Hello all,
Warning: long theoretical post. I am looking to talk through some system and world-building ideas to get a feeling for whether ACKS will do (or Already Does) that. I am a longtime gamer, from AD&D through 5E with lots of other games in between. I liked 5E a lot at first, but I have become disenchanted with the overpowered characters, the wild hodgepodge of races, classes, and their powers, and other things. Also I went down the rabbit hole of the BrOSR–Jeffro Johnson’s ideas on 1:1 time, total autonomy, patron play, and the DM acting more as referee of a living world rather than running a planned story. I’d love to participate in or run a game like that but I don’t think I go back to AD&D with all its incoherency. I own ACKS but haven’t played it or run it (but did play in and run an old-school game using OSRIC).
My ideal system would have:
- the coherence, elegance, and ease of play of 5E.
- a magic system with the feel of ACKS’ eldritch magic, but that is easy to use. I’m not convinced the ACKS system is.
- resolution mechanics that strike the right balance between just making a skill roll, and trying to roleplay everything out. I’m frankly not sure what this should be. I see the flaws of handling things by skill check, but running every search, for instance, with a long dialogue of “I try to tip the statute. No? Ok, I try rotating it. I tap on the flagstones,” etc., etc. doesn’t seem workable either (and I often find it boring in play).
- classes/character generation that has the right flavor. I think I like race as class, as a way of setting the demi-humans apart and keeping the campaign world centered on humans. But something about how it is handled in ACKS doesn’t seem quite right. (It might simply be the class names–humans get “fighter”, dwarves get “vaultguard”–something is off, to my taste.)
- An alignment system that makes sense to me. I think there are core contradictions in the way different systems have handled alignment. As I understand it D&D started out with a linear law vs. chaos system, with an emphasis on either pushing back the boundaries of chaos, or at least venturing into the chaos of the wilderness or underworld to bring back treasure. And with a presumption of a core church analogous to the medieval church (paladins, clerics and their spells). But AD&D shifted to the 9-alignment grid and a polytheistic world. These aren’t really compatible. ACKS uses law vs. chaos, but that has issues too. 1) it isn’t very compatible with quite a bit of fantasy literature–Conan or Fafhrd and the Grey Mouser would sneer at the idea of choosing sides in a battle of law vs. chaos. Also, ACKS describes chaos as everything inimical to human flourishing. That is not how it was depicted in Three Hearts and Three Lions. There, chaos wasn’t just evil and destruction. It was an alternate way of being with its own charms, and indeed the hero (and reader) is tempted by it. In the Sinister Stone of Sakkara, care is paid to describing all the stores of food and supplies that the humanoid forces in the temple have amassed. I appreciate the attention to detail. But I don’t believe that large numbers of humanoids could support themselves, and amass such stores, only by raiding. It would take farms, an economic base. But that isn’t compatible with howling chaos and the mythic underworld.
What makes most sense to me–what reconciles these elements–is a system in which most beings in the world and their actions are morally neutral, from a cosmic perspective. But a few things things (black magic like necromancy, blood sacrifice, demons and dealing with them) do have cosmic significance–they are tainted and dark. Like the demonic things Conan runs into sometimes. And some forces–clerics and paladins, and the sources of their power–are devoted to opposing those things. There could also be powers in the world that are of a fey nature, more like chaos as in 3 Hearts–strange and opposed to humanity in some ways, but not blackly evil.
This should all be represented in the mechanics, e.g. by how things like protection from evil work. Ideally there would be the possibility and temptation of using black magic, which offers a path to power but at a risk.
Also, my ideal system would encompass leading armies, battles, and founding and ruling domains, but in a way that doesn’t overwhelm me with rules or bookkeeping. I know that this is core to the idea of ACKS but I am concerned that in practice it would be too much for me (looks like bookkeeping gets down to the level of how many families reside in each hex of a domain and by what small percentage that number goes up and down each month…)
ACKS is the closest I have found to what I want. Does ACKS already do the above? Or will ACKS II be modular and tinkerable enough to run it with, say, an eldritch-feeling magic system that is easy to actually use in play and that has a tainted black-magic system? And to tinker with races and classes until the feel right to me? To eventually run domains and wars without too much effort and complexity?
Thanks to anyone who read this far.
Tom