Thoughts on the Dread Knight

Designing the Dread Knight It was 2004-2005 and I had just picked up my gaming books again and began working on Unchained Heroes. It was still called Calrysn at that time. I was trying to think of names for the classes that would be found in Unchained Heroes. At that time everything was called an archetype rather than a class. You would choose an archetype, get a few abilities, and then the rest of the choices you make for powers and abilities would be entirely up to your whims. At that time I had the Templar which would later become the Paladin, the Primarch which would later become the...

read more

Knowing Your Role

Know Your Role Today we are talking about maximizing your effectiveness by knowing your role. Based upon how you want to play, there are certain inalienable truths that are applied to your Hero. These truths span all game systems – paper and computers, and cross all genres from fantasy to steam punk to high technology. Games designed upon the concept of the “Holy Trinity” roles–the Tank/Healer/Damage Dealer–are widespread and popular. In Unchained Heroes, these roles are matched by the Champion, Sentinel, and Vanguards respectively, so I will discuss game-play theory here. These...

read more

Thoughts on the Sorcerer

Designing the Sorcerer The Sorcerer Class is one of those classes that always has a place in fantasy games and mystical lore. Like some of the other staple classes, I felt that they needed to be in Unchained Heroes to make it complete. The question was how was I going to make it seem cooler than all the other reiterations of a Sorcerer that we have seen before. I tried to answer that with the name. I took quite a long time trying to come up with a good name for the Sorcerer. Was it going to be a Mage? Too bland. Wizard? Too old and crusty. Magi? They were not one of the Three Wise Men....

read more