Aria and the worlds book really need to be used together, but that would make a.truly. massive tome. Yep, it's dense. Yes, potentially it's a fun game, and (somewhat unfortunately possibly) yes, it can be done better with a 'lite' narrative system. A lot of fun and informative to read though, with a focus on the Heroes Journey and story archetypes. ERROR PDF Share Thread Anonymous Fri May 29 21: No.40269898 Reply Original 4plebs archived.moe. Best edition of CoC is called 'World of Darkness Core Rulebook'. Seeking ARIA: Canticle of the Monomyth.
Canticle of the Monomyth | |
---|---|
Designer(s) | Christian Scott Moore, Owen M. Seyler |
Publisher(s) | Last Unicorn Games |
Publication date | 1994 |
Genre(s) | Universal |
Aria: Canticle of the Monomyth was a role-playing game published by Last Unicorn Games in 1994.
Description[edit]
Unlike many other role-playing games which centered on individual characters in a pre-set game world, Aria was intended to facilitate the creation of gameworlds, complete with cultures, histories, and politics. Players play not a single character, but a series of characters across the history of the game world, in essence playing the role of a given guild, city or culture, and telling a larger, grander story than would be accomplished with individual characters.
The emphasis for character, culture, and world creation is placed on concepts over statistics, and is meant to encourage players and game-masters to create fully fleshed-out, realistic worlds and cultures with feasible histories and politics. Magic is largely left open for the game master (the Mythguide) to decide, in terms of how magic is performed, how one learns it, and what it is capable of within the world. As with most other aspects of Aria there are no set rules on how magic has to work, which races are available, or any other aspects of the culture or world.
Aria is based on the concept of the 'monomyth', the fundamental story that is at the core of most if not all myths, legends and fairy tales. The system is meant to encourage and inspire gamemasters and players to come up with grand tales that not only tell a story but serve a deeper purpose and meaning, in the vein of Joseph Campbell's assertions about myth and the Hero's journey.
Reception[edit]
Andrew Rilstone reviewed Arias: Roleplaying for Arcane magazine, rating it a 1 out of 10 overall.[1]
RPG.net summarized their review of Aria by saying, 'I love Aria, but it is not a game without faults. It has many. However, it also has many virtues, and should not be overlooked simply because of the poor quality of presentation.'[2]
References[edit]
- ^Rilstone, Andrew (Christmas 1996). 'Games Reviews'. Arcane. Future Publishing (14): 66–67.
- ^'Review of Aria Roleplaying'. RPG.net. March 4, 2000. Retrieved April 5, 2018.
External links[edit]
- 'Archived copy'. Archived from the original on 2008-05-31. Retrieved 2005-10-26.CS1 maint: Archived copy as title (link)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Aria:_Canticle_of_the_Monomyth&oldid=834459826'
Posted by8 months ago
Archived
Is there an RPG like this?
I'm looking for a tabletop RPG system with the following characteristics:
-not too many rules, ideally around 30 pages of rules
-contains combat, but combat is relatively unimportant
-ideally has rules for things like political power, romance, jobs, buying houses, etc.
-ideally no particular setting/ players or GM create the world themselves
-If there is a setting or theme, it isn't dark (like war, zombies, etc.)
It seems like almost all RPGs focus more heavily on combat than I would like, and I'm struggling to find what I'm really looking for.
I've played lots of D&D, but I ultimately dislike the complex combat rules. I really liked the concept of Aria: Canticle of the Monomyth, but reading through the rules... there are a lot of them, more than I can handle I think. I also like Golden Sky Stories, but I would prefer something that does contain some combat.
Thank you.
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