Tonight is my last night in the United States of America. Tomorrow I fly out as part of the Peace Corps with the eventual destination of Georgia. On the eve of this new journey, I wanted to reflect upon the journey of Krendel. How did it come to be?
Faith
What is faith? Dictionaries may be interpreted to tell us that the definition is steadfast belief without or in spite of evidence. This is a fairly modern definition, and, of course, it gets rendered meaningless in any game system where faith produces actual, generally magical, effects. So I ask again, what is faith? The answer is manifold.
Making Worlds with Powers
My previous posts have elicited a number of comments on G+ and email about how powers hook up to worlds and how some settings would be created. This post is supposed to help with that, offering some suggestions on a variety of settings without going into great detail. If there are questions about specifics beyond what I have here, please leave a comment here or on G+, and I will endeavor to answer it.
Personalities and Drama
Krendel is not just an action engine. It also stresses the importance of a character's personality and her relationships, balancing story and mechanics. If a character acts in accordance with her nature, then the universe smiles upon her. If not, then the character gains no blessing in her struggles.
Combat
It seems a bit weird to have a post devoted to combat, when, unlike most games, Krendel does not have a chapter devoted to it.
The first thing to understand about combat in Krendel is that it works just like everything else. The tests are the same, powers works the same, environment works the same, and so forth. In fact, the combat section only addresses a couple of special rules, like acting into a crowd, surprise, bouncing grenades, and the like