Presuming there's interest, I aim to cap this off with the release of a playable starter adventure (complete with #FoundryVTT integration!) and then continue with a running commentary as I start pulling together the Game Master's Handbook for publication alongside the Core Rulebook.
The plan for this blog is to introduce Aetrimonde's design principles and mechanics, show off what typical Aetrimonde characters look like, and give some sneak previews of some of its subsystems. Along the way I'll be expounding on why I made some of the #game-design choices I did.
Aetrimonde isn't a 4e retroclone (I haven't set out to write "4e but better"). The entire reason I had houserules when running 4e was to try and support a genre of fantasy that D&D traditionally hasn't been great at. This is my attempt at a system with that kind of support baked in from the start.
I'd like to introduce #Aetrimonde, a #TTRPG I've been designing with heavy inspiration from the houserules my group used back in our #D&D4e days. I'm not ready to publish Aetrimonde yet, but I'm opening up a blog to discuss its design principles, mechanics, and systems at aetrimonde.wordpress.com.