Ars Arcanum
Ars Arcanum is work in progress. I am trying to develop my own mechanics system while also fleshing out the environment. As it stands at the moment, it is fantasy based but I have been thinking of also adapting it into a modern day setting. I am just not really sure where to go with it right now. So I have been concentrating on the base mechanics.
I have tons of source material I wrote for the fantasy side and have had several independent sources tell me that the writing is solid and makes for a good back story.
*EDIT*
I slapped together all the files into a single PDF. Its not printer friendly and the formatting is kind of a mess not to mention the page numbers are all in disarray and not right. But this is pretty much all the material I have put together. I am in the process of revising it and making it more presentable, so be gentle.
*EDIT 2*
Okay, I am not sure of the size limit on uploaded files but it seems to be smaller than 5.55Mb. So I will need to upload to my Scrib acct and link to it from there.
*EDIT 3*
Okay, here is the link:
I'll try...
...to upload something today. Just remember its a bit rough and before any playtesting so you guys are seeing the birth process.
Ooh mechanics.
I love mechanics discussion, especially in the stage before they've been decided upond. Here's some things to consider.
1) How combat orientated is your setting? If it's very combat orientated you might want to thing of mechanics that revolve around that, so that all characters are at least competant in combat situations, whilst their other skills define out of combat capabilities (example: DnD.) If combat plays an equal roll or second fiddle to other activities like social interaction, investigation or whatever else you can think of, perhaps create a skill based mechanic in which players would have to decide to be good at fighting or good at other skills, maybe trying to strike a compromise between the two (example White Wolf.)
2) How gritty is your setting? This may seem like an odd question, but a gritty setting can be enhanced by gritty mechanics. The darker the setting, the more easily a character should be able to get hurt and the consequences of these injuries should be greater. Mechanics reflect this by having high damage/low resistance stats and realistic healing times.
3) What are the player characters? Are they epic heroes, average men who have been thrust into something greater than themselves? This is important for finding your balance whilst devising character creation mechanics. Remember characters can be epically powerful but still be fragile in a grim setting (take old Vampire for example, the characters can be powerful beyond belief but carelessness in combat can still lead to a stake through the heart, one shot and your down and out.)
4) Ease of use. AFter taking everything into account, you've probably got system ideas in your head. Take that, write everything down and then scrap anything that would take more than one game session to get the hang off. Yes a game can be complicated with many rules/powers/technicalities, but the base system should never be hard to grasp. The saying 'easy to learn, difficult to master' is one to keep in might when devising mechanics.
Whooowee, I've run away with a post again. Ah well I hope this is helpful. I might gather notes on whatever this discussion yeilds and make a rough guide to mechanics creation (not that I'm a master in any form) for any others users new and old.
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In response
1) Combat will be integral to the setting as the entire realm is hinged on the precipice of war.
2) I was going for a high magic meets 15th century England before the renaissance. I hope I captured the essence.
3)My goal is to vary the characters between the extremes.
4)I tried to simplify the mechanics with only one or two systems. Combat and magic. The are similar but there are a few differences. I was juggling the idea of adding separate systems for status effects (poison, petrification, etc) like DnD but that system seems a bit to clunky in regards to the direction i want to go.

Oh! No attachments.
I saw that title there in the stuff that's new in the lab and I thought, "Huh? New labrat. Cool title for his game. Done a lot of work so far. Hey, this is starting to sound fun." and then
No attachments.
Fun will have to wait.
Well, I'll be waiting to see what your game does, and what it doesn't do yet, and help you kick around ideas.