The universal role playing game of maximum adventure.

Thursday, April 21, 2016

Creating a Character in Adventure Maximum

In this blog post I give insight into how a basic character is created in the Adventure Maximum game system. The Core Rules are universal meaning a character can be from any setting or milieu. They are built by the player using easy to follow steps. To demonstrate this I will use the sample character from the core rules: Grondar the Barbarian.

Start with a Concept: The first step is to start with a basic idea of who the character is. This idea is the bare bones upon which you build the character. For my concept of Grondar I chose a tough barbarian in the style of Conan. 

Choose Tech Level: There are 10 Tech Levels in the game which range from Primitive (TL1) all the way to Far Future (TL10). These mirror the technological advancement of mankind and serve as guidelines for what era a character hails from. Let's make Grondar TL2 (Early Civilization).

Choose Expertise Level: There are 5 levels of Expertise for the game which range from Novice to Legendary. The player may choose the starting Expertise Level of the character based on the input from the WM (World Master) on what is needed for the adventure. For the sake of this exercise I'm going to make Grondar Expert Level.

Decide Attribute Bonuses: There are 13 Attributes in Adventure Maximum which define a character in the game.The average person starts with a Rank of 2 in each attribute. Being of hardier stock than average, an adventurer begins with a Rank 3. At this point the player adds Attribute Bonuses for the character based on his or her Expertise Level. Since Grondar is Expert Level he gets 9 bonus points to be spent on raising his attributes. Keeping in mind his character concept I add Intuition +1, Willpower +1, Strength +3, Dexterity +1, Condition +2, Speed +1.

Choose Skills: There are over 100+ skills in the core rules to choose for your character. These skills reflect knowledge in all 10 tech levels. Grondar gets 25 skills to start the game with, but since he is a Tech Level 2 character, can only select those available for his tech level or lower. Sticking to my concept of a barbarian fighter I choose accordingly until all the skills are selected. These include Sword, Brawling, Riding, Shield, etc.

Determine Skill Ranks: Once you've selected the character's skills it is time to determine the individual Skill Ranks of each. To do this the skills are divided into three categories: Primary, Secondary, Tertiary. By the rules Grondar gets 8 Primary skills, 8 Secondary skills, and 9 Tertiary skills. Based on being Expert Level, he gets +12 bonus to all Primary Skills, +9 to Secondary, and +6 to Tertiary. Each skill has a base value equal to one of the Attribute Ranks. I then decide which of his skills I want to be his Primary ones and add in the +12 bonus to the designated Attribute to get the final Skill Rank. I go through the same process for his Secondary and Tertiary skills until they all have a Skill Rank.

Choose Character Creed: There are six Creeds in the game rules and these define the basic moral structure of the character. They range from Saintly to Diabolical. Sticking with my original character concept I choose Warrior creed for Grondar. He is driven by honor and duty and respects strength in combat.

Round out the Character: The rules cover rounding out a character with such basic statistics as height, weight, starting cash, lift capacity, etc. Grondar is 6'4" tall, weighs 210 pounds of solid muscle and can lift 600 pounds!

At this stage the basic character of Grondar is done. The next step is to embellish the character making him more than just a brute armed with a sword and loincloth.  In Adventure Maximum the player makes the character unique by giving him a personality, buying special abilities, and taking disadvantages. This fleshing out of a character is covered in later blog posts. For now check out the front of Grondar's character record and how it appears in the game.  

For more information feel free to join the Adventure Maximum Facebook page below:

Sunday, December 20, 2015

What makes Adventure Maximum different?

 In this blog post we will discuss what makes AM different from so many games out there.

First and foremost AM is not another game setting. It is my personal belief there are more than enough settings and game worlds already on the market. In fact there is too much content and not enough real play ability. Let's face it, how many times have you bought a rule book only to find the game system sucked? The publisher did a good job of enticing you to purchase the book by using slick art and glossy pages. The world setting was imaginative and you couldn't wait to jump right in and start playingbut you quickly find there is just one drawback. The world setting is tethered to a set of crappy mechanics making the game itself virtually unplayable. I can think of several big time games in the past suffering from this affliction. This is where Adventure Maximum comes in. It is designed from the ground up to be a set of common sense rules that are versatile and easily adaptable to any game setting. You plug AM into those worlds and make them playable or create your own. What's more, it does it all using a single D10!

The core rule book is near completion and will cover these aspects in the rules:

Comprehensive Character Creation: the core rules cover the creation of all basic adventuring characters of various tech levels from primitive to far future. It is handled in easy to learn steps and when completed you will have a fully detailed character complete with attitudes, personality traits, disadvantages, special abilities, etc.

Comprehensive Skill List: There are over 100+ skills described in the game and cover the entire gamut of man's technology levels. 

Simple Mechanics: No need to own dozens of dice to play. The system runs on a single D10 to determine the success of any action in the game. 

Exciting Combat: Combat in Adventure Maximum is second to none. It has all the detail of the most intricate game systems, but with none of the complexity that bogs the game down. Each character is armed with an arsenal of attack and defense maneuvers such as Parry, Slash, Impale, Death Blow, etc. All aspects of personal combat is covered including martial arts, melee, ranged weapons, and vehicles. There are no Hit Points! Every combatant has 10 Trauma levels until death. It's not the amount of hit points which keeps your character alive in combat, it is a combination of skill, strategy, and luck.
Weapons and Equipment: The rulebook has stats on tons of melee weapons, range weapons, pistols, assault weapons, rifles, shotguns, and launchers. There are rules for custom building your own armor and vehicles. All manner of technology is covered and rules are provided to convert the weapons from other game systems into AM.

Innovative Role Playing: AM encourages excellent role playing by its players and rewards them with something called Luck Points when they do so. These Luck Points are used to give the character a much needed edge in the game when surviving combat damage or giving a Skill Rank a boost. There is a saying in AM that becomes readily apparent to those who play the game: "Earn to Burn."

Innovative Campaign Play: Just like no hit points, AM doesn't use experience points either. The system for improving in the game is very simple. The player keeps track of the number of games his or her character is played. Every 5 games the character gets to improve. It's that simple. The system encourages players attendance as they can easily keep track of their character improvement. 

This is just some of the features covered in the core rulebook. Feel free to join the Adventure Maximum Facebook Page to learn more. The link is listed below. Also give this blog a follow as more aspects to these exciting rules will be covered in the future.

The Adventure Maximum Facebook Page