Our Games
What is the Free Mind Game System?
The Free Mind Gaming System is a simple, easy to use system that was developed with one goal in mind: to tell epic stories without being bogged down by cumbersome rules. With that logic Free Mind eliminates the majority of the cumbersome rules in most roleplaying games, and adds plenty of new ones to foster teamwork and storytelling. Here is the system in a nutshell:
Movement
Unlike many other games there are no movement rules. If you want to run up and punch someone, go right ahead. Why? Because that is how real combat works, it is fluid and does not fit into a grid. Now if you want to run upstairs and join your friends in battle that might take you a couple of turns but that is up to the Legacy Chronicler (our GM) to decide.
Points Allocation
The classic version of a point system is completely refurbished in the Free Mind system. We felt that most players wanted to be a part of the action-packed story that is unfolding before their eyes, not go back to math class. Gone are the days of agonizing over numbers to create the perfect character. We installed a simple, more streamlined version of character progression that is guaranteed to keep you immersed.
So what's new in Free Mind?
Legacies
Your character is not just a group of scribbled point values and traits on a sheet of paper. You want to be playing with a hero or villain who feels so real they could be standing next to you. So many players put incredible amounts of effort into creating characters that they love.
This is where a Legacy comes into play. A legacy is a backstory profile type that describes your character’s history. There are a staggering amount of options. Any story you can dream up has a place in the legacy. This unique history factors into the progression of your character, his or her starting abilities, and so much more. This, again, allows you to focus on diving into a detailed story and without ever needing to come up for air.
Infamy and Renown
How many times in your experience alone has a GM been forced to arbitrarily decide how a player’s character feels about a particular country, player, or character? How many times have you felt that you were completely out of control due to these decisions, or that some of the richness of the tale was lost because of this? To even the playing field, we came up with Infamy and Renown. These measure how much you are hated (infamy) or liked (renown) in a given area or with a particular NPC.
Interrupts and Help
Going back to the idea that combat is fluid, we always felt it was awkward that a player had to wait for someone to complete their turn before starting their own action. It’s counterintuitive, to say the least. The interrupt system allows you to play through combat in a natural, dynamic way. Take for example a situation in which a character wields water and another wields lightning. If they doused an enemy and their partner is aware of this, why wouldn’t they immediately electrocute the enemy before a turn passed? This is where this new mechanic was born. In Free Mind you can interrupt whenever you see fit, allowing you to take action before your turn comes back around.
Free yourself! These are only just a few examples of what’s waiting for you in our games. Check out any one of our games to see how different the Free Mind Role playing experience can be!