- Joined
- Feb 6, 2013
So! Tabletop RPGs. Lots of nerds like them. It's a global pastime that has gone through some hardships through and through, no thanks to the attitudes of either developers [looking at you, Changing Breeds] or players [let's just say I'm more than familiar with some fiascos]. Some games are particularly renowned, where others are less known.
The SomethingAwful forums have a thread on this subject matter, the 'FATAL & Friends', where they post extended analyses of various RPGs like, well, FATAL itself. Most of them are terrible and very much deserve the fame of trash, but the thread also served to highlight some good games that are not known for being foreign or short releases or something. And it's basically the one thing I've followed out of the whole lot.
...but, since I don't have a SomethingAwful account, I can't contribute to that. So instead I thought about posting stuff here, asked @Jaimas for it, and got permission.
Now, this thread is free for anyone who has an RPG they want to talk about. Or who wants to talk about one of the RPGs seen in the FATAL & Friends project or thread but doesn't have an account there. The main point is, if you want to discuss something in depth, go right ahead.
I've made no secret that I'm from Brasil, and those who play RPGs in Brasil were not denied the ones with worldwide popularity, like GURPS, D&D, World of Darkness, Castle Falkenstein, Paranoia, or such. However, not everyone was satisfied simply in playing the systems others made.
In 1992, two college students were working on a new algorithm to be used for heavy machinery and tools, which was designed to calculate a percent value off a specific number in a 1=4 relationship. Once the program was finished, one of them looked at the other and said, 'hey, wouldn't it be cool if we used this on our next game of RuneQuest?'.
That anecdote is mainly mine, but it's essentially how the DAEMON System was created. Two nerds decided to use their college work to make their game more fun.
After some early drafts in 93 and 94, one of the nerds was approached by another nerd - who had his own RPG magazine - and convinced to let them publish a game scenario of his creation. And that is where we'll start with.
ARKANUN was the first major release of 'Editora DAEMON' ['DAEMON Publishing', I suppose], a game that focused on themes very similar to Mage: The Ascension. The focus of the game was to allow players to be wizards, mages and sorcerers, spellcrafters who had to deal with a dark and corrupt world that was slowly being torn apart. Although it was certainly similar, there was one aspect of ARKANUN that made it stand out from its White Wolf counterpart.
ARKANUN is a game of Gothic Horror. It is set in the start of the 14th Century, right as the Hundred Years' War begins, with all it implies. It's very much set in the past, and although the rules are certainly viable to create a more modern character, it's a fair contrast against White Wolf's 'always the present' point of view. The PCs in this game deal not just with normal mages, but also angels and demons, and some elements further.
Another aspect of ARKANUN is how, exactly, the horror is portrayed, though I will not go into exact details over here. Suffice to say, the developers tried to at least do their own thing instead of ripping off Mage and calling it a day, and while it's possible that it'll reach levels of 'White Wolf
', I'm posting it here less to make fun of it and more to see what an American audience would think of the game as it's written. We'll be looking at the Third Edition, released in 2004, which contains both the main game itself and the main cities of the time.
Next Time in ARKANUN: "Welcome to the Century of Men!"
The SomethingAwful forums have a thread on this subject matter, the 'FATAL & Friends', where they post extended analyses of various RPGs like, well, FATAL itself. Most of them are terrible and very much deserve the fame of trash, but the thread also served to highlight some good games that are not known for being foreign or short releases or something. And it's basically the one thing I've followed out of the whole lot.
...but, since I don't have a SomethingAwful account, I can't contribute to that. So instead I thought about posting stuff here, asked @Jaimas for it, and got permission.
Now, this thread is free for anyone who has an RPG they want to talk about. Or who wants to talk about one of the RPGs seen in the FATAL & Friends project or thread but doesn't have an account there. The main point is, if you want to discuss something in depth, go right ahead.
-=-
I've made no secret that I'm from Brasil, and those who play RPGs in Brasil were not denied the ones with worldwide popularity, like GURPS, D&D, World of Darkness, Castle Falkenstein, Paranoia, or such. However, not everyone was satisfied simply in playing the systems others made.
In 1992, two college students were working on a new algorithm to be used for heavy machinery and tools, which was designed to calculate a percent value off a specific number in a 1=4 relationship. Once the program was finished, one of them looked at the other and said, 'hey, wouldn't it be cool if we used this on our next game of RuneQuest?'.
That anecdote is mainly mine, but it's essentially how the DAEMON System was created. Two nerds decided to use their college work to make their game more fun.
After some early drafts in 93 and 94, one of the nerds was approached by another nerd - who had his own RPG magazine - and convinced to let them publish a game scenario of his creation. And that is where we'll start with.

ARKANUN was the first major release of 'Editora DAEMON' ['DAEMON Publishing', I suppose], a game that focused on themes very similar to Mage: The Ascension. The focus of the game was to allow players to be wizards, mages and sorcerers, spellcrafters who had to deal with a dark and corrupt world that was slowly being torn apart. Although it was certainly similar, there was one aspect of ARKANUN that made it stand out from its White Wolf counterpart.
ARKANUN is a game of Gothic Horror. It is set in the start of the 14th Century, right as the Hundred Years' War begins, with all it implies. It's very much set in the past, and although the rules are certainly viable to create a more modern character, it's a fair contrast against White Wolf's 'always the present' point of view. The PCs in this game deal not just with normal mages, but also angels and demons, and some elements further.
Another aspect of ARKANUN is how, exactly, the horror is portrayed, though I will not go into exact details over here. Suffice to say, the developers tried to at least do their own thing instead of ripping off Mage and calling it a day, and while it's possible that it'll reach levels of 'White Wolf
Next Time in ARKANUN: "Welcome to the Century of Men!"