(As I write this, I realize I need to give this bit some more thought. So far in the pages I've created there is next to no discussion of the end of the world. But everything I've created so far is related to character creation and mechanics, so there's still plenty of room to explore the idea.)
Here are some of the game mechanics.
Action Classes: The history of this game design lies in Dead Wizards, back when I had the idea of embracing the old D&D attack matrix as a core game mechanic. I came up with three categories of action and was planning to have them represented on the character sheet as a descending AC matrix. I killed the matrix but kept the three action categories, which I call Action Classes, or ACs (nods). These are your stats. They are Cunning (stealth, charm, skill, cleverness), Prowess (physical action, combat, danger stuff), and Magic (intellect, knowledge, arcana).
I went with these three categories because, per this game's lineage, the idea was to evoke sword and sorcery. And when I thought very hard about how my favorite sword and sorcery characters interacted with the world it was in these three ways, primarily. You don't really need anything else to play this game.
Each AC is a target number, which is generated randomly. When you do an action related to that AC, you roll 1d20 vs. that target. There are very few modifiers and the ACs rarely change. Instead of your ACs getting better predictably, you have randomized and organic character development. Maybe you are blessed by some forgotten deity and your Magic AC is improved by 1, or maybe you find a weird alien device and your Cunning gets a little better when you're using it. Etc.
- Pull off an amazing stunt.
- Be next to take action.
- Second wind (heal a little).
- Know a fact from the GM.
- Take an extra action.
- Add a new fact to the game-story.