Guild Chronicles In this game-mechanics post, we wanted to highlight the central tenet that initially inspired Andrew to develop Guild Chronicles – games are more fun if you are rewarded for working together. With this core philosophy in mind, we’ve created rules that allow for: engaging player interactions, builds that fill a specific combat role, …
Continue reading “A game designed to reward collaborative play”
Guild Chronicles This week we wanted to spotlight another gameplay mechanic that really differentiates Guild Chronicles from other TTRPGs: weapons. In many systems, selecting a weapon is a primarily cosmetic choice, perhaps changing the damage you deal slightly or a handful of properties (such as reach, or an enhanced critical hit range). Weapons become an …
Guild Chronicles For today’s Guild Chronicles update, we wanted to spotlight how the character creation and advancement rules allow for versatile, diverse, trope-breaking character builds. Unlike D&D and many other TTRPGs, Guild Chronicles players are not functionally bound to a single Class (or heavily penalized for multiclassing). Instead, they are free to spend Experience Points to purchase Archetypes, Classes, …
Guild Chronicles This coming April brings us to another Autism Acceptance Month, and while there are certainly members of the autistic community who are grateful for the recognition, that is not the case for all. A few years ago, I met a young man that absolutely dreaded it. He was bright, curious, easy to talk …
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