Jul 03

Show and Tell – ArcKnight









Hello and Welcome to Faculty Meetings: The general advice and discussion podcast from The RPG Academy.  This is  where we discuss topics that came up at our gaming table or yours

I am Michael, and this is Table Topics # 50: ArcKnight


In this Episode Caleb and I sat down with Josh co-founder of ArcKnight.com. We discuss his recently ended Kickstarter for tokens and his previous one for maps. These maps are still available for purchase on their store: 


Josh sent Caleb and I one of the deluxe map packs to review. I’m not the Map guy but they are fantastic. Caleb is super-excited about them. We talk a lot about the maps.


We then move on to touch on some recent e-mails we got and then finish up with a discussion about home-brew game systems.


Two new iTunes Reviews this week: Big thanks to Wolfish Hunger and Jerry H.


Thanks for listening. As always, comments and feedback are welcome.




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1 comment

    • That One GM on July 28, 2014 at 12:01 pm
    • Reply

    I enjoy modifying existing systems to better suit my homemade campaign settings, but sometimes I can’t find a system close enough to what I want and it’s cheaper to make my own. Mostly, these end up as half-finished systems still waiting for grunt work, but recently I was able to get a system into alpha v1.0.

    It’s designed for a world that mixes steampunk and magic with exploration and intrigue.

    Here’s a simplified breakdown.

    Basic rule: Roll 1d10 and add an Attribute + relevant bonuses and compare to an opposing roll or a static difficulty.

    Character sheet: 1 class (of 4), 4 attributes, 1+ skills, each of the 4 feats, health points, armor, and equipment (weapons, clothing, tools, or rations)

    Encounters: There are quantified rules for combat, social interactions, and exploration.

    The goal of this system is to allow players to easily adjudicate any interaction via rules and also to leave players plenty of room within those rules to be creative and interesting. At the moment, preparation for the game is deliberately a little abstract in order to encourage strong joint narration among the players, rather than description from a game master.

    My favorite feature of the system currently are the rules for social encounters, where player characters are given three “poise” (working name), which function both as action points and as health during social encounters (a la the En Garde card game).

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