Ashes of the Magi: Fallen Angel Design Retrospective
I've been designing Ashes of the Magi for about ten years. Well, it's more accurate to say I've been designing games that ended up becoming Ashes of the Magi for ten years. Starting here, I'm going to detail the journey of designing this game, what I lessons I learned along the way, why I made certain choices, and how the game evolved into its current incarnation. I'll try to keep up with doing at least one a week, but that's a goal, not a promise. So. The game started as many games do, as a reaction to the many RPGs I was playing between the late 1990s and early 2000s. Dungeons and Dragons 3rd and 4th edition, Dark Heresy, FATE, Call of Cthulhu, Riddle of Steel, Savage Worlds, World of Darkness; those are the big ones but there were countless others and one shots. I was into warhammer: fantasy battles and warmachine at the time, which informed a lot of what I liked about wargames and combat tactics. Surely there was a way to take the best parts of the thes...