FAQ
It all began with a simple idea fueled by a deep passion... And a lot of disappointment in the current state of modern TTRPG scene.
What is Arcem?
It started as a group of friends, many years ago. Now we're a small team that tries to make fun projects.
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What is the Eightfold Age project?
To put it simply - it's our take on making a cohesive, narratively driven TTRPG with easy to grasp mechanics.
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What makes this game different from other TTRPGs?
Everything and nothing really.
Everything - because we strive to create something breaking the mold. Something new in terms of storytelling and the world we'd like to present.
Nothing - because we're still a bunch of people rolling dice in our living rooms/basements/attics/please choose appropriate room.
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What genre is it?
The Eightfold Realms represent a weird amalgamation of Romanesque Steampunk, Aetherpunk Bronze Age and Mystical Early Iron Age with a dash of High Fantasy.
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What tone does the game aim for?
We believe that the game tone will be just as you - the Player and the Game Master - would like it to be. The setting can be universally epic and grim - all depending on the Realm and your own imagination.
The game in itself doesn't carry a predominant tone of narration. One can find both hope and despair in the Eight Realms. The Realm of Life can be a source of misery, while the Realm of Death might bring solace and salvation.
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Is it beginner-friendly?
Absolutely!
The system was designed by people from different generations and with a very diverse approach to the notion of TTRPGs. It uses a single type of dice, so it's quite easy to pick up. We decided to keep rules plain and easy to explain, to circumvent needless rules-lawyering and table bickering.
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But there's always going to be rules lawyers and table bickering, right?
Yes, but it'll be less our fault than yours. We hope...
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What system does Eightfold use?
We based the system on an exploding D10 system. Basically - you roll D10 on everything, and if the character has some sort of specialization in a particular skill they can roll again after hitting a 10.
Other than that - we use Triump (10) and Fumble (1) mechanics. Those are not the typical Crit Fails/Successes. A Triumph usually gives a double success, while a Fumble creates an opportunity for the Game Master to add a little... Twist.
Other than that - there are some variant rules, that might spice up the game and stakes.
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How complex are the rules?
Easy to grasp and not that hard to master. This (as most TTRPGs) is mostly a narratively driven system. Mundane tasks are passed automatically - and special perks allow you to treat more complex actions as default ones - such as riding a mount.
The most complex element would be character creation, as it gives a lot of possibilities. Other than that - the game is easy to handle.
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What dice are required?
You're going to need a pool of D10. Around 10 would be good for a proper start.
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Is it GM-led or GM-less?
The Eightfold Age was made as a system with a Game Master present at the helm of the game. Of course - feel free to explore other options, but we designed the game to be lead by a GM in mind.
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Does it support solo play?
No, it does not support strictly 1-person game (as in 1 person is both the player and GM).
Unfortunately - to play you'll have to go out and find at least one friend.
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How long does character creation take?
For a new player, it'd require reading at least vaguely, the little amount of lore - and to get along with the system. Making a good, detailed character shouldn't take longer than an hour.
Sky's the limit though.
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How long is a typical session?
It depends - but a single session should last around 3-4 hours.
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What kinds of characters can players create?
Typically humans - of different backgrounds, cultures or aspirations. No character is truly same like the other. One can be a cowardly clerk, while another a truly brave fighter. There's a place for every type of character in the game, not beset by arbitrary rules that could disrupt your creativity.
Want to roll a spellcaster with heavy armor and a polearm? Sure
Want an unarmed poet, willing to back his rhetorical skill with a fist? No problem at all!
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Are there classes/playbooks/archetypes?
The role of "classes" is split into two:
Backgrounds - humble beginnings of the character that determine their initial skills and equipment
Vocation - determining characters' growth and aspiration, unlocked by Trials.
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Is advancement level-based or narrative?
A bit of both.
The Game Master distributes points as they see fit - which help in buying perks and skills, developing attributes etc.
On the other hand things such as magical growth or Trials are purposefully made story-driven.
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How deadly is combat?
Quite deadly - rewarding forethought and planning, but forgiving enough not to make the player suffer outright.
Depends on how you build the character - in the end, there are tanks and glass cannons alike.
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Is combat tactical (maps, minis) or theater of the mind?
The system can support both - it's designed with tactical grid fight, but can also support more narrative combat.
It also supports social encounters similar to tactical combat!
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How much roleplay vs. combat vs. exploration?
Game Master dependent - truly.
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Is there a built-in setting?
Yes, there is a setting. We have designed and crafted the setting that is tightly bound with the Cultures and the World presented in the game. Cultures are tightly knitted into the game itself - while some elements of Eightfold Age can be modified and used separately, it'd be a challenging task to outright throw away and replace half of the game.
Seriously - give it a try.
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How much lore is included?
We are trying to put as much detailed lore into the base game, to give you a good vision how the world works, how it interacts with itself and how the players will be able to go on about their misadventures in it.
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Can I create my own setting?
We already created a setting for you - but feel free to play around. The sandbox exists to be broken.
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How many players does it support?
Typically a GM + X amount of players. We advise between 2 and 6 players per a GM.
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What’s included in the core rulebook?
With a Core rulebook you're gaining access to all the base game content: 16 Cultures, 8 Backgrounds, 28 Vocations, a list of Merits and Flaws, Perks, basic and variant rules, tables of content and random character generator. We also include a lore primer and basic guidelines for upcoming Game Masters - how to lead.
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Will there be a quickstart or free preview?
We're planning to release a starter module/primer for people to get acquainted with the Eight Realms.
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When is the release date?
TBA
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Will there be digital versions (PDF, VTT support)?
Yes - we're going to publish all our works as a purchasable PDF files.
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Will there be ongoing support or expansions?
Absolutely! The core game is just the start. We're going to develop it on and on - writing more adventures, lore and expanding possibilities for both Game Masters and players.
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Is there an SRD or open license?
No, we're not planning on opening the license. All rights are reserved. At least for now.
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Does it require safety tools? Are they included?
We don't plan on including safety tools, nor we find them necessary.
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