Dark Saga Game System Basic Concepts Goal: To create a game system implementing fantasy and myth, while conserving enough realism to make it believable. The rules system will be loose with many optional rules, yet there will be enough organization to keep the game smooth. The system must be fully expandable and able to support many ideas, techniques, systems, and mythologies. Situation: The situation of the game world will be such that it may hold ideas as diverse as the real world. Some of the situations that may support the goal are: 1. Set in the real world, but the meteorite that killed the dinosaurs was magical. After impact, the magic in the meteorite slowly seeps out. The areas immediately around the meteorite are the most magical, while the areas farthest are more true to the real world. The magic causes mutations and causes unexpected results. 2. A world where the myths and legends of the real world are true. All mythical and legendary creatures truly exist, but are rare enough that the world is still plausible. 3. Set in the real world, but certain elements in history have been altered. Explores what might happen if history did not occur as it did. 4. A totally different world, but with many elements of the real world. Characters explore this world without knowing too much about it. Major concepts: Unlike other popular game systems, this one will have no classes. Combat will be more realistic, as the enemies will equal the main characters in strength. Skills are learned over time, not experience. Most objects in the game will be regional, not universal. This game will focus more on creating a storyline, not slaughtering monsters. Character goals help accomplish this. Probability: All tests of probability in Dark Saga are either based 1-10 rolls or 1-100 percentage rolls. Normally when a 10 is rolled, the die is rolled again and added on to the previous 10. This continues until no more 10s are rolled. When a percentage is called for, two 10 sided dice are rolled, each representing a digit. If two consecutive 10s represent a 100. In any event, the number rolled must be less than the probability in order for success. The combat/ability system: The combat system is based on four scores derived from four character attributes and a few item attributes. The four major character attributes are Coordination, Agility, Strength, and Endurance.