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the Dee Sanction

ADVENTURES IN COVERT ENOCHIAN INTELLIGENCE

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Tag: game mechanics

CategoriesGame Mechanics

Checking the Numbers

Posted onDecember 8, 2020

There’s a weird juggling act going on between totally freestyle game design and having a solid structure of checks and balances. On the one hand, the numbers should make perfect sense. On the other hand, balance blows. Don’t get me wrong, there does need to be some kind of structure … Continue ReadingChecking the Numbers

CategoriesRPGaDAY

Lever — RPGaDay #25

Posted onSeptember 4, 2020September 4, 2020

The system for The Dee Sanction provides a very basic combat system and approach with the levers and pulleys to make a formidable opponent terrifying and a weak one, necessarily, a pushover. At the same time, I have been trying to find the best way possible to make it pseudo-compatible with other … Continue ReadingLever — RPGaDay #25

CategoriesRPGaDAY

Favour — RPGaDay #27

Posted onAugust 27, 2020August 27, 2020

In The Dee Sanction, favours are an example of the lowest form of Angelic magick, base acts of command over the elemental forces that make up the landscape of the etheric realm. Favours work once per game session and automatically work, unless inhibited or prevented from activating — for example, if the … Continue ReadingFavour — RPGaDay #27

CategoriesRPGaDAY

Push — RPGaDay #21

Posted onAugust 25, 2020August 25, 2020

The Agents of Dee are always looking to push on and weather the storm, as the system opts to Fail Forward rather than simply to fail (I touch upon the concept in Meet). There is no push mechanic, as such. You can spend Fortune to re-roll a really bad throw, but otherwise … Continue ReadingPush — RPGaDay #21

CategoriesGame Mechanics RPGaDAY

Rest — RPGaDay #13

Posted onAugust 12, 2020August 13, 2020

An Agent must have the equivalent of a full night’s rest (i.e. about 8 hours) to recover all of their Hits—starting characters have 3. Otherwise, they recover a single Hit for every two hours of uninterrupted sleep. However, sometimes rest is insufficient. Some enemies inflict Consequences that are not as … Continue ReadingRest — RPGaDay #13

CategoriesRPGaDAY

Light — RPGaDay #9

Posted onAugust 11, 2020August 11, 2020

It would be fair to say that The Dee Sanction is system light. It isn’t entirely intentional, but I’ve never liked heavy. I mean, I can read hundreds of pages, but can I keep them all inside my head. And would I expect anyone else to do the same? The … Continue ReadingLight — RPGaDay #9

CategoriesRPGaDAY

Tribute — RPGaDay #5

Posted onAugust 10, 2020

If there’s a tribute to be espied from The Dee Sanction‘s development, it would be in the form of the developing role of the Usage Die. The concept appeared notably (but not uniquely) in The Black Hack as an easy mechanism to track consumables without keeping a precise tally. Seeing that … Continue ReadingTribute — RPGaDay #5

CategoriesRPGaDAY

Change — RPGaDay #2

Posted onAugust 2, 2020August 3, 2020

The real change at the heart of The Dee Sanction has always been in the system. If you look back to the original post on this site, 214, you will see the first mention of the system and the plans for playtesting. That was October 2014. In that iteration, you rolled … Continue ReadingChange — RPGaDay #2

CategoriesGame Mechanics Playtesting

The Me in Team

Posted onDecember 9, 2014

Teamwork. What is it good for? That’s a tough one. In the session of The Dee Sanction I ran at Dragonmeet on Saturday, I found the teamwork dynamic of the group worked quite well. When someone faced a challenge and they rolled outside their success threshold, the team generally jumped … Continue ReadingThe Me in Team

CategoriesEvents Playtesting

Playtesting at Dragonmeet

Posted onDecember 7, 2014

Dragonmeet 2014 at the ILEC Conference Centre saw me running another playtest session of 214. I ran The Dee Sanction setting using a new adventure called “The Holy Wax Infant of Prague“. I had five players and a table in the open gaming area (where I had the opportunity to … Continue ReadingPlaytesting at Dragonmeet

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Neither the circle without the line, nor the line without the point, can be artificially produced. It is, therefore, by virtue of the point and the Monad that all things commence to emerge in principle.

John Dee, Theorem II

The Dee Sanction Core Rules for Elizabethan intrigue and supernatural investigation tabletop roleplaying featuring an image of John Dee performing an experiment before Queen Elizabeth and her court

Core Rules on DriveThru and All Rolled Up

A supplement for spiritual and strange supernatural powers to include in character generation for the Elizabethan investigation tabletop roleplaying game The Dee Sanction featuring an image of John Dee and Edward Kelley in a graveyard confronting a ghost at night

The Sight on DriveThru and All Rolled Up

A hand drawn map of the east end of late Tudor London created with considerable artistic licence for The Dee Sanction tabletop roleplaying game including the Thames, Tower of London, old London Bridge, and northern Southwark

Ossulstone Hundred on DriveThru and All Rolled Up

The Book of Days character sheets and investigation journal for tabletop roleplaying featuring a complex summoning sigil known as the Sigellum Dei used by Doctor John Dee to engage with angels

Book of Days on DriveThru and All Rolled Up

Abaddons Puppet a third party adventure for The Dee Sanction featuring witches giving offerings to their dark lord as strange demons and spirits fly overhead

Abaddon's Puppet on  DriveThru

Upper skull of a human being etched and edhed with gold against a darkened backdrop filled completely with a wall of more human skulls

Adventures on  DriveThru  and  All Rolled Up

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