A new RPG using WEG's Open D6 is up on Kickstarter. It is called Sorcerers of Ur-Turuk (http://www.kickstarter.com/projects/203 ... f-ur-turuk)and is being designed and published by Arion Games, who also designs/publishes Advanced Fighting Fantasy and Maelstrom.
It is fantasy RPG set in a Persian Empire inspired 'Sword & Sorcery' setting. The PCs are powerful sorcerers combing the desert for magical secrets from the buried remains of an ancient Sumerian-like civilisation.
It is a troupe style RPG (like Ars Magica) in that each player creates 1 Sorcerer, as well as 1 major PC and 3 minor PCs. That way the player can play a different PC that is appropriate to the scene or task at hand.
It uses Open D6, and seems to favour the simplicity of Star Wars 1e over its later iterations. It has a flexible magic system in which you combine 1 of 3 "verbs" (Summon, Shape, Destroy) with 1 of 10 "nouns" (Life, Magic, Fire etc).
The final rulebook looks to be around 140 pages (the same as Star Wars 1e or one of the 3 D6 corebooks), in full colour, and with beautiful watercolour art. It will be followed by a setting book early next year, presumably of similar size.
Its great to see new RPGs using Open D6, and this one could use support.
Sorcerers of Ur-Turuk: a WEG D6 Troupe Style Persian S&S RPG
Re: Sorcerers of Ur-Turuk: a WEG D6 Troupe Style Persian S&S
The KS is in its final 5 days and needs more support.
The magic chapter has been made available. It follows what was in the overview and confirms:
- Artefacts found in the desert give CPs to increase magic skills. Magic skills cannot be increased with CPs normally.
- Magic is not able to be used to know or transmute things. It is also not permanent.
- Magic seems to originate from an ancient Sumerian analogue society.
- Magic is very flexible, though it may be tricky to use it fast in combat and the like.
I remain impressed in how Graham is keeping the rules simple and straight forward, even in the most complex part of the game. It really supports his choice of Open D6.
The magic chapter has been made available. It follows what was in the overview and confirms:
- Artefacts found in the desert give CPs to increase magic skills. Magic skills cannot be increased with CPs normally.
- Magic is not able to be used to know or transmute things. It is also not permanent.
- Magic seems to originate from an ancient Sumerian analogue society.
- Magic is very flexible, though it may be tricky to use it fast in combat and the like.
I remain impressed in how Graham is keeping the rules simple and straight forward, even in the most complex part of the game. It really supports his choice of Open D6.