Rules Overview 1 – Core Concepts

Calamity is going to be using a completely new rules system, you will see familiar elements from different game systems as well as some elements we believe are unique. We understand that many of you will have a hard time deciding on a character until you see the rules, please be assured we are working diligently to finalize the rules and begin playtests.

First we'll cover some core concepts:

Core Concepts

Skill Resets. Where feasible within the system we are removing the concept of “per day” or “per combat” abilities or reset periods. Instead we have a system where the resetting of most abilities will involve characters engaging in activities that reinforce the feel of the weird west.

Everything Happens Onsite. We do not intend to do anything as a Between Game Action (BGA), our goal is to have everything happen onsite. From research, responses to letters or telegrams, resource management of mines or land holdings we want it all to happen on screen.

Simplicity. We are creating a system that embraces KISS (keep it simple stupid). A ritual may be complex but the system that governs it and the effects it provides should be easy to remember (especially in the heat of combat).

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