Or at least, an early version of it. The game has had no playtesting yet, so I’m sure I’m gonna have to tweak stuff later on. I’m gonna have to host a few games for that, which I’m psyching myself up for. Anyway, without further ado…
You can find the game here! No PDF version yet so I can edit it easily. I’ll work on that later on.
Let me walk you through the game.
It’s like, 80-90% Cairn, really. I replaced a lot of game terms with ancient Filipino terms. The Game or Dungeon Master is called the Mangaawit, which means singer. Most Filipino storytelling before Spanish colonization was through song and poem, orally performed and taught instead of written, so it’s a beautiful term for a Game Master in a Filipino game. I can’t take credit for coming up with it, because I copied it from makapatag’s Gubat Banwa.
Player characters are called Binmanwa, pertaining to people who know how to survive in the wilds. It doesn’t push roles onto players, but still describes their innate capabilities.
The Principles of the World is supposed to be a guide for the Mangaawit and players about the common sense and values of natives in the world, because they are supposed to be natives who grew up on the islands, not foreigners discovering a new culture. It’s still lacking some details, but it should do for now.
Character Creation is almost like Cairn’s, but with Ancestries from my setting. I didn’t attach any mechanical aspect to them, just a few words about each one’s nature and tendencies. Should be useful in fleshing out a character, I think?
The General Rules are mostly unchanged. Combat Rules have some added and replaced stuff.
Initiative is replaced with one that has modifiers based on players’ armor. Basically the less armor the party has, the more likely they will act first in a turn. It feels a bit inelegant compared to Cairn’s rules, but I added it there to push players into wearing less armor, just like ancient Filipinos. If I can think of a more elegant initiative rule, I’ll replace it.
I switched movement from exact measures to abstract ranges like in The Black Hack, but feel free to switch it back. I also added in rules for ships and naval combat from Into The Odd. You need ship rules in a game set in an archipelago!
The sorcery and magic rules are what needs the most playtesting. I wanted one that feels like Filipino sorcery from what I’ve read. I knew I couldn’t use Knave and Cairn’s 100 levelless spells, since there is a clear and wide difference in power between spells in Filipino sorcery.
So what I came up with is 6 categories or schools of magic that a Binmanwa has to linearly advance through. Casting spells have fatigue costs just as in Cairn, with the most powerful spells taking up 3 inventory slots.
Advancement is inspired by Weird North, QZ, and the Black Hack.
And lastly, I stat-ed up some NPCs, natives and folks, monsters and colonizers based on the ones in my setting. I’m not that familiar with the nuances of Cairn NPC stats yet, but it’s a start.
And there you have it. Mangayaw is very much unfinished and I want to see it in actual play before I make big edits. For that to happen, I have to host it for people on the internet, which I haven’t done before. So I’ll have to prepare myself for that.