This is my addition to White Wolf's World of Darkness. This, my fourth venture into making role playing games, is a look at the Mythic Age. To date, this is the one game that I have put the most effort into, and I consider to be the best balanced. The background mythology is rich and filled with possibilities. The system is simple, and taken mostly from White Wolf's Storyteller games.
A couple of times now, I've thought of making some unique system for AtS. While that would make it more legitimate of a game, it would probably lose something in the translation. It amazes me how much the system effects the world-view of the characters in the game. Besides, I think the dot system is the best thing White Wolf has ever done. (In moments of great disgust, I'll even say that it's the only good thing WW has done.)
Adventurer is a game of mirth, a game of conflict, and (ultimately) a game of impending darkness. Perpetual turmoil is what keeps the balance. There are myth and magic, heroes and villans, lords and ladies, peasants and outcasts, gods and Chosen. Above it all, Adventurer is a game of faith and the god within.
So, warm up your dice, con your Storyteller, break out the character sheets, and fear not the beasts you will face. You are Chosen of the Patrons. You are a god in embryo. And if you should die, Uchu will keep you safe until your return in the next life. So it shall be, until the Sundering…