the seal of the three planes of Verden, the world from the Guild Chronicles game

Guild Chronicles

What Makes Guild Chronicles Different?

Designed to allow for flexible, creative, outside the box play

  • Character creation is non-linear and allows even starting characters to be unique, specialized and engaging.
  • Interacting with the world using Checks allows you to flexibly combine Attributes and Skills to better capture the task you are trying to accomplish.
  • When you make an attack in Guild Chronicles, you combine a Power (from the Classes you’ve selected) with a weapon’s attack. Changing weapons allows you to quickly change your playstyle and flexibly slide into other roles.
A ranger walks away from a camp, climbing over the roots of a tree with a human-like face

Limits frustrating results from bad luck in a few ways

  • Most rolls will use two or more dice, creating more average results and far fewer unlucky “botches.”
  • There is no “roll to hit” in Guild Chronicles – no more turns spent doing nothing because of bad luck!
  • For an attack to Critically Hit, only one of the dice needs to result in the maximum result; you might even get more than one Critical Hit in a turn!

Designed to reward collaboration

  • Powers that grant allies bonuses get more “bang for your buck” than ones that only effect your own character.
  • Many powers allow unique strategies and powerful combinations when used on teammates.
  • A group working together to create diverse, synergistic character builds will allow them to function far more optimally than individually optimized characters would.

Character Creation

Character Creation in Guild Chronicles is designed to be incredibly flexible.  Some players choose to specialize, purchasing only a single Class and working towards purchasing all of its Powers before branching out.  Others choose instead to purchase many Classes, selecting only a few Powers from each and becoming adaptable generalists or finding unexpected combinations. 

With this non-linear approach to classes, there are endless opportunities to create unique Heroes capable of vastly different things. 

Classes are divided into three Archetypes – Warriors, Mages and Channelers. Each of these Archetypes unlocks four core Classes (more classes are available through specialized rules, and can even be created and approved by your Storyteller).

Warriors

Armsmasters
Defenders
Rangers
Rogues

Mages

Elementalists
Oneiromancers
Runeblades
Wizards

Channelers

Seers
Summoners
Umbramancers
Wylders

A teenage Oneiromancer appears to float above the ground, conjuring illusory birds.

Weapons Designed with Flexibility in Mind

The Weapon a Hero selects in Guild Chronicles is also designed to make a big difference in their play styles. 

Each weapon has its own unique set of abilities.  Almost any time a Hero attacks, they will combine one of the Powers unlocked by their Classes with one of the two Attacks allowed by their Weapon.  This allows Players to quickly and fluidly adjust how their Hero performs in a battle by changing out a Weapon, and can provide countless unique combinations to Players who take the time to contemplate unconventional Weapon selections.

The flexibility of Weapon selection also allows for unique, trope-breaking Heroes like Rogues that use Wands or Healers that wield Bows.  The Core Rules include more than 30 unique Weapons as well as 15 Off-Hand Weapons – future expansions will feature more powerful Weapons for higher level Heroes and guidelines for creating your own Weapons.

Location
52 Waltham Street, Lexington, Massachusetts

Email
guildchronicles@gmail.com

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© 2024, Guild Chronicles, LLC

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