You are the few that explore the unknown and venture into its darkest depths — an adventurer. You harness great ability, wield mysterious magic, hone steel blades with blood, and lead when others fail.
The Iconic Adventuring System is a roleplaying game usually played with four or more players, each of whom has a deck of cards known as a character deck. Your deck is your potential to defeat foes, explore deadly ruins, and overcome the greatest challenges. It unleashes your imagination.
One other player assumes the role of the Game Master or storyteller. The Game Master describes environments, circumstances, and scenarios in which your character interacts through exploration.
Within these pages, you will find the rules and guidelines you need to continue the time-honored pastime that is roleplaying. These basic rules provide a brief overview of the game to play the free Horns of Ashland adventure.
You are here because you wish to change your game and learn the Iconic Adventuring System.
WHAT IS A DECKBUILDING GAME
In a normal card game, players draw from a common deck of cards. In the Aspyrias Adventuring System, you have a deck unique to you, that only you draw from.
All players begin with a starting basic deck based on decisions made during character creation. You customize your character deck as you adventure.
At the end of a round, you may discard any number of cards from your hand, keeping the rest. Afterward, draw cards until you reach your hand limit.
WHAT IS DIFFERENT ABOUT ASPYRICA
Are you an old-hand at roleplaying games? What makes this system different? What does it offer? How will it enhance your roleplaying experience?
The Iconic Adventuring System is much more than a novel concept of using cards rather than dice. It is about creating opportunity for a successful action through roleplay rather than attempting a task with a simple pass or fail mechanic.
In a typical roleplaying system, a character wishing to filch a few coins from an unsuspecting merchant might roll dice against a target number to determine if the action was a success or failure. The player may add modifiers to the roll due to a higher than average dexterity score or thievery skill bonus. In the Iconic System, the rogue cannot always rely on his dexterity score or even deft skill if the opportunity does not present itself.
Either cards in hand or the fate deck determines the opportunity afforded to a character, while ability scores and skills express the aptitude. Making use of these tools, the Game Master as well as other players can interpret the scene to create a truly interactive roleplay experience.
Referring to our previous example, should the rogue have a few more charm cards or strength cards in hand, the player and Game Master might interpret this as an opportunity to either swindle or strong-arm a few coins from the merchant rather than pick his pocket. Though he may have ample cards to pull off the task, the rogue must now consider if his ability scores and skills can also rise to the occasion.