Aethermon has always strived to create a tabletop experience, undiminished by the typical limitations of tabletop games: One of these limitations is player overhead.

This concept is best explained with an example: In the earliest iterations of Aethermon, random encounters required players to roll a dice then use a lookup table to determine the encounter (not unlike the back end of a computer game).

This process was not only time consuming but fundamentally wasn’t fun.

We have since replaced the dice and lookup table with a deck of cards for each area. For a random encounter players simply draw the top card from an encounter deck, this card then presents the player with all the relevant information. 

The move from lookup tables to cards was a simple solution to a quickly identified problem. Over the next couple of posts we’ll discuss additional strategies Aethermon implements to streamline the player’s experience.

Keep it easy, AetherRen.