Alternate Worlds RPG (AWRPG)- The Core Rules

This system is a True Skill System™ - Skills are the basis of success or failure as modified by various situations. The skills are only based on attributes in the slightest way, and are not dependent on them at all. This means that a skilled character is not necessarily a physically powerful one.

The Situation Modifier system being used allows for a quick and organic modification to the rolls without massive mathematic possesses. This means the GM can do anything from a complete calculation of a pre-written adventure to “Best Guess” of and off-the-cuff adlib adventure. Modifiers are logical and quick, so the system will not bog down, yet organic enough to even satisfy a “gear-head” gamer.

Attributes are based on both Western and Easter Metaphysics and encompass all the needed information to play in any setting at all.

With a firm basis in both magic and science the system can handle any situation either by design or logical and rapid modification. Changing rules is the basic idea of Alternate Worlds RPG. We present a basic set of rules, and several Alternate choices for some of them. This not only allows those playing this game to use these to custom fit the system to their needs right out of the box, but gives examples of how to redesign any rule to fit the needs of a setting they are interested in playing.

AWRPG is also a system that will be heavily supported on-line. There will be several items made available either free or for very little cost. Though the system is a printed product it is also intended to be a PDF supported product, as well as a fan supported product.

While it is not an “open-source” product, it is one that will encourage the development of other products for the AWRPG system from both established and amateur sources.

 
 
 
 
 
 
     
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