Cosmic Peril Fantasy
By CPF- - - - - - - - - - - - - - - - - - -
A wide-open sci-fi and fantasy adventure game system with light rules and fast play.
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CPF is a rules-light and fast-playing adventure game system. It is designed for low-power, anything-goes adventure play in worlds of fantasy, science fiction, and science-fantasy.
This role-playing game is:
- Mostly Simulationist, moderately gamist, slightly narrativist
- GM-Led: Players are immersed as characters working towards ambitious goals in a dangerous and unknown universe built and improvised by the game master.
- Rules-light for speed and adapatability
- Core mechanic is the player decision. Secondary to that, in uncertain situations, 2d6 is rolled for skills and 1d20 for attacks, versus variable target numbers. Degrees of success and complications are important.
- Low-HP - Player HP ranges between 5 and 30
- Classless and level-less: Advancement is minimal and skill-based. Player character skill & talent combinations are limitless.
- Low-to-medium-magic or no-player-magic Fantasy, Science-fiction, and Science-Fantasy. Spells are risky and mages are delicate.
- Low-Power Level: Ordinary person to city hero power level. Veteran player characters will be about as tough as "Batman" universe heroes and villains.
- Science fiction, fantasy, and science fantasy - strange fantastic worlds, legendary weapons, magic, psionics, and incomprehensible godlike entities
- Dangerous exploration - in other words, using skills and tools to negotiate obstacles and opposing factions
- Quick, deadly, tactical combat - too dangerous to be overly frequent between rests, but can be more as is enjoyed by the group
- Freeform social roleplay - Players' characters are not bound by tropes or drama mechanics, they are free to play out dramatic scenes or focus on the goal as they wish.
- Sandbox-oriented - Players will be exploring strange and unknown places and choosing their own goals and approaches for the most part.
- Solid balance between fighter, mage, and skill user characters, at every level. Fighters are the best at fighting, magic gets much harder as it gets stronger, and skill users are excellent with skills.
- Combat is not the solution to every problem - varied, flexible skills help make every challenge open-ended and solvable peacefully. Low hitpoints disincentivize combat.
- Fast play - Numbers stay low and abilities stay simple no matter how long your campaign goes on.
- Creative approaches and degrees of success for everything - No matter how well or poorly players roll, something different and interesting can happen, and players can always use creativity in every skill and attack. They can always attempt things.
- No narrative metacurrencies - Players' characters are mortals in a mysterious and challenging world and must find their own path through it. There are no godlike meta-narrative powers, or tv-imitating cycle mechanics to break immersion in the grit and excitement.