#Strangewood Studios
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rpgsandbox · 7 years ago
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The game is a Pen & Paper RPG, set in a multiverse, where hundreds of magical fantasy worlds exist in parallel dimensions. On Earth, it’s the 1960's, and residents there are kept in the dark regarding other worlds and races. The reason for this omission is linked to the flow of magic and the alignment of the multiverse (more on this further below). A large part of the multiverse is working together under a government called the UVA Concordia.
Each player takes the part of a special agent, working within the Concordia Central Intelligence (the C.C.I.). As a team, players will investigate different occurrences, try to thwart schemes, and stop threats against the Concord. They will be aided by magical equipment, their sharp wits and honed skills.
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The rules for the game are easy to learn (especially if you've played one or two RPGs in the past) and support a lot of stunts, high-octane action and dynamic character progression.
Multiple worlds: With a large number of different worlds in the Concord, there are no limits to the variation of missions and adversaries. Here you'll find everything from magic to hi-tech and from jungle ruins to never-ending floating cities.
Science Fantasy: Play as a 9' Ogre Investigator or a 3' Marmoseti Weaponsmith; use mysticism and rituals, as well as guns and lab-equipment; and travel by gate or aether-fueled rocket car. Here, mystic fantasy meets 1960's tech.
Story driven rules: Created to be streamlined and fast paced, the game system is easy to use and we've kept the fancy rule mechanics to the downtime of the game. Lots of character progress and management between session (if you want) but no need for page-flipping when you're in the middle of the action.
Veterancy system: Tired of prancing through the adventure only to botch EVERY SINGLE ROLL against the final boss? The veterancy system allows you to prioritize a few rolls or stunts so that you can have a greater chance of success with each adventure.
Modular setting: This game offers you the ultimate freedom. There is a section in the book for creating your own worlds, creatures and playable classes, and enough room in the multiverse to include them. If you want restrictions, feel free to use the parameters already in place. If you want creative freedom, start making all the worlds and creatures you want for your campaign!
Words matter: All rolls in the game can be subject to Support and Cripple effects. These are standardized bonuses you get from items, abilities or conditions. This means that every time you wonder "Should my wings give me a bonus on jumping?" or "Should the bullet in my shoulder give me a penalty in swimming?” The only thing the GM has to wonder about is "YES" or "NO".
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The book is going to be about 200 pages in standard letter format (8.5X11 in), with thick matte paper and hardback cover. It will be full color and brimming with beautiful art. It will contain information on the setting, the rules for the game, and a lot of inspiration and thoughts on how to create fun and exciting adventures!
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The game is set in an alternative 1960's, where a secret organization is charged with the safety of hundreds of parallel worlds. With a myriad of species, working with equal parts technology and mysticism, the Agents of Concordia are like nothing you've ever seen.
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THE UVA CONCORDIA
The game is set in a rich multiverse with countless worlds, existing in dimensional pockets. Travel is achieved through mystical gates powered by the Aether (that's the element of magic for all you non-casters out there).
Some of the gates have been in place for thousands of years; many worlds have come to co-exist in a Cluster Commonwealth called the UVA Concordia, trading goods, secrets and culture. 
Now you may ask yourself; What about Earth? Where’s all the gates and fantastical, magical wonders?
For good reasons, Earth has been put under a protection protocol, forbidding all mystical activity from being carried out in the open. But even with a strict customs system in place, hindering most evil-doers from reaching Earth, some forces still slip through the cracks.
Enter the Concordia Central Intelligence.  
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THE C.C.I
The CCI is the agency in charge of defending the Concord from inner and outer threats. Stopping a secret coven in the midst of Concordia's senate might be just as important as holding back the towering hordes of vagrants beyond the black gate on Artifex.
Many missions take the agents to other worlds with different governments and cultures, and the CCI enjoy all levels of hospitality.
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THE PLAYERS
The players will take on the roles of agents from different worlds, banding together into mission-solving teams. There’s a plethora of different species and roles within the agency, each with their own abilities and perks, assuring that all characters will have a unique set of advantages and disadvantages. The missions can (and will) vary greatly in aspect. But whether your team is fighting monsters, infiltrating devious cults, investigating strange happenings or discovering lost temples and worlds, your clearance level should only give you access to a mission you (more or less) can handle.
Beside the Clearance Level mechanic that gives you access to dangerous missions, but also marvelous equipment, you will progress in different Veterancies. They will give player characters an edge in situations she is familiar with, like Exploring or Combat. This is in addition to the ordinary character progression mechanic, giving each player 3 simple but different ways to see her character grow and advance as her life story unfolds.
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THE SYSTEM
We have worked hard on finding a game system that fits the essence of the setting. We wanted a fast system that put the focus on the narrative, while keeping the thrill of chance. We ended up with our own action-system we call the Pentivity System, and it works like this: All Player characters in the game have a set of Basic abilities, skills and perks. If you have played one or two RPGs in the past, these concepts will be quite familiar to you. Creating a character is a fast procedure, where you chose different packages for background, education and trade role. This leaves you with more time for defining character depth, or an easily put-together character that you can just jump into the fray with. The players roll all checks, to keep the pace fluent in the game room. To roll a skillcheck, you grab 1-3 12-sided dice (the only dice used in the game) equal to your skill level. You roll them, choose 1 to keep and add bonuses or penalties from abilities, equipment and/or conditions, and compare the result to a target number, set by the GM. Every time you beat the target number, say you get an 11 total when the target number is 5, you get an additional effect.
Penalties and benefits on your rolls use standardised numbers, giving the gamemaster an easy way to discern between relevant and non-relevant conditions.
VISION
Throughout the design process of this game, we have worked towards a bunch of goals, or “game pillars” as they are usually called in the game development industry. I would like to share 3 of them with you as a finishing touch, to give you a better idea of the essence of the game: 1. It's a game we want to play We all have different views of a perfect game, and we want to deliver a game that represents everything we love and appreciate about RPGs. We want to provide something flexible; something with a fast pace that is easy to pick up and play, but also deep enough for longer campaigns and inspirational character development.
2. No hold ups The best memories we have of playing RPGs is when the story is fluent, the players are excited, and pace is consistent. The best way for us to help you achieve that feeling is to make sure the game doesn't require you to constantly look things up in the books. If the rules are persistent and easy to understand, then what you think is right, probably is.
3. Choice + Chance We want the players and the GM to be able to choose where they put their effort. With the veterancy system, the characters have a few points to spend each mission in order to increase the result of a roll, act outside their turn or do something stupid or heroic with a good chance of success. Chance is fun, but choice is equally important. I hope being able to read this has given you a better feeling of what we want to accomplish together with you. A game with a lot of freedom, easy access, exciting story and loads of action! Be sure to check out our upcoming developers’ Vlog for more specific points if you want to know more! And don't be afraid to send us a message.
Kickstarter campaign ends: Thu, June 14 2018 9:00 PM BST
Website: Strangewood Studios
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thegaminggang · 4 years ago
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Agents of Concordia RPG is Now in Print
Strangewood Studios and Modiphius Entertainment have released the core book for the Agents of Concordia roleplaying game.
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skallskadan · 6 years ago
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Here’s something! 😊 From an early concept sketch to the finished illustration. One of many (20) playable species that I illustrated for #agentsofconcordia a pen & paper rpg from Strangewood studios.
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graphicpolicy · 5 years ago
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Travel the worlds with the Agents of Concordia RPG!
Travel the worlds with the Agents of Concordia RPG! #rpg #tabletopgames
Today Modiphius has announced the pre-order release of Agents of Concordia, a brand new RPG from Strangewood Studios which sees you travel between worlds in a fantastic action-mystery-fantasy mashup which had a hugely successful Kickstarter in 2018.
Agents of Concordia is available in print and PDF on Modiphius.net and in PDF only on DriveThruRPG.com.
Although the print book is not…
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boardgametoday · 5 years ago
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Travel the worlds with the Agents of Concordia RPG!
Travel the worlds with the Agents of Concordia RPG! #rpg #tabletopgames
Today Modiphius has announced the pre-order release of Agents of Concordia, a brand new RPG from Strangewood Studios which sees you travel between worlds in a fantastic action-mystery-fantasy mashup which had a hugely successful Kickstarter in 2018.
Agents of Concordia is available in print and PDF on Modiphius.net and in PDF only on DriveThruRPG.com.
Although the print book is not…
View On WordPress
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thegaminggang · 4 years ago
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The Daily Dope #551 - Tabletop Gaming News for September 30th, 2020
Jeff shares the latest tabletop gaming news from Modiphius Entertainment, Pendragon Game Studio, Fainting Goat Games, Smirk & Laughter, CrowD Games, Strangewood Studios, and more!
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thegaminggang · 5 years ago
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The Agents of Concordia RPG PDF has Arrived
In Agents of Concordia, players take on the roles of secret agents – in a fantastical 1960s – tasked with defending the multiverse.
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skallskadan · 6 years ago
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Breaking the radio silence with a sneak peak drawing.
I’m doing some illustrations for Strangewood Studios upcoming Pen & Paper RPG called Agents of Concordia.
https://www.kickstarter.com/projects/1611996272/agents-of-concordia-the-roleplaying-game/description
https://www.instagram.com/p/Brn51y0h7g5/?utm_source=ig_tumblr_share&igshid=5ozn45is02a2
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