>[!recite|center no-bg txt-c no-i no-t] ><center><font color="#bccad8"><font size="+5">Ars Memoria</center></font></font> > >[!info|clean no-i no-t txt-c] >>[!info|clean no-i no-t center] >>>[!grid] >>>[![[charactericon.png]]](Characters.md) >>>[![[Rulesicon.png]]](Rules.md) >>>[![[Creaturesicon.png]]](Creatures.md) >>>[![[itemsicon.png]]](Items.md) >> > >[!recite|center no-bg txt-c no-i no-t] ><center><font color="#bccad8"><font size="+5">In Ma'rah</center></font></font> > >[!info|clean no-i no-t txt-c] >>[!info|clean no-i no-t center] >>>[!grid] >>>[![[actoricon.png]]](Actors.md) >>>[![[indexicon.png]]](Index.md) >>>[![[mapsicon.png]]](Maps.md) >>>[![[recordicon.png]]](Campaigns.md) >> > >[!recite|nmg embed clean no-t txt-c] >The primary goal of this system is to provide a structure for the almost infinite criteria a character can develop in a narrative fantasy by providing an exhaustive list of character options that are both mechanically intuitive and open enough to interpretation by the narrator. > >I hope this can foster a game play experience that can illicit a tone of wonder often found in fairy-tales and fables. > >The usage of proto-religious symbolism and adherence to categories and symmetry will demand stylistic choices and presumptions about the underlying axioms of the setting that these rules are being run in. > >In comparison to other fantasy role play alternatives, this system is denser in it's creative options the further away from a point where a decision has to be made in an action sequence, and hopefully provides the ability to have more creative opportunities to use those options when a decision is called for. > >I dont think I have reached my goal, but I hope this system grows and at the least speaks to my effort and aim. >