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The Endless Wilds
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=Game Mechanics= Currently, the mechanics planned for the setting are varied and currently under contention among contributors. These are some of the basic matters currently at hand: * '''Character Generation''': There are some differences in how many attributes a character should have, and what they should be. The differences lie in the mode of play each contributor sees the game being played in: dungeoneering, hack-and-slash, storytelling, so forth and so on. * '''Skills''': Gameplay is agreed to be largely skill-driven. Characters are likely to be Hunters, which draw skills from their previous experience (professions as Guardsmen, Policemen, Magineers, Magisters, Businessmen, or Politicians) before becoming a Hunter. Of course, new skills can be gained through any of those professions if the characters act in the according capacity, or through skills unique only to Hunters. Existing skills can also be strengthened throughout the story. * '''Action Points''': In a contentious scenario, characters are able to perform actions through the expenditure of Action Points. As with any usual AP-based mechanic, use too many of them at any given time and the character may be somewhat useless in the long run. However, there are differences whether there is a plethora of actions which cost a set amount of AP each, or if there are only basic actions in which the characters can wager AP for a better chance of success. * '''Homebrew or Not''': There's also the idea of whether or not we should even pursue using a homebrewed system, or if we should just adapt this to an already existing system. [[Category: Homebrew Settings]]
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