Game Mechanics

The mechanics page contains a lot of the nitty-gritty information about Cairn Hill. In short, this is the "Rules" section. If that bores you, I understand. Everything contained in these pages is subject to change, as I discover what works well and what doesn't. For a very general idea of what's going on, go to the Quick and Dirty Overview.

Here are some screenshots:

A brief clarification and definition of winning the game.

A description of quests, the things at the core of the game engine.

The magic section provides a description of all the magic spells, spheres, and such, used in Cairn Hill. This is mostly content, rather than straight mechanics.

This is a description of the statistics used in Cairn Hill. This is useful if you want to create an NPC for the game, or just want to understand more fully how the game works. Or whatever. I doubt many people will actually look at it.

I've come up with a system to govern the way a PC's actions affect NPCs estimation of him. I call it the happiness web, and you can learn about it here.

A description of how each character's unique magical attributes are represented in game terms.

Here is the system for encumbrance! Look here if you like long, boring things!

Here is the system used for rolling dice and determining an action's success thereby! I really like this system, actually; but I don't think it would be practical to port it over to any "real" RPG setting; too much math, I think. Still, you're free to try.

Here is the system for health, stamina, damage, and recuperation, and all other such things as would be logically lumped in with them. Enjoy! (Note: like encumbrance, this document is long and boring).

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