=======[ KINGDOM COME ]=======
Intro:
Kingdom Come was designed around the principle of KISS
(keep it simple stupid). While this is one of my
earliest attempts at game design, I hope it doesn't
show.
Kingdom Come is meant to be a light-weight, fast-paced
and slightly tactically-oriented fantasy game.
Keeping with the "lite and simple" approach KC utilizes
the D6 as it's standard die-type--and only the D6.
No other dice are used, nor needed.
I realized while designing KC that half of what fantasy
and the RPG genre are based on is the medieval age.
What was the medieval age known for but massive
battles?
Heroes of the 10-16th century were often made, and known
not for their many dungeon-crawls but their battle
prowess. Indeed the renown of a warrior or rogue
was based on his might and how many he could slay.
Looking at a several games in the RPG industry today
it would seem many of them have very demanding
requirements. In particular numerous rules which by
their very nature, length, and complexity require constant reference from
a game book, tokens, possibly predrawn maps, and dice
unfamiliar to the average person (amongst other things).
Lastly many a RPG focuses solely on the questing, the
complex details of the world, filling every loophole,
tending to every possible scenario with a rule or
die roll while completely ignoring (again) the epic
sprawling battles of the medieval age which inspired
the RPG genre.
This is a flaw that is badly in need of fixing and
that is exactly what Kingdom Come endeavors to do!
KC strives to bring the other half of Fantasy to light
while allowing anyone to quickly pickup and join the
fun as well as inviting the casual crowd to see what
all the commotion is about.
I sincerely hope you, the reader, have as much fun
playing Kingdom Come with your friends as I did
designing it.
[Shangra-La]
