Recent Updates

As play testing continues there is bound to be some changes to previous releases. Two have recently come up as the magic system has been being tested.

On Aptitude – Slow, Meticulous Actions

This mechanism was designed as a way to avoid dice rolling when someone could just declare they were taking their time to get it right. With the magic system players have wanted to use this to just be sure of a bare success when summoning a weather pattern, however the original values were just too onerous. So we have slimmed down the time multipliers to make it more usable.

The play screen has also been updated with these new values.

The Adventure Cycle – Reputations

The reputation system is great for shaping “in the field” play. However as we played on we found that, as well as generosity and honesty, players wanted reputations for mercy, justice, bravery and a host of other detailed things. Too many of these and things get diluted and nitpicky. So after some variations and trials we have settled on a reputation of “Benevolence”, which encompasses the previous reputations of honesty and generosity and also the other good, or bad, acts in the field.

Reputations like quest, hirelings and companion treatment remain, since they are tied to specific transactions in the game system.

The character sheets have been updated accordingly.

Future System Impact

Part of the future design includes Mysticism, which involves mastering relationships with the incorporeal spirits of the magic world. The initial intent was that fine tuned reputations would be important to them. However this has been revised so that spirits have their own specific behavior likes and dislikes, which they will try to directly observe, enhancing or detracting from the relationship with them.

Version 1.0.2 of the Inner Core Rules Released

Inner Core Rules

A lot of people have been playing All Us Gamers RPG and have sent in feedback and questions. For the Inner Core Rules there has been no need to make changes to the rules but there has been a need for some clarification.

So version 1.0.2 has a new version of the Dice Engine page that clarifies how the process works, and adds two new named Difficulty Numbers, Challenging (10) and Very Hard (14).

All Us Gamers Dice Engine
The Dice Engine Diagram (v2)

The question has also come up about the use of Focus when the GM has simply decided how things turn out rather than use the Dice Engine. These two paragraphs have been added:

If the outcome of the action has been decided by
fiat instead of a dice roll then, if the GM has decided
the outcome is the best that can be achieved, the
player cannot gain anything by using focus.


If the GM considers that focus could help then
either the GM, in consultation with the player,
determines the improvement gained by the use of the
focus, or the GM determines how many fail dice the
current situation entails, and the DN for them to beat.
The player rolls the fail dice and discovers how many
new success dice are added. Resolve the outcome
change accordingly.

Focus Section : Inner Core Rules

Everything else is minor tidy ups.

There is a slight functional change on the way for On Aptitude on its way, to do with how Adventure Points are gained when the players achieve an objective. Its a tidy up and allows slightly more points to be gained if you really push it.

The Book of Struggles Combat Toolkit is about 50% complete, but not enough play testing yet.

The setting Mists of the Carpathians has started construction and already housed its first adventure.

And for those that have asked, here is how the three core books hang together.

Core Books Integration
How the three core books work together