måndag 20 april 2015

Playing around with the rules of Aenglum

A few things, that have occured lately, have encouraged me to start playing around with the Aenglum rules some more. Some of the major parts of the game are allready done, but while playing with the rules, as a player, playing mad monks of kwantoom, I realised how diffuse some things are and how really undone some other things are.

Aenglum has, like a lot, of races and classes to choose from, and this is not only a good thing of course, but I choose this step, maybe as a part to make each player choosing THE package he/she wanted.



The races as of now are:


  • Northman (Sort of human vikings)
  • Midlander (Human "european"- french, swizz, dutch, german)
  • Southling (Mostly like Romans - Italians, greece )
  • Swordelf (a kind of island living bushido elves)
  • Blackling (The goth elves. if elves were Romanian)
  • Dwarf (the usual kind)
  •  Halflings (That short people)
  • Moleman 
  • Badgers
  • Minotaurs

The Classes as of now are:

Three pure fighter classes
  • Fighters (best melee)
  • Archers (best ranged)
  • Defenders (best defense)
Three pure magic classes
  • Dollmasters (best summoners)
  • Necromancers (best at death)
  • Wizards (best at magic as a whole)
Three Specialist classes
  • Assassin (best silent killer)
  • Thief (best at skills)
  • Jester (special)
Three Faith classes
  • cleric
  • Healer
  • Witch
Four mix classes
  • Swordmage (offensive magic fighter)
  • Templar (good at keeping the morale)
  • Witchhunter (best at protection from evil)
  • Beasthide (best at changing form)
It is a god damn work to balance these and make each intresting and a good choice to play. Yeah, and this mixed with my from time to time reluctance of rules. To keep it simple and at the same time fun and diverce. Sometimes I wich I had a partner in crime so this mountain wouldn't feel as tall, but the next day it is fun to be the head crazy in the asylum as well!

This week inpirations: Ironclad, season of the witch and some more like that.
note to self. The templar must be less paladin and more a fighter with inspiration, training and faith as weapon. The code of conduct, promises made, that way of living.