Aria?), but I’m using more generic terms unless I’m directly referencing some concept unique to Aria. The first part of […]
In Aria, an Origin is simply a source of magic or powers or whatnot. There are as many combinations as there are settings, from single sources (such as Cradle) to more complicated arrangements as seen in many fantasy rpgs with divine magic; magic magic; elemental magic; etc. The foundation of the Origin is four basic […]
Originally I was going to start trying to fill in some gaps and add on to my previous post about how magic is going to work in Cradle. But I’ve hit kind of a drought creatively (which happens way more than I’d like), and I realized I need something to kickstart it. Usually the best […]