Krendel

A modular, universal role-playing game system that provides a toolbox to customize your game to any world you can imagine. Blending tactical simulation with cooperative narration, Krendel’s single die resolution provides the gradient of your success, or an alternative to failure, that may be tailored to help you realize the intent of your actions. Karma points and die gambling give you extra opportunities to customize game play to your style of gaming.

One of the most basic concepts of gaming is that no rule is set in stone: you are free to add, remove or otherwise change rules to tailor a game system to your taste. The Krendel system goes further, making the rules modular. Before adjusting rules, be sure to read and understand them so you are making informed decisions.

In this book you’ll find:

  • All the rules needed to play the game, plus dozens of optional rules to help you play the way you want, offering simplicity or complexity as desired.
  • Tools designed to drive drama while leveraging motivations and relationships to bring your characters to life.
  • Two power methods and over a hundred powers to get you started.
  • Equipment from all eras and rules for creating more.
  • Over 50 sample species you can use and rules for making more.
Excerpt: 

Options to Consider

  • Choose Methods: Powers are laid out in families called methods. These can be added or removed as desired. They can even be refined with particular styles. If you want to run a modern game with no magic or advanced technology, remove everything but the core method. If you want a world with everything, go for it!
  • Remove Motivation & Temptation: Although these rules provide guidance and reward for role-play, they may also be a detail you don’t want to deal with. If an action or power references a character’s motivation or temptation, simply do what feels appropriate given the intent of the action or power and the characters.
  • Remove Relationships: While these offer an easy way to bind a party together, you might not want to worry about them. No problem. Just don’t use them!
  • Remove Karma: While many aspects of the karma system can be removed if they do not appeal to you, you can actually excise the whole thing if you wish.
  • Remove Experience: Rather than players earning XP and using it to advance their characters, simply give set awards as the game progresses (e.g. a new power or raise a skill from 3 to 4).
  • Remove Traits: While traits are intended to provide a level of differentiation between characters, they aren’t necessary. You should keep traits assigned by species as these help differentiate species, but even those can be tossed out as desired.
  • Remove Horror: The rules for horror may be too much for some people or they may simply reflect a setting that is grimmer than what you may wish to use. Removing the rules entirely is an easy answer. Lowering the skill for the triggers by 5 or 10 and then removing any triggers with a value less than 0 can also work to tailor horror to your tastes.
  • Remove Superstitions: While they add great flavor, superstitions can be overwhelming and simply too much to track. They also don’t fit with all settings.
  • Remove Environmental Rules: Certain environmental rules are built to support particular paradigms. For instance, dreamscape and saturation rules can be removed for worlds without magic. The rules for extreme temperatures can be used when that aspect of the environment is meant to be stressed, such as an adventure in a volcano or ice palace, but they can otherwise be dropped if they are too much to remember. The rules for light and sound may be used to ramp up tension for a survival horror game and can be run fast and loose if you don’t wish to worry about that level of detail.
Author: 
William J. Altman
Game Type: 
Roleplaying Game
Crunch: 
3 - Mildly Crunchy
Players: 
2+
GM?: 
Yes
Free?: 
Yes

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