The Adventures of Gregoran
A pen 'n' paper RPG system developed and played by the HappyNeko community
We have developed an in-house, dnd-influenced RPG system and anyone is welcome to join our sessions as long as they are in for a challenge - because it really is not trivial and more than that, players are learning the mechanics and how things relate as they play - there is no central tome holding all the answers, but for the GMs which in turn keep it a closely guarded secret, going as far as to sign NDAs for what is shown and explained to them in order to be able to host those sessions, effectively banning them from being players yet also allowing multiple GMs to take care of one and the same session.
Past sessions are recorded in an ongoing project, The Adventures of Gregoran, as a book written by the GMs and being the closest thing there is to such a "tome holding all the answers", as its "Extras" part holds all information that has been discovered by players to this point, or are considered general knowledge in regions the players came into contact with. For the purpose of keeping this knowledge from being lost, expanding and keeping this part of the book takes precedence over anything else. This "Extras" part of the book is also the only source of truth for actual information a player can rely on, as no false assumptions are recorded in it.
For reasons more-or-less obvious, it is debated whether the project should switch to being its own website instead of a PDF. The answer as to why it's a PDF? Well, "historically grown" fits quite well. And well, here we are.
After porting the content of the book to the website is done, the project will instead serve as a GM Guide focusing on the mechanics of the game, and henceforth be remade as a new Project.
Noteworthy differences to traditional RPGs
Asynchronous play
Every party of players can continue their story whenever they wish, as long as every player within that party is available for the session. Multiple parties, however, can play independently, whilst still potentially impacting each other, advancing the timeline as they play.Blind play
Players do not know nor are explained anything about the world or mechanics as they begin playing - they are to discover it all for themselves. As such, there is no character or player knowledge, for it is one and the same. The only way for someone to know exactly what is going on is to access the GM resources or having a... "talkative" GM for their session. That said, being a GM disqualifies someone from playing.Living and persistent world
The world the RPG plays in is one gigantic (truly gigantic), living, persistent world - including population, politics, etc. and every faction, every noteworthy NPC and every mob boss acts out their interest within the game, working towards their not-always-aligning goals as time advances, and in turn leaving an impact on the world capable of being as large, or larger than that of a player party. Not even the GMs can fully predict their actions, by design.GMs, not DMs
The big difference between a Game Master and a Dungeon Master is the level of control one actually has. The system is designed to give utmost control to the GMs hosting the session, which in turn means that they have a tremendous amount of work to do - not only in advance, but as the session progresses. Because of that, it is not uncommon that there are 2-3 GMs hosting a session, diverting the necessary work between them.Player freedom
Skills, Spells and Abilities are all dynamic, and not statically defined in some defined set of, say, fire spells. Instead, there is a basic set of restraints - think of it like the laws of physics (Which literally are one of the constraint sets). On top of that, there are mechanics that entirely void specific sets of constraints (like magic). What you make of it is, in turn, entirely up to you. But don't forget that in order to figure things out, you actively have to try them - which may subject you to any eventual consequences you may or may not have known about or suspected to that point.Collective player knowledge
The Lore section and every bit of information on this page is knowledge that the players uncovered during their sessions, and made available to them here for reference. The information provided here is always the truth, to be understood as lacking any kind of assumptions or misconceptions. It is a fact collection, in other words. As such, it is relatively empty compared to the amount of facts that actually exist to this point. New information will be added solely as players uncover them, categorized and extended as more knowledge is uncovered. As such, there will be empty or heavily redacted pages for things a player party knows to exist, yet misses any and all kind of knowledge regarding the topic.