Autarch Home

…on The Sinister Stone of Sakkara’s Structure

The Sinister Stone of Sakkara succeeds in it’s goals as an introductory module, and serves as a great example of what today’s authors are doing with the concepts introduced some 40 years ago by the original team. For new players, what most folks think of as cornerstones of old school play – faction dynamics, multi-path dungeons, resource management & logistics, are all introduced within the two levels of the titular dungeon. Interacting with monstrous or human NPCs in a non-combat function is well rewarded, exploration delivers results, and the solving of the dungeon; with secret doors, traps, and treasure extraction all in play, is baked in. … the whole thing serves as an example of what can be accomplished with Chapter 10 of ACKS. New and experienced Judges will find this example invaluable.

Koewn

…on The Sinister Stone of Sakkara

…The Sinister Stone of Sakkara is more embedded within its setting (the Auran Empire) than The Keep on the Borderlands ever was. B2 was released before there even was an official setting for D&D (that came with X1 The Isle of Dread). Nowadays game consumers seem to prefer more flavored, setting-based content. So whereas the Keep was led by The Castellan, Turos Tem is led by Legate Ulrand Valerian…

Jeffro Johnson

…on The Sinister Stone of Sakkara

‘Matthew Skail, the dungeon designer [The Sinister Stone of Sakkara], really instills a sense of cumulative horror as the creepy images and icons found in the upper level are revealed to be more than just artwork later on’, states Alexander Macris. ‘Some of what’s in the lower level is horrific enough that Raggi would be proud.’

Interview with Alex Macris

…on Domains At War

If the history of wargaming is the Sun, Domains At War: Battles is that point of light you get after focusing what’s good about wargaming through the lens of DND. It’s quick, flexible, and dead simple to pick up for anyone that’s rolled dice with purpose…If you are not running ACKS, or you’re not in an ACKS game that’s putting any emphasis on domain management, this (Domains At War:Campaigns) still has a lot of use for you – if you ever want your game to feature war as a backdrop, or have the PCs interact within that war, or your players have ever wanted to take a mass of henchmen and mercenaries to a robber knight’s keep – and you want that war and those battles to be as simulated as the PCs actions are – if you want it to be gamed and real, you still want this book.

Koewn

…on Mass Combat with Domains At War

This game (Domains At War: Battles) does for mass combat what Steve Jackson did for tactical combat with Melee and Wizard. Even better, the basic system of armor class, hit points, and d20 to-hit rolls will be immediately recognizable to most role-players. It is great that people that could never be convinced to sit down to a game of Commands and Colors or Dragon Rage will play this, but the fact that it provides a context for martial characters with high levels of Wisdom and Charisma to really make a difference totally seals the deal. This is something I have wanted for a long time even if I did not quite know it and it addresses a wealth of design issues that emerge in many of the older role playing games. This is a very big deal, an achievement on par with the development of playable megadungeons.

Jeffro Johnson

…on Scale in Domains At War

Autarch has created a lens with Domains At War. This finely crafted piece allows you to view mass combat within your game. It is up to you to focus the lens, choosing when to pull back and see the whole of a war campaign and when to zoom into a single battle. The rules of D@W work seamlessly, allowing a group to flow back and forth between both rule sets as the story of the game and their interest demands. If you are looking for a rule set for a d20 game that abstracts mass combat in a fun, simple way, while still providing players influential choices, check out D@W.

Dark God

…On Dwimmermount

If you have an itch for an epic mega-adventure, Dwimmermount will not steer you wrong. It’s a lot of material and is a steal at $10 on RPGnow.com for the .pdf. Five beer steins out of five.

Jason Carter

…On Dwimmermount

This is a pretty damn impressive set of tools that allows a dungeon master to create, demo, and craft Dwimmermount into their campaign back drop, and as a of a damn fine science fantasy campaign that they’ll want to run.

Needles

…on Dwimmermount

(Dwimmermount is) just really well done, as comprehensive a megadungeon you will find.

Jeremy

…on Dwimmermount’s Design

What struck me in the read through is how to use Dwimmermount as an example – a how-to on presenting a themed dungeon or campaign world…It is a font of ideas – not only setting ideas, but presentation and preparatory ideas, not only for someone who would want to create their own dungeon, but for someone just setting up a sandbox environment, and wanting some structure to hang hexes up on…All of this, then, for $10.00; a madly underpriced PDF for what you’re getting out of it, especially as compared to other megadungeon products. Take it as it is and you’ll enjoy it just as much as if you dismantle it first; either way you’re getting real value.

Koewn

…On Dwimmemount

I have greatly enjoyed reading through my copy of the book. The world of Dwimmermount is called Telluria, and the lore and history of the setting are tied inextricably with the history for the megadungeon. There are many oddities to the dungeon that appealed to me, and every level is designed consistently with the history that is provided.

Patrick Henry Downs

…on Dwimmermount

I really like Dwimmermount. It’s really big, and it’s full of pulp science-fantasy flavor.

Pat

…On Dwimmermount

Dwimmermount’s sensibilities are very classic Dungeons and Dragons, and it aims to evoke a swords and sorcery world rather than the watered down Tolkien pastiche known as vanilla fantasy.

Gus L

…on Dwimmermount

To sum it up, Dwimmermount is a well-written, information-dense, traditional megadungeon with hints of science fantasy, designed to facilitate a game based around exploration and discovery. The tools and information presented inside this huge tome are aimed at helping achieve this goal; and with success, I must say.

Ynas Midgard

…on the Player’s Companion

The Player’s Companion extends the core rules by adding a series of new classes, the dwarven machinist and spelunker, the elven ranger, and some human classes – mystic (monk), shaman (druid), and priestess. I’ll come out and say it though, the thing that got me fired up with the book-love was the extensive list of templates. (I think they claim there are 144 of them). An ACKS template is basically some pre-selected options that speeds up character generation and gives the character a bit of early flavor. ACKS supports the old school roll-and-go – it’s got basic 3d6 in order for abilities and simple classes, like classic D&D. The templates take it the rest of the way, by adding a preconfigured set of starting equipment, starting money, and suggested proficiency selections.

Beedo

…on Class Building

If you run anything even marginally compatible with B/X, or based on the original through 2nd editions of the paternal game, you can take advantage of this book (Player’s Companon). There’s dozens of little $1 Labyrinth Lord classes or extended spellbooks spread around RPGNow – this is all of them, and more.

Koewn

…on the Player’s Companion

This book is a great addition to the ACKS system, as well as any OSR game, for much of the material in here could be easily ported to another game of choice. If you are running ACKS, this book will help tailor make the system to your world. If you are on the fence about ACKS, check this book out. Its flexibility and substance just might make you a convert.

Dark God

…on ACKS Campaigns

The campaign chapter also contains a bunch of amusing rules for magical research – not only can you create your own spells, but you can also cross-breed monsters and turn yourself into a lich! Perhaps the best part, though, is the conceit that wizards can build dungeons somewhere (probably not directly under their tower), wait for monsters to settle inside, and then send adventurers inside to harvest their parts. It sounds tremendously inefficient both for the PC (hoping you get a sufficiently interesting creature!) and the player (dungeons get stocked by making wandering monster roll…after roll…after roll).

The Other Steve

…on ACKS Fighters

…not a lot of people are talking about the combination of the fighter damage bonus with the cleave rule. That’s a huge deal that makes fighters more the premier class of the game- especially when you take in all the things done to dial back the mages.

Jeffro Johnson

…on ACKS Playability

If ACKS were published 20 years ago, it’s likely I wouldn’t have finished college.

John Arendt

…on ACKS Domains

I think its safe to say that I have never seen a set of rules and guidelines for stronghold and dominion management in any other D&D game (or even any other game remotely similar to D&D) that were this complete. The mechanics in the BECMI/Rules Cyclopedia books pale in comparison. Even Pendragon, which probably has the most detailed rules on manors that I’d seen systematized until now, doesn’t really match up. You get complete rules for just what kind of stronghold each class can make, how many followers it will attract, what every little bit of it will cost, how many peasant families you can attract and support, and what kind of revenue you can collect. On top of that you get rules for how to expand your domain, what kind of various expenses are involved on a regular basis, rules and tables for being a vassal of a lord or king, morale rules for your dominion to see if the peasants are revolting, rules for building and running villages, towns and cities, and building and managing markets.

RPG Pundit

…ACKS Magical Research

The campaign chapter also contains a bunch of amusing rules for magical research – not only can you create your own spells, but you can also cross-breed monsters and turn yourself into a lich! Perhaps the best part, though, is the conceit that wizards can build dungeons somewhere (probably not directly under their tower), wait for monsters to settle inside, and then send adventurers inside to harvest their parts. It sounds tremendously inefficient both for the PC (hoping you get a sufficiently interesting creature!) and the player (dungeons get stocked by making wandering monster roll…after roll…after roll).

Eric Tenkar

…on ACKS

This is what a rationalised 21st century dungeoncrawling RPG can look like – enough old school aspects to appeal to grognards, but with enough mechanical crunch to appeal to new(er) school players. The systems maths is robust enough that it doesn’t fall to pieces if you breathe on it, but simple enough that you only need to do simple-addition-up-to-20 in play. And we did it crowdfunded and with substantiative fan base interaction and customer feedback.

Chris Hogan
Adventurer Conqueror King
Experience the cutting edge of campaign play with the Adventurer Conqueror King System – combining the ease of play of the original fantasy role-playing game with the consistency of world building enabled via a robust and balanced economic system. ACKS includes resources for domain play, class and spell building, and several add-on rulesets that enhance and expand options available to players and referees.
Ascendant
A superhero role playing game of infinite possiblities! Elegant mechanics for simulating the physics of comic-book worlds, grounded in real-life benchmarks, allow play of heroes at any power level – from streetfighters to cosmic powers. Comprehensive investigation and invention mechanics support both super-detectives and super-geniuses, and extensive rules for handling disasters from disease outbreaks to hostage negotiations through tornadoes and volcanoes round out the gamut of superheroic adventures.