On my list of things to do if I get my hands on a time machine will be to go forward a couple of months, pick up an Adventurer Conqueror King hardcover, and then go back to drop it off in a nice silt bed in the Paleolithic where it can fossilize and make the title of this post strictly true.
Adventurer Conqueror King System Levels Up with Game Salute
Autarch and GameSalute ink deal to bring ACKS to lowly dungeon delvers and high-level monarchs alike.
New York- Jan. 5, 2012– Rule your game with the Adventure Conqueror King System this winter! After a successful Kickstarter campaign which earned three times its goal, Autarch has reached a deal with Game Salute to bring ACKS to friendly local gaming stores all over the country.
Disclaimer: The law I'm talking about here is the law of averages. As it is unenforced, I can celebrate its law-breakers with a clear conscience. Breaking those laws which are enforced in your municipality is badwrong fun, don't do it kids!
One of the cornerstones of the monster-treasure system I've been working on is that characters receive an average of 4 experience points from recovering treasure for every one they achieve by defeating monsters. This is essential enough that my previous post won't make much sense without it. It's also a significant departure from modern versions of the world's most popular fantasy roleplaying game, so it's probably worth explaining the logic to people for whom it may come as a suprising change.
Over the last few months, I have been devoting a ridiculous amount of effort into determining how much treasure different kinds of monsters should have. ('Ridiculous' especially because my foibles mean so much of this effort involves going down dead ends, recalculating the same thing different ways, etc.) As Alex eloquently said in his blog post about behavioral rewards, this data is important to the Adventurer Conqueror King System's goal of being "among the best-designed fantasy RPGs from the point
The coverage in the Raleigh N&O mentioned in a previous post attracted the attention of Daniel from Wake Forest, who sent a message through Kickstarter:
I once had the pleasure of lunch with John Zuur Platten, the business partner of Flint Dille, Gary Gygax's old friend and collaborator. Through Flint, John had had the chance to learn much about Gary Gygax and the origins of D&D. John explained to me that "to understand D&D, you have to understand that Gary thought like an insurance actuary. D&D is fantasy fiction through actuarial science."
“The Player's Companion extends the core rules by adding a series of new classes, the dwarven machinist and spelunker, the elven ranger, and some human classes - mystic (monk), shaman (druid), and priestess. I'll come out and say it though, the thing that got me fired up with the book-love was the extensive list of templates. (I think they claim there are 144 of them). An ACKS template is basically some pre-selected options that speeds up character generation and gives the character a bit of early flavor. ACKS supports the old school roll-and-go - it's got basic 3d6 in order for abilities and simple classes, like classic D&D. The templates take it the rest of the way, by adding a preconfigured set of starting equipment, starting money, and suggested proficiency selections.”
“It makes good on D&D's largely unfulfilled promise to take characters from lowly insignificance to the heights of power. There are rules for building castles, establishing and ruling domains (as well as wizard's sanctums and thieves guilds), and trading -- just about anything a high-level, power-hungry fantasy character might be interested in pursuing. Adventurer, Conqueror, King is a very cleverly designed game whose rules are quite compatible with most retro-clones, particularly Labyrinth Lord, making it extremely valuable to any player or referee looking to add any of its rules to their existing campaigns. This is good stuff and well worth a look.”
“What does this offer that the OSR books and rules already in your collection don't? Strongholds, domains, and even mercantile ventures are addressed. Yes, your character may just outgrow the dungeon life. If you play in any fantasy type RPG and are interested in building your own campaign, many of the tools are here.”
“This is what a rationalised 21st century dungeoncrawling RPG can look like: enough old school aspects to appeal to grognards, but with enough mechanical crunch to appeal to new(er) school players. The systems maths is robust enough that it doesn't fall to pieces if you breathe on it, but simple enough that you only need to do simple-addition-up-to-20 in play. And we did it crowdfunded and with substantiative fan base interaction and customer feedback.”
“I'd seriously eat my own face off to get my hands on a copy of this.”
— Anonymous, 7-chan /tg/
“Adventurer Conqueror King adds a new wing to the Old School with its epic-scale world construction rules, which help the Judge develop an entire setting, logically and organically, in the sandbox spirit of the hobby's earliest campaigns.”
— Allen Varney
“I've been running this game for months now using an open world sandbox game, similar to Ben Robbins' West Marches game, and it's downright amazing. Love the comprehensive rules for everything economic and the B/X framework with layered extras, like proficiencies and special maneuvers (disarm, wrestling, etc.). If you're at all into D&D, I would check this out.”
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