Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Any thoughts on optional “extended play” rule? I do like the straight-forward exp/level system you have already! (reminds me of Kevin Crawford’s work)

I’m just thinking of running a longer game (ideally every other week for a year-ish) which is my typical format since we don’t get much done per session an ‘adventure’ tends to spread over at least a few sessions.

I can also house-rule it easily, I just know the “system mastery”/mechanic focused players might see 5 levels and think there’s not much room to plan/work with (ie their form of play outside the game sessions).

Off the top of my head I could do exp at the end of adventures, check the math and extend the levels beyond 5th, or hand out less exp each time. (Of course narrative/arbitrary levelling is also an option)

Context note: This is me just skimming the quickstart and having backed the KS I haven’t run it yet or given an in-depth read, so a grain of salt should be taken with this feedback :)

Hey James! Great question (and to be compared to Kevin Crawford's work means a lot)!

I thought a lot about how many levels to provide each class. Since I envisioned Wandering Blades as a toolkit for wuxia movies and for the combat to be highly lethal, I opted for a lower maximum level. 

That said, even with the the current exp system, you can still engage in a longer form game (if the characters survive) if you include martial arts manuals. Rules for these aren't in the quickstart, but to put it simply...they enable players to trade exp for martial arts techniques! This way, you may have lower level characters with powerful techniques fighting alongside higher level characters with standard ones!

If you have any other questions, please don't hesitate to post here or on the Wandering Blades Discord server: https://discord.gg/y4C3vynp8q