Rules

Enchanted Realms Rulebook

 
Introduction

Enchanted Realms was created to be played on a virtual table application. The current choice of the author is Roll20.net. By using its API, character sheets and macros, it solves many of the “problems” of table-top play and encourages collaborative story-telling rather than sessions of hack-n-slash. This manual is free and updated frequently. The latest version can be found at http://EnchantedRPG.com, and if you use and enjoy the game, please consider a $5 donation for further development of the game.

Because of concerns over restrictions due to classes, too much math and overly slow, complex combat, the original design was to simplify the rules to the extreme; however, after several months of play-testing, such simplicity was not able to handle some of the more imaginative and creative parts that role-playing offers. We made corrections in response, which in turn took as back down the path of heavier math and too many details. The latest effort, what is being called "Enchanted Realms Basic" is a hybrid of simplicity that allows more detail. We have also begun to design automation of mathematical calculations to a virtual system. Currently, we are working on APIs for Roll20.net to manage the combat, game-logic, time-tracking, character-sheet management, etc which allow the players to focus more on the story and their character development. With computerized interfacing, most of the work gets performed by automation. However, the rules should be perfectly simple and playable with just a table and dice.

Lastly, while mortality and the need for teamwork is a design factor of the system, as game developers, we want to remind other that the intent of Enchanted Realms is to be escape to a fantasy world and enjoy otherworldly adventurer. It should not be a competition between players and the GM, but rather it is a story-telling collaborative process -- with a lot of fun thrown in. Of course, character deaths will occur, but it should be rare, climactic, meaningful or just out of horrible events resulting from avoidable choices. The idea is no one dies because the player rolls a “1” while lighting a torch or is tricked by the GM into walking through a soul-eating mirror. Then again, if the group wants to run a high-risk, high-death campaign, then by all means - have at it.

With that disclaimer aside, I hope you enjoy the system.